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About Junior PeppersJunior Peppers | #202046-2003 | Golden Road: Osirian
LANGUAGES: Common, Elven, Celestial, Draconic, Gnoll, Osiriani TEMP GEAR:
2 lesser healing potions DEFENSE: Trained in: Light armor, Unarmored defense
OFFENSE: Trained in simple weapons, rapier, sap, short bow, short sword, and unarmed attacks.
SKILLS:
CLASS FEATS:
Trap Finder: Feat 1: You have an intuitive sense that alerts you to the dangers and 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. Quick Draw: Feat 2: Gunslinger Ranger Rogue: Source Core Rulebook pg. 172 4.0: You draw your weapon and attack with the same motion. You Interact to draw a weapon, then Strike with that weapon. SKILL FEATS:
Experienced Smuggler: Feat 1: General/Skill: Prerequisites trained in Stealth
Additional Lore (Underworld Lore): Feat 1: General/Skill
◆ Battle Medicine: Feat 1: General Healing Manipulate Skill: Source Core Rulebook pg. 258 4.0: Prerequisites trained in Medicine
GENERAL FEATS
STATS:
EQUIPMENT
CONSUMABLES
CLASS: ROGUE: MASTERMIND:
Key Ability: INTELLECT OR DEXTERITY At 1st level, your class gives you an ability boost to your choice of Intellect or Dexterity. Hit Points: 8 plus your Constitution modifier
Where others might use sleight of hand or a silver tongue to achieve their objectives, you rely on your intellect to craft intricate schemes. You likely view your operations as a chess game, always planning 10 steps ahead where others might plan three. You might be a detective determined to solve crimes or a spymaster in the service of a powerful family or nation. If you operate outside the law, you might be an aspiring crime lord or information broker, excellent at directing others toward suitable jobs. If you successfully identify a creature using Recall Knowledge, that creature is flat-footed against your attacks until the start of your next turn; if you critically succeed, it's flat-footed against your attacks for 1 minute. You're trained in Society and one of the following skills of your choice: Arcana, Nature, Occultism, or Religion. You can choose Intelligence as your key ability score. Sneak Attack: When your enemy can’t properly defend itself, you take advantage to deal extra damage. If you Strike a creature that has the flat-footed condition (page 620) with an agile or finesse melee weapon, an agile or finesse unarmed attack, or a ranged weapon attack, you deal an extra 1d6 precision damage. For a ranged attack with a thrown melee weapon, that weapon must also be agile or finesse. As your rogue level increases, so does the number of damage dice for your sneak attack. Increase the number of dice by one at 5th, 11th, and 17th levels. 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: Level 3: As someone who takes advantage of others’ defenses, you are careful not to leave such openings yourself. 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.
INVESTIGATOR DEDICATION:
Archetype Investigator: Prerequisites Intelligence 14: (From Ancient Elf Heritage): You gain the on the case class feature, which grants you both the Pursue a Lead activity and Clue In reaction. You become trained in Society and another skill of your choice. If you were already trained in Society, you instead become trained in an additional skill of your choice. You also become trained in investigator class DC. Pursue a Lead: Concentrate/Exploration/Investigator: Source Advanced Player's Guide pg. 56 2.0: Frequency once per 10 minutes
Clue In: Concentrate Investigator: Source Advanced Player's Guide pg. 56 2.0: Frequency once per 10 minutes
ELF ANCESTRY:
6 Hit Points, Medium sized, 30 Speed, +2 Dex, +2 Int, +2 Free, -2 Con Languages: Common, Elven, additional languages equal to your Intelligence modifier (if it's positive). Choose from Celestial, Draconic, Gnoll, Gnomish, Goblin, Orcish, Sylvan, and any other languages to which you have access (such as the languages prevalent in your region). Low-Light Vision: You can see in dim light as though it were bright light, so you ignore the concealed condition due to dim light. Ancient Elf: Source Character Guide pg. 25 2.0: PFS Note The ancient elf heritage requires an elven lifespan (a feature that half-elves do not have) and thus cannot be selected by half-elves using the Elf Atavism feat, only by full elves. In your long life, you've dabbled in many paths and many styles. A typical ancient elf is at least 100 years old, though you might be younger at the GM's discretion. Choose a class other than your own. You gain the multiclass dedication feat for that class, even though you don't meet its level prerequisite. You must still meet its other prerequisites to gain the feat. (Investigator Dedication) Otherworldly Magic: Feat 1: Your elven magic manifests as a simple arcane spell, even if you aren’t formally trained in magic. Choose one cantrip from the arcane spell list. You can cast this cantrip as an arcane innate spell at will. A cantrip is heightened to a spell level equal to half your level rounded up. (Shield)
ARCHAEOLOGIST BACKGROUND:
You've excavated enough sites to know that ancient civilizations aren't lost; they're merely buried and waiting for the right scholar to unearth them and tell their story. You might have worked as a laborer or local guide before learning formal archaeological techniques. Choose two ability boosts. One must be to Constitution or Intelligence, and one is a free ability boost Dexterity. You're trained in the Society skill, and the Architecture Lore skill. You gain the Additional Lore skill feat related to an ancient culture or the history of a culture you've studied (such as Azlanti Lore or Osirian History Lore).
