Desert Giant

Hammid's page

240 posts. Organized Play character for rainzax.


Full Name

Hammid "Moonlight" Salah

Race

Stats:
⛨ 34 or 35 shroud / shield (hard 20) | ♥️ 160 | Saves (22**/23*/25***) w/ +2 trapfinder | Resist Fire (7) | Perception (**``) +26 or +28 trapfinder w/ darkvision, lowlight | Speed 30

Classes/Levels

☘️ □ | ✝️ □□□□□ | ⚕ none | Ng (1□□□/2□□□/3□□□, 4□☑□/5□☑□, 6□□□/7□□□) @ DC 32 | Achaekek (1□□/2□□/3□□, 4□/5□) @ DC 28

Gender

"Moonlight" TN Desert Elf (Vourinoi) Impressive Student Cloistered Cleric of Ng / Archeologist 14 | ◆◇↺ | Explore @ Scout w/ Trapfinder

Age

Best friends with Knab; Master to Undead Minions

Special Abilities

◆◇↺

Deity

Ng

Location

Azir, Rahadoum, Golden Road

Occupation

Archeologist

Homepage URL

□☑

Strength 10
Dexterity 19
Constitution 16
Intelligence 18
Wisdom 19
Charisma 10

About Hammid

"The Divine Order has sorted itself proportionally. Know, young one, that by your blade, you are Retained in Service to a Destiny that He hath Ordained!"

Dice Expressions:

Actions
Saving Throws
Skilled Actions
Weapons and Spells

Senses
Perception (**``) +26 visual or +28 trapfinder; Darkvision (spell), Low-light vision
Languages ➤ Common, Elven, Necril, Osiriani, Tien, Vudrani
Explore ➤ Detect Magic w/ Trapfinder

Defenses
AC (**``) 34 (library robes) or 35 shroud / shield (hard 20), HP 160
Fortitude (**`) +22, Reflex (**`) +23, Will (***`) +25 w/ Resolute Faith, Unwavering Mein
Trapfinder (~) / Archeologist's Luck (□/hour) +2 circumstance vs traps, may re-roll failed save
Desert Elf (~) Fire Resistance (7); Heat Resistance (one step)
Reactions (↺) ➤ Blood Vendetta, Breath of Life, Divine Rebuttal, Fading, Know the Enemy

Offense
Speed 30
Cleric Spellcasting (WIS**) DC 32, Red Mantis (CHA**) 28
Simple Weapons (**), Unarmored (**)
Bulk 2.1 / 5.0

Greater Striking Emblazoned Spell Reservoir Gauntlet (B, 0h; agile, free-hand) +24 @ 3d4+3
Doubled Sawtooth Sabre (S/P, 1h; agile, finesse, twin) +24 @ 3d6+2
Power Shared Hand Crossbow (P, 1h, 1r, 60-ft) +24 @ 3d6+2

The Hooded One's Way (Ability Text):

Achaekek Minor Boon
You hide among the shadows of death. Once, when you would fail a Stealth check, you critically succeed instead. Achaekek typically grants this boon for an extremely consequential Stealth check that could lead to an assassination, such as one that could get you into position to kill an important target, but rarely on a Stealth check to help you escape.

Achaekek's Clutch
[Concentrate, Curse, Death, Focus, Manipulate]
Targets: 1 creature
Defense: Will
You mark the holy symbol of Achaekek in a visible location on the target’s body.
Critical Success: The target is unaffected.
Success: The target is marked by Achaekek's symbol. For 1 minute, the first time per round that the target gains persistent bleed damage, they immediately take that amount of slashing damage as the mantis claws grow off the symbol and rake them.
Failure: As success, but the curse has an unlimited duration.
Critical Failure: As failure, but the DC on the target's flat check to remove persistent bleed damage increases to 20 (15 with particularly effective assistance).

Ageless Patience
You work at a pace born from longevity that enhances your thoroughness. You can voluntarily spend twice as much time as normal on a Perception check or skill check. If you do, you gain a +2 circumstance bonus to the check and don't automatically reduce your degree of success on a natural 1 (you get a critical failure only if your result is 10 lower than the DC). For example, you could get these benefits if you spent 2 actions to Seek, which normally takes 1 action. You can get these benefits during exploration by taking twice as long exploring as normal, or in downtime by spending twice as much downtime.

