# 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 * Sudden Charge ◆◆:

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 traveling Adventurer’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,


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

XP 11/12

Pathfinder Society 2E

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