HORIZON HUNTERS:
Since the Pathfinder Society’s first day, when adventurers gathered in Absalom to share drinks and swap stories, the Society has been an organization of explorers. The Horizon Hunters is home to those who carry on the proud tradition of ascending the highest peaks, plumbing the darkest depths, and seeing what lies over the next hill. And as sweet as it is to discover a lost ruin or unknown vista, it’s all the better to tell wild tales about the experience and revel in the admiration of peers—particularly if an agent’s deeds might be immortalized in the Pathfinder Chronicles, a widely distributed record of the greatest Pathfinders’ achievements and discoveries. Faction Leader: Hailing from the Sodden Lands, Calisro Benarry (N female half-orc corsair) is a pirate-turned-Pathfinder who made her name as venture-captain of the Arcadian Mariner’s Lodge, a ship-borne Pathfinder lodge aboard the Grinning Pixie, whose command passed between venture-captains every few years. Bucking tradition, Benarry commanded the wheel for a decade, oversaw exploration of the dreaded Gloomspires, and traveled widely before recently being ordered to surrender the ship. She considers that no excuse to settle down, though, and has poured her energy into inspiring curiosity, tenacity, and wanderlust in the Society as a whole, spearheading the Horizon Hunters faction. Faction Leader Calisro Benarry Motto: Glory Lies Over the Horizon Objectives: The more untouched, unfamiliar, or unknown a site or treasure, the more exhilarating it is to reach it. The Horizon Hunters encourage exploration for its own sake, yet it’s also dedicated to enhancing the reputation of its members—anything from publication in the Pathfinder Chronicles to being the subject of the latest tall tale to circulate the taverns. Iconic objectives include uncovering mythical lost cities, blazing the trail through uncharted territory, and reaching foreboding realms. And if the Pathfinders can look good while doing so, that’s all the better. Year 1 Goal: Calisro Benarry longs to rekindle the public’s wonder and admiration of the Society through daring and inspiring adventures, focusing on two goals. First, she encourages Pathfinders to seek out and overcome public challenges, from beating previous records to blazing trails at the behest of influential patrons. Second, because she believes the Society has stuck to the Inner Sea for too long, she is pushing for a major mission to document a distant land—an endeavor that the people of Absalom will be talking about for years to come.
CHRONICLES:
(Gold/Rep/XP)
Q1 Sandstone Secret 3.60 Verdant Wheel 1 Mosquito Witch 1.02 14.00 Verdant Wheel 4 Lost of the Spirit Road 1.06 14.80 Verdant Wheel 4 Q3 Grehunde's Gorget 3.52 Verdant Wheel 1 Trailblazer's Bounty 1.05 14.08 Verdant Wheel 4 Tarnbreaker's Trail 1.10 22.40 Horizon Hunters 4 Q6 Archaeology in Aspenthar 6.10 Horizon Hunters 1 In Pursuit of Water 2.21 23.60 Horizon Hunters 4 Q2 Unforgiving Fire 6.40 Horizon Hunters 1 Foundation's Price 3.08 40.72 Horizon Hunters 4 BOONS:
(0/3)Sand Slide: Trigger: You would fail (but don't critically fail) a Reflex save to avoid a trap's effects. Effect: You Step and then Drop Prone in your new location. You gain a +2 circumstance bonus to your triggering Reflex save. If this would have been enough to resist the trap's effects initially, you succeed at the save instead. (Quest #1: The Sandstone Secret) Cryptid Scholar (Untyped Boon): Your experiences with the Mosquito Witch have inspired you to research strange creatures. When you Recall Knowledge to identify a rare or unique creature, you can use the following reaction. Reaction (fortune) Uses 3: (0/3) Trigger: You attempt to Recalll Knowledge to identify a creature you can see. Effect: You roll the skill check twice and use the better result. (#1-02: The Mosquito Witch) (0/3) Traveler of the Spirit Road (General): You have traveled the pathways near the Forest of Spirits and not only managed to avoid losing your way, but even befriended some of the local kami. The kami's blessing follows you now and protects you from bad luck. Whenever you would critically fail a check to Hide, Sneak, Sense Direction, or Track while in a forested area, you may check a box next to this boon as a free action to treat that check as a failure instead. (#1–06: Lost on the Spirit Road) Legacy of the Gorget (General): You have made close friends in the Land of the Linnorm Kings by retrieving Grehunde's gorget and the body of her heroic descendant, Hlavard. This boon has special benefits when slotted during Pathfinder