The GM might determine a situation doesn't grant you a benefit if a delay would be directly counterproductive to your success, such as a tense negotiation with an impatient creature.

Ancestral Longevity w/ Expert Longevity w/ Universal Longevity
Ancestral Longevity
Prerequisites: at least 100 years old
You have accumulated a vast array of lived knowledge over the years. During your daily preparations, you can reflect upon your life experiences to gain the trained proficiency rank in one skill of your choice. This proficiency lasts until you prepare again. Since this proficiency is temporary, you can’t use it as a prerequisite for a skill increase or a permanent character option like a feat.

Expert Longevity
You've continued to refine the knowledge and skills you've gained through your life. When you choose a skill in which to become trained with Ancestral Longevity, you can also choose a skill in which you are already trained and become an expert in that skill. This lasts until your Ancestral Longevity expires.

When the effects of Ancestral Longevity and Expert Longevity expire, you can retrain one of your skill increases. The skill increase you gain from this retraining must either make you trained in the skill you chose with Ancestral Longevity or make you an expert in the skill you chose with Expert Longevity.

Universal Longevity (◆)
Frequency: once per day
Prerequisites: Expert Longevity
You’ve perfected your ability to keep up with all the skills you’ve learned over your long life, so you’re almost never truly untrained at a skill. You reflect on your life experiences, changing the skill you selected with Ancestral Longevity (and the skill you selected with Expert Longevity if you have that feat).

Archeologist Dedication w/ Trapfinder w/ Archeologist's Luck (◇)

Archeologist Dedication
Prerequisites: trained in Society and Thievery
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.

Trapfinder
You have an intuitive sense that alerts you to the 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.

Archeologist's Luck
[Flourish]
Frequency: once per hour
Prerequisites: Archaeologist Dedication
Trigger: You fail a check against a trap, such as a Thievery check to Disable the trap or a Reflex save to avoid its effects.
You are more than just skillful; your drive to find the secrets of the past manifests as a strange kind of luck. Reroll the failed check and use the new result.

Basic Red Mantis Magic w/ Expert Red Mantis Magic w/ Vernai Training
Basic Red Mantis Magic
Prerequisites:
You have learned limited divine magic from your Red Mantis training. You gain the Cast a Spell activity. You can prepare two common cantrips each day from the divine spell list or any other divine cantrips you have access to. You also gain the basic spellcasting benefits. You're trained in the spell attack modifier and spell DC statistics. Your key spellcasting attribute for the Red Mantis archetype spells is Charisma, and they are divine Red Mantis spells. If you gain a Focus Pool from any Red Mantis Assassin class feats, you can Refocus by praying to Achaekek or researching your assigned kill.

You also have access to the Red Mantis magic school. In addition to preparing spells from the divine spell list, you can prepare spells from this school. Regardless of their usual magic tradition, when you prepare spells from this school, they are divine spells, as are any Red Mantis focus spells you gain.

Expert Red Mantis Magic
Prerequisites: master in Religion; Basic Red Mantis Magic
You gain the expert spellcasting benefits.

Vernai Training
Prerequisites Achaekek's Grip; Basic Red Mantis Magic
To resurrect a creature you've slain, a spellcaster must counteract your influence on its death. The DC of this check is equal to your class DC or spell DC, whichever is higher.

In addition, you've undergone training to better make use of your magic. Increase the spell slots you gain from Red Mantis assassin archetype feats by 1 for each spell rank other than your two highest Red Mantis spell slots. You can prepare only spells from the Red Mantis magic school curriculum in these extra slots.

...

Basic Spellcasting Feat: Usually available at 4th level, these feats grant a 1st-rank spell slot. At 6th level, they grant you a 2nd-rank spell slot, and if you have a spell repertoire, you can select one spell from your repertoire as a signature spell. At 8th level, they grant you a 3rd-rank spell slot. Archetypes refer to these benefits as the “basic spellcasting benefits.”

