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Rivi 12: Rivi 12:
  
 
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  ½VMA: 5  Väistö:        +7= 14  Nekromantia:      +9= 17  (Luominen: +6, Tutkimus: +4, Energia: +3, Komentaminen: +2)       
+
  ½VMA: 5  Väistö:        +7= 14  Nekromantia:      +9= 17 (19) (Luominen: +6, Tutkimus: +4, Energia: +3, Komentaminen: +2)       
  ½TRV: –  Veitset:        +6= 13  Parannus:    ⅓MHT+6= 12  (Taikuusvammat: +4, Taisteluvammat: +2)
+
  ½TRV: –  Veitset:        +6= 13  Parannus:    ⅓MHT+6= 12 (16) (Taikuusvammat: +4, Taisteluvammat: +2)
  ½KTR: 7  Ihmistuntemus:  +8= 14  Esinetaikuus:    +6= 12  (Esineiden luonti: +5)
+
  ½KTR: 7  Ihmistuntemus:  +8= 14  Esinetaikuus:    +6= 12 (16) (Esineiden luonti: +5)
  ½VLP: 6  Puhuminen:      +6= 14  Peritaikuus:      +4= 13  (Rituaalit: +5, Analyysi: +3)
+
  ½VLP: 6  Puhuminen:      +6= 14  Peritaikuus:      +4= 13 (14) (Rituaalit: +5, Analyysi: +3)
  ½SIS: 8  Esittäminen:    +7= 15  Taistelutaikuus:  +6= 11  (Suojaus: +6)                  
+
  ½SIS: 8  Esittäminen:    +7= 15   Mielitaikuus:    +5= 13  (15)  (Hidas vaikuttaminen: +4, Käskeminen: +2)
  ½KAR: 8   Yrt & Myrk:    +7= 14
+
½KAR: 8  Juonittelu:    +8= 14   Taistelutaikuus:  +6= 11 (16) (Suojaus: +6)
½OPP: 7
+
  ½OPP: 7   Yrt & Myrk:    +7= 14   Taikapisteet:    +10= 19        (Päivälepopalautus: +8 -> 24, Nopea palautus: +3 -> 21)
 
  ½MHT: 9
 
  ½MHT: 9
 
  Taikominen: (taikuuden loimu)  
 
  Taikominen: (taikuuden loimu)  

Versio 21. lokakuuta 2023 kello 12.01


Kyristan

Ulkonäkö

  • Täysin kuihtunut ihmismies, raajat epäluonnollisen ohuet, luut paistavat ihon läpi. Iho vähän läpikuultavaa, hiukan repaleista.
  • Päässä musta kähärä parta, sileät hiukset kalloa vasten, ei silmiä ja silmäkuopat pelkät mustat aukot
  • Pukeutunut silkkiseen kaapuun, jonka reunoissa lievästi hohtavia riimukuvioita.

Torni

  • Meren rannalla
 ½VMA: 5   Väistö:         +7= 14   Nekromantia:      +9= 17  (19)  (Luominen: +6, Tutkimus: +4, Energia: +3, Komentaminen: +2)      
 ½TRV: –   Veitset:        +6= 13   Parannus:     ⅓MHT+6= 12  (16)  (Taikuusvammat: +4, Taisteluvammat: +2)
 ½KTR: 7   Ihmistuntemus:  +8= 14   Esinetaikuus:     +6= 12  (16)  (Esineiden luonti: +5)
 ½VLP: 6   Puhuminen:      +6= 14   Peritaikuus:      +4= 13  (14)  (Rituaalit: +5, Analyysi: +3)
 ½SIS: 8   Esittäminen:    +7= 15   Mielitaikuus:     +5= 13  (15)  (Hidas vaikuttaminen: +4, Käskeminen: +2)
 ½KAR: 8   Juonittelu:     +8= 14   Taistelutaikuus:  +6= 11  (16)  (Suojaus: +6)
 ½OPP: 7   Yrt & Myrk:     +7= 14   Taikapisteet:    +10= 19        (Päivälepopalautus: +8 -> 24, Nopea palautus: +3 -> 21)
 ½MHT: 9
 Taikominen: (taikuuden loimu) 
 Veri: 20         
 Syvä haava: 12   
 Panssari: 6 (Epäkuollut sitkeys 4, Maagista kangasta 2)

