Lumikoira:PJn monsut
Kohteesta ExcaliburWiki
Versio hetkellä 8. maaliskuuta 2020 kello 15.18 – tehnyt Amoeba (keskustelu | muokkaukset)
Pathfinder 2
Minkki
Medium Human Humanoid
- Source Nethys Rogue DC Expert (Cha)
- Perception + EML;
- Languages Gaarmanni, _ +3
- Skills Acrobatics + T, Arcana +, Athletics + T, Crafting +, Deception + TE, Diplomacy + T, Intimidation + T, Heraldry Lore + T, Espionage Lore + T, Lore +, Medicine + T, Nature +, Occultism + T, Performance + T, Religion + T, Society + T, Stealth + TE, Survival +, Thievery + T ; +2 T from Int
- Str +0, Dex +4, Con +1, Int +3, Wis +3, Cha +5
- Items
- AC , Fort + TE, Ref + EML, Will + E; Unarmored & Light Armor TE
- HP 125
- Special_effects
- Speed 30 feet (Fleet)
- Melee Weapon + (tags), Damage XdY+Z ; Rogue weapons TEM (Simple weapons, rapier, sap, shortbow, shortsword, unarmed)
- Ranged Weapon + (tags), Damage XdY+Z
- Weapon Specialization: You deal 2 additional damage with weapons and unarmed attacks in which you are an expert. This damage increases to 3 damage if you’re a master, and 4 damage if you’re legendary.
- Special_action (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 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.
- Nimble Dodge 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. - 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 (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.
- 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. - 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.
- Reactive Interference 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.
- 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 +2. If you’re a master in Deception, reduce the bonus to +1, and if you’re legendary, your targets don’t get these bonuses at all.
- Keep Up Appearances 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 - 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).
- Courteous Comeback 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. - Trick Magic Item Activate a magic item you normally can't activate. (from General Training)
- 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).
- Skill feats: 3-13
- Skill increases: 3-13 (7+ M)
- General feats: 3, 7, 11
- Fleet, Assurance (Athletics), one more
Mäyrä
Medium Human Humanoid
- Source Nethys
- Perception +;
- Languages Gaarmanni, _
- Skills Acrobatics +, Arcana +, Athletics +, Crafting +, Deception +, Diplomacy +, Intimidation +, Lore +, Medicine +, Nature +, Occultism +, Performance +, Religion +, Society +, Stealth +, Survival +, Thievery +
- Str +, Dex +, Con +, Int +, Wis +, Cha +
- Items
- AC , Fort +, Ref +, Will +;
- HP 8+;
- Special_effects
- Speed 25 feet
- Melee Weapon + (tags), Damage XdY+Z
- Ranged Weapon + (tags), Damage XdY+Z
- Special_action (tags) The monster does...
- feats
- 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.