Expert Spellcasting Feat: Typically taken at 12th level, these feats make you an expert in spell attack modifiers and spell DCs and grant you a 4th-rank spell slot. If you have a spell repertoire, you can select a second spell from your repertoire as a signature spell. At 14th level, they grant you a 5th-rank spell slot, and at 16th level, they grant you a 6th-rank spell slot. Archetypes refer to these benefits as the “expert spellcasting benefits.”

Bloodburn Censor (◆◆)
[Censer, Fire, Magical, Poison]
Usage: held in 1 hand
The exterior of this egg-shaped brass censer is polished to a mirror-like sheen. Several rings are attached to its sides at regular intervals. The top of the censer's lid is decorated with a pair of intertwining snakes.

Activate—Light Incense (◆◆) (aura, manipulate); Cost incense worth at least 5 gp; Frequency once per day; Effect A piping, reddish smoke pours from the censer in a 20-foot emanation. You choose whether the smoke causes the target's blood to turn extremely hot or transmutes to poison; the smoke deals your choice of fire or poison damage. Each living creature that's in the area or enters it attempts a DC 34 Fortitude saving throw, then becomes temporarily immune for 1 hour.
Critical Success: The creature is unaffected.
Success: The creature breathes in a small amount of the poisonous smoke and takes 2d6 persistent damage.
Failure: The creature gulps down a lungful of the smoke, taking 4d6 persistent damage and becoming enfeebled 2 until the persistent damage ends.
Critical Failure: The creature inhales a large amount of the smoke, taking 6d6 persistent damage and becoming enfeebled 3 until the persistent damage ends.

Consult the Spirits
[Secret]
Frequency: once per day
Prerequisites: master in Nature, Occultism, or Religion
You have learned rites or meditations that enable you to perceive minor, invisible spirits within a place. Choose Nature, Occultism, or Religion when you select this feat. Nature allows you to contact the spirits of nature that form leshies, who are born of pure life essence rather than spiritual energy and can answer questions about natural features like the location of nearby water or plant life. Religion reveals the presence of angelic, demonic, or other spirits in service to divine beings, who provide information about sources of powerful life energy or energy from the Void; sacred or profane influences; or the presence of undead. Occultism allows you to contact lingering spirits, psychic echoes of the departed dead, and spirits from beyond reality, who tell you about things like strange auras, effects, or the presence of unnatural occult beings.
Spend 10 minutes and attempt a check to Recall Knowledge with the chosen skill; the DC is determined by the GM (usually a very high DC for the level of the highest-level creature you might encounter in the area). If you're legendary in the chosen skill, you can use this feat once per hour, instead of only once per day, but you can't use it again on any area that overlaps a previous area.
Critical Success: The spirits reveal themselves to you and have a helpful attitude toward you. Only you can perceive these spirits. They answer three simple questions about the environment within 100 feet of you, depending on the skill you chose and thus the type of spirits you contact. Their answers are almost always a single word, and their knowledge is limited to within their area of interest.
Success: As with a critical success, but the spirits are indifferent to you and answer only one question.
Failure: You are unable to contact the spirits of this place.
Critical Failure: You contact one or more malevolent spirits. They are hostile toward you, though they may not immediately appear so. They answer up to three questions but give you information that is harmful to you in some way, as determined by the GM.

Crimson Shroud w/ Fading
Crimson Shroud (◆)
Frequency: once per day
You swathe yourself in a veil of red mist for 1 minute. While the shroud is active, you gain fast healing equal to half your level. You can Interact with your shroud, swirling it around you, to gain a +1 circumstance bonus to AC until the beginning of your next turn. Finally, if you die while the shroud is active, you can choose to have your entire body vanish into red mist, leaving behind only your gear; you make this choice when you activate Crimson Shroud. At 10th level, you can use this ability once per hour instead of once per day.