Esineitä

  • Lentoviitta


Oinaalassa

Taikuustietäjä Helga

  • Noin kolmikymppinen, lyhyttukkainen nainen, melko kaunis mutta yleensä ärtynyt ilme
  • Elementalisti-oppityttö, opettaja ollut Goda "Myrsky" Tuomiala
    • Ei riittävästi kykyjä taikuuteen, joten jäänyt oppitytöksi. Goda ei varsinaisesti lopettanut opintoja, jätti vaan Helgan ensin opiskelemaan itse kun otti uuden oppilaan, sitten kehotti tutkimaan maailmalle asioita.
    • Godan kautta kontakteja Maraan ja muihin magokraatteihin.
    • Käyttää taikuuttaan jos voi, mutta myrkkyjä ja huijauskeinoja jos tarvitsee.
  • Kultistien velhokontakti
    • Vaihtanut ja varastanut elementalistisia tarpeita & teoksia
Helga
 Väistö: 13           Veri: 10         Taikominen: (taikuuden kipinä)      Myrkyt:
 Yrt & Myrk: 16       Syvä haava: 7    Myrkyt: 14                          Tikari '''5N''', Sumentaa:
 Veitset: 13          Panssari: 4/2    Happo: 12                            Uhri menettää '''1N3''' VLP, kerran erässä
 Ansat: 15                             Tuli: 10                            Pölyä, pusseissa, '''4N''', Hämähäkinmyrkky.
 Hiivintä: 14                          Taika-analyysi: 8                   Ansa '''4N''', Lamauttaa:
 Ihmistuntemus: 12                                                          Uhri menettää '''1N''' KTR, kerran 10 min
 Puhuminen: 11        Esittäminen: 15

"Peippo"

  • Rahko Ala-Karstala, Kaapon etäinen serkku. Värjääjien killan vanhempi.
  • Ainoa Minkin alkuperäiskontakti
  • Paranoidi lastensa ja erityisesti lastenlastensa tähden.
    • Yksi siskonpoika kadonnut, epäilee että kultistit kaapanneet / tappaneet.
    • Luultavasti pari serkunlasta kultissa...?


Mara

Karl Augustus

  • Mara / Harnig / Kassburg-välillä kulkeva vanhempi adepti
  • Moniosaaja: illuusiot, lumoukset ja mielitaikuus vahvinta mutta osaa myös peritaikuutta, esinetaikuutta, ja parantaakin.
  • Opettaja vanhempi maalaisvelho, kuullut vähän Karlin nykypuuhista eikä ole halunnut kuulla enempää, katuu vähän muttei halua sotkeutua nykymenoon.
  • Houkuttelee nuoria lupauksilla helpoista velho-opinnoista, mutta opetusta tulee vähän ja töitä paljon.
    • Pitkään opissa olleet pääsee pomottamaan tai opettamaan nuorempia, mutta monet jäävät rääkkiin vuosiksi.
    • Useimmat luovuttavat jossain vaiheessa; masentuneina, itseluottamuksensa menettäneinä, joiltakin taikavoimat kadonneina
  • Parlamentin tukijoukot ovat enimmäkseen kauppiaita, kiltaväkeä ja varakkaita alaluokkien vanhempia tai sukulaisia, jotka haluavat kostoa mokomalle iilimadolle.
    • Näitä löydettävissä paljon, valmiit tukemaan mutta hitaammin, aatelisten & papiston tuomioiden kautta. Julkisuutta jonkun verran luvassa.
Väistö: 14            Illuusiot: 16
Taikahyökkäys: 13     Lumoukset: 17
Sosiaaliset: 15       Mielitaikuus: 15
 Velhot: 14           Parantaminen: 12
 Aateli & papit: 12   Peritaikuus: 13
 Keskiluokat: 16       Imeminen: 16
Hiippailu: 13         Esinetaikuus: 12

