Roaghaz

Schek Nek's page

193 posts. Organized Play character for Frozen Frost.


Race

HP 54/54 w Toughness, AC 21 w Studded Leather Armor (+1 vs Prey’s Attacks; +2 w Steel Shield raised or ↺ Command vs water creatures; ↺ Cringe), Fortitude** +9, Reflex** +12, Will** +8,

Classes/Levels

Perception** +8 (darkvision), Stealth* +10 | Speed 25 ft. | Exploration Activity Search| Active Conditions --- | ◆◇↺

Gender

[R] Male Venomtail Kobold Outwit Ranger 4 / Pirate | Sailor |

About Schek Nek

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PFS INFORMATION:
PFS #: 2403787-2013
Lore: Pathfinder Society* +6
Faction: Radiant Oath

Chronicles & Boons
Level 1
1 Q10 The Broken Scales
2 Boon - Sewer Dragon (Background)
3 B13 The Blackwood Abundance
4 Boon - Wayfinder
5 B10 Hillcross Roundup
6 B12 Somewhere Below
7 B06 Road from Otari
8 Q04 Port Pub Peril Crawl
9 Boon - Fane's Friend
10 B14 The Blackwood Truce
11 B17 Sodden Stories
12 S99-01 The Second Confirmation

Level 2
13 S05-17 Stranded on Yesterday's Tide
14 S05-12 Mischief in the Maze (GM)
15 S05-10 The Crocodile's Smile (GM)

Level 3
16 B21 Against the Unliving
17 Boon: Protective Mentor (Radiant Oath)
18 S06-00 Salt of the Ocean
19 Boon: Abendego's Cannon
20 B18 From Family Lost
21 Q18 Student Exchange
22 Q21 Infernal Infiltration
23 Q20 Dacilane Academy's Show Must Go On

Level 4

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BOTTING INSTRUCTIONS:
Schek will assign his target as his prey.
◆ Hunt Prey (+1 to AC vs Prey’s attack)

He will then Demoralize his prey.
[dice=Intimidation to Demoralize Prey]1d20+11+2[/dice] vs Prey’s Will DC
◆ Demoralize

He magically enhances his weapon with Gravity Weapon focus spell.
◆ Gravity Weapon

He attacks using his combat grapnel with the weapon’s range (20 ft) after quickly drawing it.
[dice=+1 Returning Striking Combat Grapnel Attack]1d20+11[/dice] vs Prey
[dice=Damage]2d6+1[/dice] P damage (+2 w Gravity Weapon)
◆ Quick Draw
◆ Strike

Once per day, he can apply venom to his combat grapnel that will deal equal to his level (4) persistent poison damage to target.
◆ Tail Toxin

In case a creature he is aware of critically succeeds on a Strike against him and would deal damage to him, he cowers into a pitiful posture, the attacking creature takes a circumstance penalty to the damage of the triggering Strike equal to his level (4) + 2 that applies after doubling the damage for a critical hit. The attacker then is immune to his Cringe for 24 hours.
↺ Cringe

He will also Recall Knowledge about his target’s weakness.
[dice=Arcana]1d20+0[/dice] (+2 vs Prey)
[dice=Crafting]1d20+0[/dice] (+2 vs Prey)
[dice=Pathfinder Society Lore]1d20+6[/dice] (+2 vs Prey)
[dice=Sailing Lore]1d20+6[/dice] (+2 vs Prey)
[dice=Port Peril Lore]1d20+8[/dice] (+2 vs Prey)
[dice=Nature]1d20+6[/dice] (+2 vs Prey)
[dice=Occultism]1d20+0[/dice] (+2 vs Prey)
◆ Recall Knowledge

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CHARACTER INFORMATION
Name: Schek Nek
Ethnicity, Heritage & Ancestry: Venomtail Kobold
Background: Sailor Home Region: High Seas Nation: Port Peril in The Shackles Languages: Common, Draconic, Infernal
Sub-Class & Class: Outwit Ranger Level: 4
Gender: Male Size & Reach: Small (5 ft) Speed: 25 ft
Age 31 Deity Cayden Cailean