Fading (↺)
[Teleportation]
Frequency: once per Crimson Shroud
Trigger: You are targeted with a Strike by someone you can detect.
Requirements Your Crimson Shroud is active.
You partially fade from reality. The attacker must attempt a DC 11 flat check; on a failure, the attack passes harmlessly through the image of your body that remains behind. An instant later you return to reality, and your Crimson Shroud ends

Divine Rebuttal (↺)
Trigger: Your ally is about to roll a saving throw against a magical ability of a creature you’re adjacent to
Requirements: You are wielding your deity’s favored weapon
You strive against magical threats physically and spiritually. You can Strike the adjacent creature with your deity’s favored weapon. If you are holy or unholy, the Strike gains that trait. If your Strike hits, all your allies gain a +2 circumstance bonus to the triggering saving throw (or a +3 circumstance bonus on a critical hit).

Emblazon Armament w/ Emblazon Antimagic
Emblazon Armament
Carefully etching a sacred image into a physical object, you steel yourself for battle. You can spend 10 minutes emblazoning a symbol of your deity upon a weapon or shield. The symbol doesn’t fade until 1 year has passed, but if you Emblazon an Armament, any symbol you previously emblazoned, and any symbol already emblazoned on that item instantly disappears. The emblazoned item is a religious symbol of your deity in addition to its normal purpose, and it gains another benefit determined by the type of item. The benefit applies only to followers of the deity the symbol represents, but others can use the item normally.

Shield: The shield gains a +1 status bonus to its Hardness. (This causes it to reduce more damage with the Shield Block reaction.).
Weapon: The wielder gains a +1 status bonus to damage rolls with the weapon.

Emblazon Antimagic
Your deity’s symbol protects against offensive magic. When you Emblazon an Armament, you can choose from the following effects instead of the effects listed in that feat. These effects have the same restrictions as the base options.

Shield: When the wielder has the shield raised, they gain the shield’s circumstance bonus to saving throws against magic, and they can use Shield Block against damage from their enemies’ spells.
Weapon: When the weapon’s wielder critically hits with the weapon, they can attempt to counteract a spell on their target, using half their level, rounded up, as the counteract rank. After the attempt, the emblazoned symbol immediately disappears.

Humbug Pocket
[Invested, Occult]
Usage: worn
Fine silk lines this fashionable pocket, which is typically cinched to a belt or tailored into a piece of formal clothing. The pocket can hold no more than one item of light Bulk, plus incidental items of negligible Bulk. The pocket grants you a +2 item bonus to Society and to Stealth checks to Conceal an Object in the pocket.
The pocket can produce stationery and writing implements of high quality. When you Create a Forgery, you can use the pocket to produce ideal materials to make the forgery. Any materials must be able to fit through the opening of the pocket, such as a roll of parchment, an inkwell, or a loupe. Though they're excellent tools, they don't have any value if sold and disappear once their function in making a forgery is fulfilled.

Activate—Papers Please (◆) (concentrate, manipulate); Frequency once per hour; Effect You create a temporary forgery by imagining the document you need and pulling it from the pocket. Attempt to Create a Forgery of the document you desire, with the GM rolling the secret check as normal. Its quality is based on your check, but the document disintegrates after 1 hour.

Leverage Connections
Prerequisites: Courtly Graces, or Streetwise; expert in Society
You know the right people who can get things done for you in certain circles. Once per week, when you're in an area that has an established group of influential nobles, mercantile elites, or the like (if you have Courtly Graces), or a network of unsavory characters such as a thieves' guild (if you have Streetwise), you can use Society to Request a favor or aid from those people as if they were friendly to you. Your request must make sense for the type of people you contact. For instance, a member of the royal court could secure you a proper invitation to a fancy ball, while a local burglar could point out a way to stealthily infiltrate that same party. If you critically succeed this check, your connection gives a piece of helpful advice or lets you in on a small secret, granting you or a member of your party a +2 circumstance bonus to the first skill check you attempt when acting on the favor. If you critically fail this check, you might have to perform some service for your connection to get back in their good graces, as determined by the GM.

Library Robes, Greater
[Invested, Magical, Transmutation]
Usage: worn armor
These +1 resilient scroll robes magically store a spell for you. During your daily preparations, choose one spell you know of 5th level or lower. You inscribe that spell on the robes, as though you had done so using the robes' inscribed trait, but without needing to go through the normal scribing process. You must provide the minimum amount of materials to Craft one scroll of that spell (typically half the Price of a scroll of that level plus any extra cost required for the spell). You don't need to be trained in Crafting, nor do you need the Magical Crafting feat. Using this ability erases any scroll already inscribed on the robe.