Tilat:

  • Marassa: torni rakenteilla
    • Kaksi kerrosta valmiina ja elinkelpoisia, kolmas valmis ja viimeistelyssä, neljänessä ulkoseinät valmiina ja viidennessä keskuspilari nousemassa.
    • Ympäröivä tontti täytetty: etupiha komea puutarha, takaosa sekalaisia matalia rakennuksia.
    • Täällä ei juuri oppilaita, enemmän palvelijoita & rakentajia.
    • Hankkiutunee eroon muutaman vuoden sisään kun tajuaa ettei tule pääsemään mestariksi
  • Kassburg & Harnig: Kauppiailta ostetut laajat kaupunkitalot
    • Melko samanlaisia keskenään käytännön tiloiltaan, koristelut ja pinta saavat näyttämään erilaisilta. Tilaa kummassakin varmaan saman verran kuin tornissa.
    • 1. kerroksessa komea muttei erityisen iso eteisaula, sivuilla seurusteluhuone ja ruokasali. Koristeltu hienosti muutenkin, lisätään vaihtelevia illuusioita eri käyttötilanteiden mukaan. Takana opetussali, pieniä opiskelukoppeja ja luottohenkilöiden vähän parempia makuutiloja.
    • 2. kerroksessa omat tilat (makuu-, vaate- & kylpyhuone) ja paremmat opetustilat: laboratorio, kirjasto, pienempi opetustila.
    • 3. & 4. kerros: Oppilaiden tiloja, pieni kokoushuone
    • Kellarissa keittiö, palveluskunnan tilat ja varastoja.



Hiiva

Os 10, Tapp/Sos (-4)

Eve

Sos 8, Tapp/Os (-3)

  • Background: Street Urchin; Racket: Scoundrel; Lores: Kassburg
  • Rogue Feats: 1st Nimble Dodge, 2nd Mobility, 4th Sabotage, 6th Light Step;
  • Skill Feats: Charming Liar, Confabulator, Read Lips, Group Impression

Elias

Tapp/Os 8, Sos (-4)

  • Background: Farmhand; Racket: Thief; Lores: Farming, Assassins
  • Rogue feats: 1st Nimble Dodge, 2nd Assassin Dedication, 4th Poison Weapon, 6th Twist the Knife;
  • Skill feats: Lengthy Diversion, Alchemical Crafting, Quick Disguise, Steady Balance, Impressive Performance
  • Pakokeinona Musta Tulen kultin Tulihyppyjen sormus sekä useampi pullo Alkemistin tulta
    • Erot normaaliin: Sormukselle kelpaa pienempikin tuli jos se savuttaa ainakin jonkun verran. Käyttäjä ottaa normaalisti vaurion tulesta, mutta tuli myös muuttuu mustaksi eikä valaise. Lisäksi se roihahtaa, palaen suurella liekillä ja katoaa pian ellei sillä ole paljon materiaalia johon levitä. Mitä enemmän sormusta käyttää, sitä enemmän Mustan Tulen piruhenget rupeavat seuraamaan käyttäjää.


Jussi

Tapp 10, Sos/Os (-4)

  • Speed: 30
  • AC: 26 = 10 + lvl + Dex (2) + Hide, +1 resil (4)
  • HP 8+Lvl*(12+Con) = 178, rage +15
  • Feats:
  • Weapons: E. Valitus, Large "Poleaxe" (Damage 1d10 S, Hands 2, Bulk 4, Polearm; Deadly d8, Forceful, Reach; Relic: +1 Striking (+d10), Wounding (d6/d12 pers bleed))
    • Attack +20 (=10(lvl)+5(str)+4(Expert)+1(striking))
    • Damage: 2d10+7, +17 if rage (+5 Str, +2 Weapon Specialization, +10 in Rage)
  • Rage: Weap Crit Specialization, Raging Resistance 8 Bludgeoning or Poison (3+Con), +15 Hp (lvl+Con)
    • -1 AC & Clumsy 1 (AC, Reflex & other Dex)
    • Anathema: Code of Honor
  • Specials: Deny Advantage (no flat-foot from lower-level hidden / undetected / flanking), 5 fire res from armor