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STATS & SKILLS (* indicates Proficiency Level)
STR +1, DEX +4, CON +1, INT +0, WIS +0, CHA +3
HP 54/54 w Toughness, AC 21 w Studded Leather Armor (+1 vs Prey’s Attacks; +2 w Steel Shield raised or ↺ Command vs water creatures; ↺ Cringe), Fortitude** +9, Reflex** +12, Will** +8, Perception** +8 (darkvision)
Acrobatics** +12
Arcana +0 (+2 circumstance bonus to Recall Knowledge about prey from Outwit)
Athletics* +7 (Swim Fins to Swim) – Underwater Marauder - Prerequisites trained in Athletics. You’ve learned to fight underwater. You are not off-guard while in water, and you don’t take the usual penalties for using a bludgeoning or slashing melee weapon in water.
Crafting +0 (+2 circumstance bonus to Recall Knowledge about prey from Outwit)
Deception* +9 (+2 circumstance bonus from Outwit)
Diplomacy +3
Intimidation** +11 (+2 circumstance bonus from Outwit) – Intimidating Glare
Lore: Pathfinder Society* +6 (+2 circumstance bonus to Recall Knowledge about prey from Outwit)
Lore: Port Peril** +8 (+2 circumstance bonus to Recall Knowledge about prey from Outwit)
Lore: Sailing* +6 (+2 circumstance bonus to Recall Knowledge about prey from Outwit)
Medicine +0
Nature* +6 (+2 circumstance bonus to Recall Knowledge about prey from Outwit)
Occultism +0 (+2 circumstance bonus to Recall Knowledge about prey from Outwit)
Performance +3
Religion +0 (+2 circumstance bonus to Recall Knowledge about prey from Outwit)
Society +0 (+2 circumstance bonus to Recall Knowledge about prey from Outwit)
Stealth* +10 (+2 circumstance bonus from Outwit)
Survival* +6 (6 to navigate bodies of water)
Thievery +4

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OFFENSE & DEFENSE
Melee+1 Returning Striking Combat Grapnel (Finesse, Grapple, Tethered, Uncommon, Magical) +11 Damage 2d6+1 P
Melee ◆ Fist (Agile, Finesse, Nonlethal, Unarmed) +10 Damage 1d4+1 B
Melee ◆ Dagger (Agile, Finesse, Versatile S) +10 Damage 1d4+1 P/S

Ranged+1 Returning Striking Combat Grapnel (Finesse, Grapple, Tethered, Thrown 20 ft, Uncommon, Magical) +11 Damage 2d6+1 P
Ranged ◆ Dagger (Agile, Finesse, Thrown 10 ft, Versatile S) +10 Damage 1d4+1 P/S

Armor Studded Leather Armor AC Bonus +2
Shield Steel Shield AC Bonus +2 (raised) Hardness 5 HP(BT) 20(10)
Others Triangular Teeth AC Bonus ↺ Command; Frequency once per day; Trigger You would be hit by an attack against your AC; Effect You gain a +1 circumstance bonus to AC against the attack, or a +2 circumstance bonus if the attacker is in water or has the amphibious, aquatic, or water trait. Whether the attack hits or misses, you gain a +2 status bonus to damage with the next Strike you make against the attacker before the end of your next turn.

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SPELLS (* denotes Signature Spells)
Ranger DC 20
Max Focus Points 1
Focus Spells (Rank 2)
◆ Gravity Weapon - Duration 1 minute. You build up gravitational force and funnel it into your blows, leading to more powerful attacks with blade and bow alike. On your first weapon Strike each round, you gain a status bonus to damage equal to twice the number of weapon damage dice.

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GEARS & ITEMS
Invested Items (1/10): Wayfinder, Triangular Teeth (tattoo)
Worn Items: Dagger, Throwing Knife, +1 Returning Striking Combat Grapnel, Steel Shield, Studded Leather Armor, Backpack
Stowed Items (in Backpack): Swim Fins, Climbing Kit, Bedroll, Chalk (10), Flint and Steel, Rope, Rations (2), Torch (5), Waterskin, Soap
Others ---
Current Bulk: 3.0 (Encumbered 6.0, Maximum 11.0)