Greater
The armor is +2 resilient scroll robes, and the spell can be 6th level or lower.

Resolute Faith
Belief provides a bulwark against insidious thoughts. Your proficiency rank for Will saves increases to master. When you roll a success at a Will save, you get a critical success instead.

Ring of Maniacal Devices
[Invested, Magical]
Usage: worn
This magic ring seems like simple tarnished brass, but it enhances your curiosity about traps and devices of all kinds. You can use an Interact action to pull a thieves' toolkit from the ring. This toolkit appears in your hand and any part of it folds back into the ring if they would leave your possession. They grant you a +2 item bonus to Thievery checks to Disable a Device and to Pick a Lock, and the ring's insights grant you the same bonus to Crafting checks to Craft and Repair snares and traps.

Activate—Fireball Trap (manipulate); Frequency once per day; Effect You create the effects of a rune trap ritual containing fireball. You can have only one trapped rune from a ring of maniacal devices active at a time, even if you have multiple rings, and the rune disappears if you lose your investiture in the ring.

Scholarly Recollection (↺) & Know the Enemy (↺)
Scholarly Recollection
[Focus, Fortune]
Trigger: You attempt a Perception check to Seek, or you attempt a skill check to Recall Knowledge with a skill you’re trained in
Speaking a short prayer as you gather your thoughts, you're blessed to find yourself pointed in the right direction. The GM rolls the triggering check twice and uses the better result.

Know the Enemy
[Focus, Fortune, Manipulate]
Trigger: You roll initiative and can see a creature, you succeed at an attack roll against a creature, or a creature fails a saving throw against one of your spells
You quickly remind yourself of useful information. Use a Recall Knowledge action, rolling the appropriate skill check to identify the triggering creature's abilities. You can roll your check twice and use the better result.

Spell Reservoir Rune
Usage etched onto a melee weapon; Bulk —A spell reservoir rune creates a pool of eldritch energy within the etched weapon. A spellcaster can spend 1 minute to cast a spell of 3rd rank or lower into the weapon. The spell must require 2 actions or fewer to cast and must be able to target a creature other than the caster. The spell has no immediate effect—it is instead stored for later.
When you wield a spell reservoir weapon, you immediately know the name and rank of the stored spell. A spell reservoir weapon found as treasure has a 50% chance of having a spell of the GM's choice stored in it.

Activate—Channeled Release (◆◆) (concentrate); Requirements A spell is stored in the weapon; Effect Make a Strike with the weapon. You expend the stored spell as part of this Strike; this empties the spell from the weapon and allows a spell to be cast into it again. If the Strike hits, the spell targets the target of the attack. If the spell requires a spell attack roll, the result of your attack roll with the weapon determines the degree of success of the spell, and if the spell requires a saving throw, the DC is 30.

Activate—Safe Release (◆) (concentrate); Effect Harmlessly expend the stored spell. This frees the weapon to have a new spell cast into it.

Underground Network
Prerequisites: Streetwise; expert in Society
You're connected to groups that know what's going on in the streets, and you can get information out of them quickly. When you use Society to Gather Information in an area where you have a network (typically a settlement where you've spent at least a week or spent a day of downtime to build a network faster), you can contact a member of these groups to get information directly from them. This usually takes about an hour, and it doesn't draw as much attention as Gathering Information in public might. The check and information gained otherwise follow the normal rules for Gather Information.
In addition, if you have successfully consulted the underground network, you get a +1 circumstance bonus to the next check to Recall Knowledge you attempt about the subject you were Gathering Information on, or a +2 circumstance bonus if you're using Underworld Lore for the check. The GM might change the Lore skill related to the network depending on your location or the specifics of the network you're tapping into.

Unwavering Mein
Your mystic control and meditations allow you to resist external influences upon your consciousness. Whenever you are affected by a mental effect that lasts at least 2 rounds, you can reduce the duration by 1 round.