Minkki

Pathfinder 2

Medium Human Humanoid

  • Source Nethys Rogue DC 32
  • Perception +24;
  • Languages Gaarmanni, Vanha Zesshi, Soome, Etelän kauppakieli
  • Skills Acrobatics +21, Arcana +18, Athletics +15*, Crafting +18, Deception +24, Diplomacy +24, Intimidation +22, Heraldry Lore +18, Espionage Lore +22, Underworld Lore +18, Medicine +18, Occultism +18, Performance +24, Religion +18, Society +22, Stealth +23, Thievery +21
  • Str +0, Dex +4, Con +1, Int +3, Wis +3, Cha +5
  • Items

  • AC 31 (Unarmored), Fort +18, Ref +25, Will +20;
  • HP 125
  • Nimble Dodge PF2 reaction.png Trigger A creature targets you with an attack and you can see the attacker. Requirements You are not encumbered.
    You deftly dodge out of the way, gaining a +2 circumstance bonus to AC against the triggering attack.
  • Nimble Roll You can use Nimble Dodge before attempting a Reflex save in addition to its original trigger. If you do, the circumstance bonus applies to your Reflex save against the triggering effect.
    When you use Nimble Dodge and the triggering attack fails or critically fails, or when you succeed or critically succeed at the saving throw, you can also Stride up to 10 feet as part of the reaction. If you do, the reaction gains the move trait.
  • Reactive Interference PF2 reaction.png Trigger An adjacent enemy begins to use a reaction.
    You can reflexively foil an enemy’s response. If the triggering creature’s level is equal to or lower than yours, you disrupt the triggering reaction. If the triggering creature’s level is higher than yours, you must make an attack roll against its AC. On a success, you disrupt the reaction.
  • Keep Up Appearances PF2 reaction.png Trigger You are affected by an emotion effect.
    Roll a Deception check and compare the result to any observing creatures’ Perception DCs. On a success, that creature believes you were unaffected by the emotion effect. A creature tricked in this manner can’t benefit from the emotion effect and can’t use abilities that require you to be under this emotion effect

  • Speed 30 feet (Fleet)
  • Melee PF2 1 action.png Dagger +23 (tags), Damage 1d4+3 ;
  • Melee PF2 1 action.png Sap +19 (Agile, Nonlethal), Damage 1d6+3 bashing ;
  • Ranged PF2 1 action.png Dagger + (tags), Damage XdY+Z
    • Weapon Specialization: You deal 3 additional damage with weapons and unarmed attacks in which you are an master.
  • Special_action PF2 2 actions.png (tags) The monster does...
  • Scoundrel: When you successfully Feint, the target is flat-footed against melee attacks you attempt against it until the end of your next turn. On a critical success, the target is flat-footed against all melee attacks until the end of your next turn, not just yours.
  • Sneak attack: If you Strike a creature that has the flat-footed condition with an agile or finesse melee weapon, an agile or finesse unarmed attack, or a ranged weapon attack, you deal an extra 3d6 precision damage.
  • Surprise Attack: You spring into combat faster than foes can react. On the first round of combat, if you roll Deception or Stealth for initiative, creatures that haven’t acted are flat-footed to you.
  • Deny Advantage You aren’t flat-footed to hidden, undetected, or flanking creatures of your level or lower, or creatures of your level or lower using surprise attack. However, they can still help their allies flank.
  • Weapon Tricks When you critically succeed at an attack roll against a flat-footed creature while using an agile or finesse simple weapon or any of the "Rogue" weapons, you apply the critical specialization effect for the weapon you’re wielding.
  • Debilitating Strike PF2 free action.png Trigger Your Strike hits a flat-footed creature and deals damage.
    You apply one of the following debilitations, which lasts until the end of your next turn.
    • Debilitation The target takes a –10-foot status penalty to its Speeds.
    • Debilitation The target becomes enfeebled 1.
  • Evasion & Improved Evasion When you roll a success on a Reflex save, you get a critical success instead. When you roll a critical failure on a Reflex save, you get a failure instead. When you roll a failure on a Reflex save against a damaging effect, you take half damage.
  • Assurance (Athletics) You can forgo rolling a skill check for Athletics to instead receive a result of 10 + your proficiency bonus (do not apply any other bonuses, penalties, or modifiers).

