Father Jackal

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Pathfinder Starfinder Adventure Path, Starfinder Roleplaying Game Subscriber. ** Pathfinder Society GM. 7 posts. No reviews. 1 list. No wishlists. 22 Organized Play characters. 1 alias.


Full Name

Skirq Ganniq

Race

| HP 41/41 | AC 16 T 15 FF 12 | CMB -3, CMD 11 | F: +5, R: +9, W: +3 | Init: +10 | Perc: +8, SM: +2

Classes/Levels

| Speed 20 | Versatile Evocation 0/8 | Active conditions: None

Gender

Male CG Ratfolk URogue 1 / Evoker 3 / Arcane Trickster 1

Size

Small

Age

13

Alignment

CG

Deity

Calistria

Languages

Aklo, Common, Draconic, Goblin, Sylvan, Undercommon

Occupation

Thieves' Guild

Strength 5
Dexterity 18
Constitution 14
Intelligence 21
Wisdom 7
Charisma 13

About Skirq Ganniq

stat block:
Skirq
Male ratfolk arcane trickster 1/unchained rogue 1/evoker (admixture[APG]) 3 (Pathfinder RPG Advanced Player's Guide 143, Pathfinder RPG Bestiary 3 231, Pathfinder Unchained 20)
CG Small humanoid (ratfolk)
Init +10; Senses darkvision 60 ft.; Perception +8
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Defense
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AC 16, touch 15, flat-footed 12 (+1 armor, +4 Dex, +1 size)
hp 41 (5 HD; 4d6+1d8+17)
Fort +5 (+2 circumstance bonus vs. hot weather), Ref +9, Will +3; +2 vs. disease
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Offense
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Speed 20 ft.
Melee cestus +6 (1d3-3/19-20 plus 1d6 sneak attack) or
. . dagger +6 (1d3-3/19-20 plus 1d6 sneak attack)
Special Attacks intense spells (+1 damage), sneak attack (unchained) +1d6, swarming
Evoker Spells Prepared (CL 4th; concentration +9)
. . 2nd—acid arrow, glitterdust (DC 17), scorching ray, scorching ray
. . 1st—expeditious retreat, grease, heightened awareness[ACG], shocking grasp, snowball[UW], vanish[APG] (DC 16)
. . 0 (at will)—detect magic, mage hand, prestidigitation, ray of frost
. . Opposition Schools Enchantment, Necromancy
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Statistics
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Str 5, Dex 18, Con 14, Int 21, Wis 7, Cha 13
Base Atk +1; CMB -3; CMD 11
Feats Accomplished Sneak Attacker, Improved Initiative, Spell Focus (evocation), Toughness, Weapon Finesse
Traits heart of clay, reactionary
Skills Acrobatics +8 (+4 to jump), Bluff +5, Diplomacy +5, Disable Device +13 (+14 1d4), Escape Artist +11 (+12 1d4), Knowledge (arcana) +14, Knowledge (dungeoneering) +11, Knowledge (local) +11, Knowledge (nature) +11, Knowledge (planes) +11 (+13 daemons, demons, devils), Perception +8, Sense Motive +2, Sleight of Hand +12 (+14 to steal items without being noticed), Spellcraft +13, Stealth +16, Use Magic Device +11; Racial Modifiers +2 Perception, +2 Use Magic Device
Languages Aklo, Common, Draconic, Goblin, Sylvan, Undercommon
SQ arcane bond (ring), cleanliness, ranged legerdemain, trapfinding +1, versatile evocation
Combat Gear scroll of blur (x5), scroll of expeditious retreat, scroll of fly (x2), scroll of gust of wind, scroll of invisibility (x5), scroll of lesser (x3) restoration, scroll of levitate (x5), scroll of mirror image (x5), scroll of reduce person (x4), scroll of resist energy (x5), scroll of see invisibility (x5), wand of infernal healing (50 charges), acid (4), tanglefoot bag; Other Gear haramaki[UC], cestus[APG], dagger, arcane bond ring, cloak of resistance +1, headband of vast intelligence +2, lesser talisman of beneficial winds[OA], sleeves of many garments[UE], traveler's any-tool[UE], backpack, grappling hook, hot weather outfit[APG], journal[UE], silk rope (50 ft.), wizard starting spellbook, wrist sheath, spring loaded, wrist sheath, spring loaded, 4,363 gp
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Special Abilities
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Admixture Associated School: Evocation
Arcane Bond (Ring) (1/day) (Sp) Use object to cast any spell in your spellbook. Without it, Concentration required to cast spells (DC20 + spell level).
Cleanliness +2 vs. disease, exceeding disease save by 5 counts as 2 cons. saves,
Darkvision (60 feet) You can see in the dark (black and white only).
Enchantment You must spend 2 slots to cast spells from the Enchantment school.
Intense Spells (+1 damage) (Su) Evocation spells deal listed extra damage.
Necromancy You must spend 2 slots to cast spells from the Necromancy school.
Ranged Legerdemain (Su) Can use Disable Device or Sleight of Hand from 30 ft away, but +5 DC.
Sneak Attack (Unchained) +1d6 Attacks deal extra dam if flank foe or if foe is flat-footed.
Spell Focus (Evocation) Spells from one school of magic have +1 to their save DC.
Swarming (Ex) Can share a square with another with swarming, if both att the same foe, he is flanked.
Trapfinding +1 Gain a bonus to find or disable traps, including magical ones.
Versatile Evocation (8/day) (Su) Change the damage type and descriptor of a spell from acid, electricity, fire, or water to any other of those types.

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