You still require natural sleep, but you treat your saving throws against effects that would cause you to fall asleep as one degree of success better. This protects only against sleep effects, not against other forms of falling unconscious.

Gauntlet of Ng, Blade of Achaekek (Daily Prep):

Divine Assassin Magic
Cantrips (□□) @ Figment, Shield
Rank One (□□) @ Sure Strike (Vernai), Sure Strike
Rank Two (□□) @ Invisibility (Vernai), Mimic Undead
Rank Three (□□) @ Clairaudience (Vernai), Organsight
Rank Four (□) @ Translocate
Rank Five (□) @ Darkvision (daily)

Cloistered Divine Magic
Cantrips (□□□□□) @ Detect Magic, Divine Lance, Know the Way, Read Aura, Void Warp
Rank One (□□□) @ Lock, Malediction x2
Rank Two (□□□) @ Blood Vendetta x2, Brand the Impenitent
Rank Three (□□□) @ Organsight, Vampiric Feast x2 (Reservoir)
Rank Four (□□□) @ Invisibility, Vanishing Tracks x2
Rank Five (□□□) @ Command, Divine Immolation, See the Unseen
Rank Six (□□□) @ Clear Mind (Bladecaller), Dispel Magic (Bladecaller), Flicker
Rank Seven (□□□) @ Dominate, Regenerate, Tempest of Shades
Focus (□□□) @ Achaekek's Grip, Know the Enemy, Scholarly Recollection
Font (□□□□□) @ Heal

Ancestral Longevity w/ Expert Longevity
Expert in Acrobatics

Skills (12):

Total @ Class [4], Background [3], Intelligence [4], Archetype [1]
Ageless Patience (◆◆ or 2x) If Hammid doubles the time he spends making a skill check, he gains a +2 circumstance bonus to it

Ancestral Longevity: Acrobatics (**) +22
Arcana (*) +20
Lore: Architecture (*) +20
Lore: Assassin (*) +20
Lore: Ilizmagorti (***) +24
Medicine (**) +22 w/ Robust Recovery
Nature (*) +20
Occultism (*) +20
Religion (***) +24 w/ Consult the Spirits
Society (***``) +26 w/ Biographical Eye (Surmise Class), Courtly Graces (Impress Noble), Eyes of the City (Urban Tracking), Humbug Pocket (item), Leverage Connections (Request Thieves' Guild), Streetwise (Gather Info), Underground Network (Discreet Gather Info)
Stealth (***) +24 or +26 (item) to Conceal Object w/ Humbug Pocket; w/ Achaekek's Minor Boon, Foil Senses, Swift Sneak
Survival (*) +20
Thievery (***) +24 or +26 (item) to Disable Devices / Open Locks w/ Ring of Maniacal Devices; Archeologist's Luck, Trapfinder

Equipment:

Worn (2.0) @ Greater Library Robes (⭐L); Blazons of Shared Power (⭐), Bloodburn Censor (L), Doubling Rings (⭐), Eyes of the Cat (⭐), Hand Crossbow (L) w/ Bolts x5 (LLLLL), Healer's Tools (B), Ring of Maniacal Devices (⭐), Sawtooth Sabre (L), Wooden Religious Symbol (L)
Held (0.1) @ Greater Striking Spell Reservoir Gauntlet (L)
Stowed Equipment (1.0) @ Adventurer's Pack (B)

Item
0: Adventurer's Pack (1.50), Bolts x5 (0.50), Desert Clothing (0.40), Gauntlet (0.20), Hand Crossbow (3.00), Healer's Tools (5.00), Sawtooth Sabre (5.00), Wooden Religious Symbol (0.10) = (15.70)
3: Blazons of Shared Power (52.00), Doubling Rings (50.00)
9: Humbug Pocket (600.00)
10 (2x): Greater Weapon Potency: Gauntlet (free; 935), Eyes of the Cat (free; 700)
11 (1x): Ring of Maniacal Devices (free; 1175)
12 (2x): Greater Library Robes (free; 2000), Greater Striking Rune: Gauntlet (free; 1065)
13 (1x): Bloodburn Censor (free; 2750), Spell Reservoir Rune: Gauntlet (free campaign)