  • Spy Dedication You never take circumstance penalties for attempting to take a disguise of a different ancestry, age, and so on, as long as the disguised form is appropriate for your size.
  • Lost in the Crowd You move at full Speed in crowds and can use cover from crowds to Hide and Sneak, gaining a +2 circumstance bonus on your Stealth checks when in a crowd of at least 10 creatures and a +4 circumstance bonus on your Stealth checks when in a crowd of at least 100 creatures.
  • Sabotage PF2 1 action.png (Incapacitation) Requirements You have a free hand.
    Choose one item that a creature within your reach wields or carries. The item must have moving parts that you could possibly sabotage (a shortbow could be sabotaged, but a longsword could not). Attempt a Thievery check against the Reflex DC of the creature. Damage dealt by Sabotage can’t take the item below its Break Threshold.
    • Critical Success You deal damage equal to four times your Thievery proficiency bonus.
    • Success You deal damage equal to double your Thievery proficiency bonus.
    • Critical Failure Temporarily immune to your Sabotage for 1 day.
  • Experienced Smuggler When the GM rolls your Stealth check to see if a passive observer notices a small item you have concealed, the GM uses the number rolled or 15—whichever is higher—as the result of your die roll, adding it to your Stealth modifier to determine your Stealth check result. This provides no benefits when a creature attempts a Perception check while actively searching you for hidden items.
  • Pickpocket You can Steal or Palm an Object that’s closely guarded, such as in a pocket, without taking the –5 penalty. You can’t steal objects that would be extremely noticeable or time consuming to remove (like worn shoes or armor or actively wielded objects). You can attempt to Steal from a creature in combat or otherwise on guard. When doing so, Stealing requires 2 manipulate actions instead of 1, and you take a –5 penalty.
  • Foil Senses Whenever you use the Avoid Notice, Hide, or Sneak actions, you are always considered to be taking precautions against special senses (see the Detecting with Other Senses sidebar on page 465).
  • Trick Magic Item Activate a magic item you normally can't activate. (from General Training)