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FEATS
Level 1
Skill Feat (from background) Underwater Marauder - Prerequisites trained in Athletics. You’ve learned to fight underwater. You are not off-guard while in water, and you don’t take the usual penalties for using a bludgeoning or slashing melee weapon in water.
General Feat (from Heritage) Venomtail Kobold - A vestigial spur in your tail secretes one dose of deadly venom each day. You gain the Tail Toxin action. > Tail Toxin - Frequency once per day; Requirements You are wielding a piercing or slashing weapon. You apply your tail's venom to a piercing or slashing weapon. If your next Strike with that weapon before the end of your next turn hits and deals damage, you deal persistent poison damage equal to your level to the target.
Class Feat Initiate Warden – You’ve trained with one of the ranger sects known as wardens, who practice a specialized type of primal magic. You gain your choice of one warden spell from the initial warden spells (or another you have access to). Special You can take this feat multiple times, choosing a different initial warden spell each time. > Gravity Weapon - Duration 1 minute. You build up gravitational force and funnel it into your blows, leading to more powerful attacks with blade and bow alike. On your first weapon Strike each round, you gain a status bonus to damage equal to twice the number of weapon damage dice.
Ancestry Feat ↺ Cringe - Trigger A creature you are aware of critically succeeds on a Strike against you and would deal damage to you. With pitiful posturing, you cause your foe to pull back a deadly attack. The attacking creature takes a circumstance penalty to the damage of the triggering Strike equal to your level + 2. This penalty applies after doubling the damage for a critical hit. The attacker is then immune to your Cringe for 24 hours.
Class Feature Hunter's Edge - You have trained for countless hours to become a more skilled hunter and tracker, gaining an additional benefit when you Hunt Prey depending on the focus of your training. Choose a hunter’s edge. > Outwit - You are talented at outwitting and evading your prey. You gain a +2 circumstance bonus to Deception checks, Intimidation checks, Stealth checks, and any checks to Recall Knowledge about the prey, and a +1 circumstance bonus to AC against your prey's attacks.
Class Feature Hunt Prey - When you focus your attention on a single foe, you become unstoppable in your pursuit. You gain the Hunt Prey action. > ◆ Hunt Prey - You designate a single creature as your prey and focus your attacks against that creature. You must be able to see or hear the prey, or you must be tracking the prey during exploration. You gain a +2 circumstance bonus to Perception checks when you Seek your prey and a +2 circumstance bonus to Survival checks when you Track your prey. You also ignore the penalty for making ranged attacks within your second range increment against the prey you’re hunting. You can have only one creature designated as your prey at a time. If you use Hunt Prey against a creature when you already have a creature designated, the prior creature loses the designation and the new prey gains the designation. Your designation lasts until your next daily preparations.

Level 2
Class Feat Pirate Dedication - Prerequisites trained in Intimidation As a pirate, you sail the seas in search of enemy ships to plunder and great adventures to embark on. You gain the Additional Lore general feat for Sailing Lore or for a specific coastal city you have a connection to (such as Port Peril Lore). You ignore the effects of difficult terrain or uneven ground caused by unstable ground (such as the deck of a ship). Additionally, you gain the Boarding Assault action. > ◆◆ Boarding Assault (flourish) – Either Stride twice or attempt an Acrobatics check (DC determined by the GM, but usually DC 20) to swing up to twice your Speed on a rope or similar object, then Strike. If you boarded or disembarked from a boat or similar vehicle during this movement, the Strike deals one additional weapon damage die.
Skill Feat Intimidating Glare - Prerequisites trained in Intimidation. You can Demoralize with a mere glare. When you do, Demoralize loses the auditory trait and gains the visual trait, and you don’t take a penalty if the creature doesn’t understand your language.

Level 3
General Feat Toughness - Increase your maximum Hit Points by your level. You reduce the DC of recovery checks by 1.
Class Feature Will Expertise - Your proficiency rank for Will saves increases to expert.

Level 4
Class Feat ◆ Quick Draw – You draw your weapon and attack with the same motion. You Interact to draw a weapon, then Strike with that weapon.
Skill Feat Cat Fall – Prerequisites trained in Acrobatics; Your catlike aerial acrobatics allow you to cushion your falls. Treat falls as 10 feet shorter. If you’re an expert in Acrobatics, treat falls as 25 feet shorter and 50 feet if you’re a master. If you’re legendary in Acrobatics, you always land on your feet and don’t take damage, regardless of the distance of the fall.

Level 5
Ancestry Feat ◆ Grovel – Prerequisites trained in Deception You convince your foe you're less of a threat. You attempt to Feint against a creature. Unlike a normal Feint, the creature can be within 30 feet instead of in your melee reach, and you make your check against its Will DC instead of its Perception DC.
Class Feature Ranger Weapon Expertise – You gain every advantage from your weapons. Your proficiency rank for martial weapons, simple weapons, and unarmed attacks increases to expert. You gain access to the critical specialization effects of all such weapons and unarmed attacks when attacking your hunted prey.
Class Feature Trackless Journey – When you move through natural terrains, you are hard to track. You always gain the benefits of the Cover Tracks action in such terrains, without moving at half your Speed.

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