Consumable
5: Scroll of Breath of Life (75.00 inscribed)

Earned Sub: 1,500
Permanent Spent Sub: 665.70
Consumable Spent Sub: 75.00
Remainder: 759.30

Deity Profile:

Ng "The Hooded" (N)
Symbol: Silver hood containing stars
Domains: Knowledge, Magic, Secrecy, Travel
Favored Weapon: Gauntlet; Divine Skill: Survival; Divine Font: Harm or Heal
Edicts: Travel, hide your identity and your motives
Anathema: Sleep in the same place twice in a row, wear seasonal decorations out of season
Animal: Migratory
Color: Silver
Granted Spells: Vanishing Tracks, Invisibility, Flicker

Progression:

Ancestry and General
1: Desert Elf, Ancestral Longevity
3: Ancestry Paragon ➤ Unwavering Mein
5: Ageless Patience
7: Underground Network (Uncommon)
9: Expert Longevity
11: Leverage Connections (Uncommon)
13: Universal Longevity

Background and Skill
1: Architecture Lore, Additional Lore ➤ Ilizmagorti Lore
2: Streetwise; Society ➤ Expert, Thievery ➤ Expert; Assassin Lore, Stealth ➤ Expert
3: Religion ➤ Expert
4: Eyes of the City
5: Medicine ➤ Expert
6: Shadow Mark
7: Society ➤ Master
8: Biographical Eye
9: Stealth ➤ Master
10: Foil Senses
11: Religion ➤ Master
12: Robust Recovery
13: Thievery ➤ Master
14: Consult the Spirits

Class
1: Deity ➤ Ng, Divine Spellcasting, Rank One Spells, Divine Font ➤ Heal, Doctrine; First Doctrine ➤ Domain Acumen ➤ Scholarly Recollection
2: Archeologist Dedication
3: Second Doctrine, Rank Two Spells
4: Emblazon Armament
5: Alertness, Rank Three Spells
6: Divine Rebuttal
7: Third Doctrine, Rank Four Spells
8: Advanced Domain ➤ Know the Enemy
9: Rank Five Spells, Resolute Faith
10: Trapfinder
11: Fourth Doctrine, Lightning Reflexes, Rank Six Spells
12: Emblazon Antimagic
13: Divine Defense, Rank Seven Spells, Weapon Specialization
14: Archeologist's Luck

Free Archetype and Campaign
C: Proficiency w/ Sawtooth Sabres
C: Impressive Student ➤ Spell Reservoir Rune
2: Red Mantis Assassin Dedication
4: Basic Red Mantis Magic
6: Crimson Shroud
8: Achaekek's Grip
10: Fading
12: Expert Red Mantis Magic
14: Vernai Training

Assassin School Spells
Divination Spells (#) w/ Codex of Unimpeded Sight

0: Figment, Gouging Claw
1: Fleet Step, Illusory Disguise [1/3/4/7], Sure Strike
2: Invisibility [2/4], Mist
3: Clairaudience, Paralyze [3/7/i]
4: Clairvoyance, Translocate [4/5]
5: Hallucination [5/6/9], Illusory Scene [5/6/8]
6: Mislead, Phantasmal Calamity [x]
7: Duplicate Foe [x], Project Image [7/9]

Divine Spells
1: Command [1/5], Enfeeble, Malediction, Summon Undead [x], Vanishing Tracks [1/2/4]
2: Brand the Impenitent, Clear Mind [2/4/6/8], Darkness [2/4], Dark Vision [2/3/5], Final Sacrifice [x], Invisibility [2/4], Mimic Undead, See the Unseen [2/5] [#], Sound Body [2/4/8], Sure Footing [2/4/6/8]
3: Organsight [x] (#), Vampiric Feast [x], Warding Aggression, Web of Eyes [#]
4: Flicker [4/6/8], Implement of Destruction [4/6/8/10]
5: Breath of Life [5/7/9], Divine Immolation [x]
6: Dominate [incap], Truesight (#)
7: Tempest of Shades