  • Courteous Comeback PF2 free action.png Trigger You critically fail a Diplomacy check. Requirements You’re in a settlement or community, and you haven’t used Courteous Comeback in this settlement or community within the past month.
    Reroll the triggering Diplomacy check, using the second result.
  • Courtly Graces You can use Society to Make an Impression on a noble, as well as with Impersonate to pretend to be a noble if you aren’t one. If you want to impersonate a specific noble, you still need to use Deception to Impersonate normally, and to Lie when necessary.
  • Charming Liar When you get a critical success using the Lie action, the target’s attitude toward you improves by one step, as though you’d succeeded at using Diplomacy to Make an Impression. This works only once per conversation, and if you critically succeed against multiple targets using the same result, you choose one creature’s attitude to improve. You must be lying to impart seemingly important information, inflate your status, or ingratiate yourself, which trivial or irrelevant lies can’t achieve.
  • Confabulator Reduce the circumstance bonus a target gains for your previous attempts to Create a Diversion or Lie to it from +4 to +1.
  • Haughty Obstinacy If you roll a success on a saving throw against a mental effect that attempts to directly control your actions, you critically succeed instead. If a creature rolls a failure on a check to Coerce you using Intimidation, it gets a critical failure instead (so it can’t try to Coerce you again for 1 week).
  • Spy's Countermeasures Whenever you succeed at your save against a divination or mental effect, you can Identify Magic to identify the spell as a free action triggered when you succeed, even if you didn’t notice the spell being cast. If you successfully identify a divination effect targeting you and the spell would normally fail or have no effect, you can create a substitute result, causing the spell’s caster to think the spell succeeded, with a result of your choice. If you successfully identify a mental effect targeting you and the spell would normally fail or have no effect, you can make it appear as if you were affected and attempt to play along with the spell; if the spell normally establishes a mental link, it functions normally but you can disregard any commands you receive through the link.
  • Oddity Identification You have a sense for spells that twist minds or reveal secrets. You gain a +2 circumstance bonus to Occultism checks to Identify Magic with the mental, possession, prediction, or scrying traits.
  • Fascinating Performance When you Perform, compare your result to the Will DC of up to 10 observers. If you succeed, the target is fascinated by you for 1 round. If the observer is in a situation that demands immediate attention, such as combat, you must critically succeed to fascinate it and the Perform action gains the incapacitation trait. You must choose which creature you’re trying to fascinate before you roll your check, and the target is then temporarily immune for 1 hour.
  • Group Impression When you Make an Impression, you can compare your Diplomacy check result to the Will DCs of 10 targets instead of one.
  • Hobnobber The Gather Information exploration activity takes you half as long as normal (typically reducing the time to 1 hour). If you Gather Information at the normal speed, when you attempt to do so and roll a critical failure, you get a failure instead. There is still no guarantee that a rumor you learn with Gather Information is accurate.
  • Read Lips You can read lips of others nearby who you can clearly see. When you’re at your leisure, you can do this automatically. In encounter mode or when attempting a more difficult feat of lipreading, you’re fascinated and flat-footed during each round in which you focus on lip movements, and you must succeed at a Society check (DC determined by the GM) to successfully read someone’s lips. In either case, the language read must be one that you know.
  • Connections You have social connections you can leverage to trade favors or meet important people. When you’re in an area with connections (typically a settlement where you’ve spent downtime building connections, or possibly another area in the same nation), you can attempt a Society check to arrange a meeting with an important political figure or ask for a favor in exchange for a later favor of your contact’s choice. The GM decides the DC based on the difficulty of the favor and the figure’s prominence.
  • Glad-Hand When you meet someone in a casual or social situation, you can immediately attempt a Diplomacy check to Make an Impression on that creature rather than needing to converse for 1 minute. You take a –5 penalty to the check. If you fail or critically fail, you can engage in 1 minute of conversation and attempt a new check at the end of that time rather than accepting the failure or critical failure result.
  • Shameless Request When you Request something, you reduce any DC increases for making an outrageous request by 2, and if you roll a critical failure for your Request, you get a failure instead. While this means you can never cause your target to reduce their attitude toward you by making a Request, they eventually tire of requests, even though they still have a positive attitude toward you.


Mäyrä

Medium Human Humanoid



  • Items
    • Studded Leather +1, "Ghost attach"
  • Special_effects

  • Melee PF2 1 action.png Weapon + (tags), Damage XdY+Z
  • Ranged PF2 1 action.png Weapon + (tags), Damage XdY+Z
  • Special_action PF2 2 actions.png (tags) The monster does...

Rogue abilities:

  • Ruffian: You can deal sneak attack damage with any simple weapon, in addition to the weapons listed in the sneak attack class feature. When you critically succeed at an attack roll using a simple weapon and the target has the flat-footed condition (unable to focus on defending itself), you also apply the critical specialization effect for the weapon you're wielding. You don't gain these benefits if the weapon has a damage die larger than d8 (after applying any abilities that alter its damage die size).
    You're trained in Intimidation and medium armor. You can choose Strength as your key ability score. When you gain light armor expertise, you also gain expert proficiency in medium armor, and when you gain light armor mastery, you also gain master proficiency in medium armor.
  • Sneak attack: If you Strike a creature that has the flat-footed condition with an agile or finesse melee weapon, an agile or finesse unarmed attack, or a ranged weapon attack, you deal an extra 3d6 precision damage.
  • Surprise Attack: You spring into combat faster than foes can react. On the first round of combat, if you roll Deception or Stealth for initiative, creatures that haven’t acted are flat-footed to you.
  • Deny Advantage You aren’t flat-footed to hidden, undetected, or flanking creatures of your level or lower, or creatures of your level or lower using surprise attack. However, they can still help their allies flank.
  • Weapon Tricks When you critically succeed at an attack roll against a flat-footed creature while using an agile or finesse simple weapon or any of the "Rogue" weapons, you apply the critical specialization effect for the weapon you’re wielding.
  • Debilitating Strike PF2 free action.png Trigger Your Strike hits a flat-footed creature and deals damage.
    You apply one of the following debilitations, which lasts until the end of your next turn.
    • Debilitation The target takes a –10-foot status penalty to its Speeds.
    • Debilitation The target becomes enfeebled 1.
  • Evasion & Improved Evasion When you roll a success on a Reflex save, you get a critical success instead. When you roll a critical failure on a Reflex save, you get a failure instead. When you roll a failure on a Reflex save against a damaging effect, you take half damage.

Rogue Feats:

  • Nimble Dodge PF2 reaction.png Trigger A creature targets you with an attack and you can see the attacker. Requirements You are not encumbered.
    You deftly dodge out of the way, gaining a +2 circumstance bonus to AC against the triggering attack.
  • Mobility When you take a Stride action to move half your Speed or less, that movement does not trigger reactions. You can use Mobility when Climbing, Flying, or Swimming instead of Striding if you have the corresponding movement type.
  • Poison Weapon PF2 1 action.png Manipulate Requirements You are wielding a piercing or slashing weapon.
    Y ou apply a poison to the required weapon; if you have a free hand, you can Interact to draw a poison as part of this action. If your next attack with that weapon before the end of your next turn hits and deals damage, it applies the effects of the poison, provided that poison can be delivered by contact or injury. If you critically fail the attack roll, the poison is wasted as normal.
    Special During your daily preparations, you can prepare a number of simple injury poisons equal to your rogue level. These poisons deal 1d4 poison damage. Only you can apply these poisons properly, and they expire the next time you prepare.
  • Skirmish Strike PF2 1 action.png Flourish
    Your feet and weapon move in tandem. Either Step and then Strike, or Strike and then Step.
  • Sly Striker
    Your attacks deal more damage, even against creatures that aren’t flat-footed. When you succeed or critically succeed at a Strike against a creature that isn’t flat-footed, you also deal 1d6 precision damage. This applies only if you’re using a weapon or unarmed attack you could deal sneak attack damage with. At 14th level, if you would normally deal 3d6 or more sneak attack damage to flat-footed creatures, you deal 2d6 precision damage to creatures that aren’t flat-footed.
  • Vicious Debilitations
    The debilitations you dish out seriously impair your foes. Add the following debilitations to the list you can choose from when you use Debilitating Strike.
    • Debilitation The target gains weakness 5 to your choice of bludgeoning, piercing, or slashing damage.
    • Debilitation The target becomes clumsy 1.
  • Spring from the Shadows PF2 1 action.png Flourish
    Leaping out from hiding, you assail your target when they least expect it. You Stride up to your Speed, but you must end your movement next to an enemy you’re hidden from or undetected by. You then Strike that enemy; you remain hidden from or undetected by that creature until after you Strike. You can use Spring from the Shadows while Burrowing, Climbing, Flying, or Swimming instead of Striding if you have the corresponding movement type.
  • Instant Opening PF2 1 action.png Concentrate
    You distract your opponent with a few choice words or a rude gesture. Choose a target within 30 feet. It’s flat-footed against your attacks until the end of your next turn. Depending on the way you describe your distraction, this action gains either the auditory or visual trait.