Society Scenario #1-10: Tarnbreaker's Trail, and may have other benefits in scenarios and quests that feature Grehunde's descendants. Experienced Mountaineer (General): The trek from Isger to Molthune taught you tricks for navigating treacherously steep terrain.While this boon is slotted, you treat mountainous terrain and other steep slopes as difficult terrain, rather than as greater difficult terrain. (#1–05: Trailblazer’s Bounty) Tarnbreaker Champions (General): You are a champion of the Balgirdtrek, which earns you special privileges throughout the Lands of the Linnorm Kings. While playing in an adventure that takes place primarily in the Lands of the Linnorm Kings, you can stay for free at any Ulfen or Varki inn or similar establishment, and you gain a 10% on all non-magical goods bought in Ulfen or Varki settlements (this does not stack with any other discount or reduction in price). In addition, you gain a +1 circumstance bonus on all Diplomacy checks to Make A Request while playing in an adventure that takes place primarily in the Lands of the Linnorm Kings. (#1–10: Tarnbreaker’s Trail) Wayfinder: To guide your path, your faction has secured a wayfinder (Pathfinder Core Rulebook 617) for you to carry on your journeys and serve as a badge of office in the Pathfinder Society. This wayfinder has an effective sale price of 0 gp. (0/2)Secrets of the Jistkan Alchemists (General, Limited-Use): Your forays into the ancient alchemical testing site of the Jistka Imperium has left you with knowledge and materials for a few handy tricks. Whenever you Craft an item with the alchemical trait during Downtime, after rolling, you can check a box that precedes this boon to increase your degree of success by one (from critical failure to failure, from failure to success, or from success to critical success). (0/2)One-Who-Waits (Slotless): Your trials in the burgeoning monastery of Unforgiving Fire have given you an edge in overcoming physical challenges. Whenever you roll a critical failure on an Acrobatics or Athletics check, you can check a box next to this boon as a free action to get a failure instead (the GM can tell you if this wouldn’t change the outcome of the check so you do not waste this ability). Evolving Destiny Rebuild a PC (Junior Peppers) who has 47 XP or less (i.e. level 4 or lower) PURCHASABLE LOOT:
Onyx panther talisman (level 2; 6g, discounted price) Potion of Invisibility (level 4; 20g) Katana (2g) Lesser winter wolf elixir (level 4; 15g) Lesser winter wolf elixir formula (level 4; 5g) Animal staff (level 4; 90g) Scroll of snowball (Lost Omens World Guide 112; level 1; 4 gp) Oil of potency (level 2; 7 gp) Moderate quicksilver mutagen (level 3; 12 gp) Everburning torch (level 1; 15 gp) +1 Handwraps of mighty blows (level 2; 35 gp) Bird feather token (item 3, discounted to 6 gp; limit 1) Chest feather token (item 3, discounted to 8 gp; limit 1) FUTURE STUFF:
You play out battles in your head, allowing you to strike when the time is right. You gain the Devise a Stratagem action; however, when you substitute its result for your attack roll, you can't use your Intelligence modifier in place of your Strength or Dexterity modifier. You also can't use your Intelligence modifier on other rolls from abilities that expand Devise a Stratagem, such as the Athletic Strategist feat. ◆ Devise a Stratagem: Concentrate Fortune Investigator: Source Advanced Player's Guide pg. 56 2.0
Known Weaknesses: Feat 1: Investigator: Source Advanced Player's Guide pg. 60 2.0
4 5
FUTURE GEAR:
Thrower's Bandolier Item 3 Conjuration Invested Magical Source Treasure Vault pg. 146 1.1 Price 60 gp Usage worn; Bulk L This bandolier is covered in straps and pouches capable of holding up to 2 Bulk of one-handed thrown weapons. A thrower's bandolier has a +1 weapon potency rune etched into it, and it can be etched with runes as though it were a one-handed thrown weapon. When you invest the thrower's bandolier, you can attune it to all the weapons sheathed in it (this ends any previous attunements made with the bandolier). Whenever you draw a weapon from the bandolier, the bandolier's runes are replicated onto that weapon. Any runes already on the weapon are suppressed, and any runes previously replicated to a different weapon in this way are removed, returning it to normal. Activate envision, Interact; Effect All weapons attuned to the bandolier, not including any weapons you're currently wielding, return to the bandolier. Cunning: Item 5: Uncommon/Divination/Magical: Source PFS Guide pg. 123: Price 140 gp
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