Skill Feats

  • B: Experienced Smuggler When the GM rolls your Stealth check to see if a passive observer notices a small item you have concealed, the GM uses the number rolled or 15—whichever is higher—as the result of your die roll, adding it to your Stealth modifier to determine your Stealth check result. This provides no benefits when a creature attempts a Perception check while actively searching you for hidden items.
  • Lasting Coercion
    When you successfully Coerce someone, the maximum time they comply increases to a week, still determined by the GM. If you’re legendary, the maximum increases to a month.
  • Intimidating Prowess
    In situations where you can physically menace the target when you Coerce or Demoralize, you gain a +1 circumstance bonus to your Intimidation check and you ignore the penalty for not sharing a language. If your Strength score is 20 or higher and you are a master in Intimidation, this bonus increases to +2.
  • Confabulator Reduce the circumstance bonus a target gains for your previous attempts to Create a Diversion or Lie to it from +4 to +1.
  • Battle Cry
    When you roll initiative, you can yell a mighty battle cry and Demoralize an observed foe as a free action. If you’re legendary in Intimidation, you can use a reaction to Demoralize your foe when you critically succeed at an attack roll.
  • Slippery Secrets
    You elude and evade attempts to uncover your true nature or intentions. When a spell or magical effect tries to read your mind, detect whether you are lying, or reveal your alignment, you can attempt a Deception check against the spell or effect’s DC. If you succeed, the effect reveals nothing.
  • Foil Senses Whenever you use the Avoid Notice, Hide, or Sneak actions, you are always considered to be taking precautions against special senses (see the Detecting with Other Senses sidebar on page 465).
  • Swift Sneak
    You can move your full Speed when you Sneak. You can use Swift Sneak while Burrowing, Climbing, Flying, or Swimming instead of Striding if you have the corresponding movement type.
  • Terrified Retreat
    When you critically succeed at the Demoralize action, if the target’s level is lower than yours, the target is fleeing for 1 round.
  • Scare to Death PF2 1 action.png DeathEmotionFearIncapacitation
    You can frighten foes so much, they might die. Attempt an Intimidation check against the Will DC of a living creature within 30 feet of you that you sense or observe and who can sense or observe you. If the target can’t hear you or doesn’t understand the language you are speaking, you take a –4 circumstance penalty. The creature is temporarily immune for 1 minute.
    • Critical Success The target must succeed at a Fortitude save against your Intimidation DC or die. If the target succeeds at its save, it becomes frightened 2 and is fleeing for 1 round; it suffers no effect on a critical success.
    • Success The target becomes frightened 2.
    • Failure The target becomes frightened 1.
    • Critical Failure The target is unaffected.

Ancestry Feats:

  • Haughty Obstinacy If you roll a success on a saving throw against a mental effect that attempts to directly control your actions, you critically succeed instead. If a creature rolls a failure on a check to Coerce you using Intimidation, it gets a critical failure instead (so it can’t try to Coerce you again for 1 week).
  • Devil's Advocate
    You know more about the habits of devils than is entirely safe. You gain a +2 circumstance bonus to Perception checks against devils and saving throws against their abilities. In addition, whenever you meet a devil in a social situation, you can immediately attempt a Diplomacy check to Make an Impression on that creature rather than needing to converse for 1 minute. You take a –5 penalty to the check. If you fail, you can engage in 1 minute of conversation and attempt a new check at the end of that time rather than accepting the failure or critical failure result.
    Special If you have the Glad-Hand skill feat, you don’t take the penalty to your immediate Diplomacy check if the target is a devil.
  • Gloomseer: You gain low-light vision.
  • Shadow Pact
    Thousands of years ago, your ancestors made a pact with Zon-Kuthon. He has not forgotten, even if you might wish he had. You can take 1 damage to mix blood and shadows to cast 5th-level Creation as an innate divine spell. You can use this ability as often as you wish, but you can have only one such object in existence at a time. If the object encounters bright light, the spell ends and the object dissolves into shadows.

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.
  • Diehard
    It takes more to kill you than most. You die from the dying condition at dying 5, rather than dying 4.
  • Fleet (+5 speed)
  • Numb to Death Frequency once per day
    Your past has left you numb to death’s call. The first time each day that you regain Hit Points while you are dying, you regain additional Hit Points equal to your level, and you neither gain the wounded condition nor increase the value of this condition.




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