![]()
About Scratch SteeltoeRobby 'Scratch' Steeltoe | # 202046-2002 | PFS(2ed) | Swords School
LANGUAGES: Common, Dwarven, Gnomish, Necril DEFENSE: Trained in: Light armor, Medium armor, Unarmored defense
OFFENSE: Master: Simple/Martial Firearms/Crossbows | Expert: Advanced Firearms/Simple/Martial/Unarmed Attacks
SKILLS: ACP: 0
TEMPORARY GEAR:
Moderate Healing Potion x2 (PFS) Advanced Alchemy Consumables (Bombs and Alchemical Ammo Only): 7/day : 2 Moderate Alchemist's Fires, 4 Life Shot, 4 Eroding Bullets, 4 Cold, 4 Elec, 4 Fire Versatile Vials (Bombs and Alchemical Ammo Only): (4) FORMULA BOOK:
Black Powder Alchemist's Fire (C) Bottled Lightning (C) Life Shot (C) Eroding Bullet (U) Elemental Ammunition (C): Cold Elemental Ammunition (C): Electricity Elemental Ammunition (C): Fire Elemental Ammunition (C): Poison Advanced Alchemy: During your daily preparations, you spend some time to create alchemical items that can be used over the course of the day. You don't need to attempt a Crafting check to do this, you can use an alchemist's toolkit instead of an alchemist's lab, and you ignore both the number of days typically required to create the items and any alchemical raw materials requirements. You can Craft a number of alchemical items up to 4 + your Intelligence modifier. Each item must be in your formula book, have an item level equal to or lower than your level, and have the consumable trait. These items have the infused trait and remain potent for 24 hours or until your next daily preparations, whichever comes first. Versatile Vials: You know how to prepare fast-acting chemicals into versatile vials, special items that can be used as bombs and be turned into other alchemical items by introducing special reagents. During your daily preparations, you can create a number of versatile vials up to 2 + your Intelligence modifier, which is also your maximum number of vials. If you're below your maximum number, you can gather reagents from the environment around you. For every 10 minutes you spend in exploration mode, you regain 2 vials; this doesn't prevent you from participating in other exploration activities. Versatile vials are infused items, and are destroyed if not used by the next time you make your daily preparations. A vial you create is always the highest type you could Craft. See the sidebar for statistics on using a versatile vial as a bomb. You can also use vials for Quick Alchemy (see below) and your research field can add to the ways you can use a vial.
Quick Alchemy: You gain the Quick Alchemy action to make the items you need on the fly.
-Create Consumable You expend one of your versatile vials to create a single alchemical consumable item of your level or lower that's in your formula book. You don't have to spend the normal monetary cost in alchemical raw materials or need to attempt a Crafting check. This item has the infused trait, but it remains potent only until the start of your next turn. (As normal, you need only one formula for an item to create any level of that item.) -Quick Vial You create a versatile vial that can be used only as a bomb or for the versatile vial option from your research field (it can't be used to create a consumable, for example). This item has the infused trait, but it remains potent only until the end of your current turn. Versatile Vials: Your versatile vials can be thrown like bombs, with the following statistics.
Lesser Item 1
Moderate Item 4
Greater Item 12
Major Item 18
CLASS FEATS:
Demolitionist Dedication: Feat 2: Uncommon/Archetype/Dedication
◆◆ Set Explosives: (concentrate) Requirements You have 1 or 2 bombs in hand; Effect You attach the bombs to an inanimate object within your reach, such as a door, wall, or column, and rig them to detonate at a set time. The bombs explode at a specific time you determine (such as after your next action or at the start of your next turn, to a maximum of 1 minute), dealing their damage and splash damage to the inanimate object. Combine this damage for the purpose of resistances and weaknesses, and this damage ignores an amount of the object's Hardness equal to your level. Any creatures adjacent to the hazard take the bombs' splash damage, also combined for the purpose of resistances and weaknesses. As a reminder, since you didn't throw the bombs, Calculated Splash and similar effects don't apply. Making sure your timing is correct requires concentration, so you can't Set Explosives again while you're waiting for a previously set bomb to detonate. ◆ Running Reload: Feat 4: Gunslinger: You can reload your weapon on the move. You Stride, Step, or Sneak, then Interact to reload. Munitions Machinist: Feat 6: Gunslinger: Prerequisites Munitions Crafter, expert in Crafting
SKILL FEATS:
Alchemical Crafting: Feat 1: General/Skill: Prerequisites trained in Crafting
Forager: Feat 1: General/Skill: Prerequisites trained in Survival
Natural Medicine: Feat 1: General/Skill: Prerequisites trained in Nature
Cat Fall: Feat 1: General/Skill: Prerequisites trained in Acrobatics
Steady Balance: Feat 1: General Skill: Source Core Rulebook pg. 267 4.0: Prerequisites trained in Acrobatics
GENERAL FEATS
Incredible Initiative: (Feat 1)(General): Source Player Core pg. 256. You react more quickly than others can. You gain a +2 circumstance bonus to initiative rolls. STATS:
EQUIPMENT:
Leather Armor +1 Arquebus +1 Striking w/ reinforced stock Dwarven Scattergun +1 Clan Pistol +1 Striking w/ concealed holster Firearm Ammo (40) Dagger w/ Sheath Explorer's Clothing Winter Clothing Backpack Bedroll Belt pouch Waterskin Flint and Steel Mug Soap Crowbar Signal Whistle Repair Kit Bandoleer x2 Silver Holy Symbol of Torag Healer's Tools Firearm cleaning kit Alchemist's Tools Basic Crafter's Book Personalized Wayfinder Silencer (on Clan Pistol) Waterproof Carrying Case x3 Aeon Stone (Dusty Rose Prism) Boots of Elvenkind Cloak of Elvenkind CONSUMABLES:
Rations (1 week) Silversheen (1) Lesser cold iron blanch (1) Level 1 Alchemist Formulas Black Powder Horn CLASS: GUNSLINGER: SNIPER:
Key Ability: DEXTERITY: At 1st level, your class gives you an ability boost to Dexterity Hit Points: 8 plus your Constitution modifier: You increase your maximum number of HP by this number at 1st level and every level thereafter. Misfire: Firearms that are improperly maintained or subjected to unusual strain can misfire. If you attempt to fire a firearm that was fired the previous day or earlier and hasn't been cleaned since, roll a DC 5 flat check before making your attack roll. If you fail this misfire check, the weapon misfires and jams. The attack is an automatic critical failure, and you must use an Interact action to clear the jam before the weapon can be reloaded and fired again. Once you've spent at least an hour cleaning a weapon, you don't need to roll for a misfire until the next day unless an effect says otherwise. You can clean multiple firearms during this hour, up to a reasonable limit as determined by the GM (typically no more than five). Some abilities cause a weapon to misfire as a part of their effects. If such a misfire happens as a result of an attack (due to an action that causes a misfire on a failed attack, for example), it retroactively makes the attack a critical failure. Way of the Sniper: You practice a style of shooting that relies on unerring accuracy and perfect placement of your first shot. You keep hidden or at a distance, staying out of the fray and bringing unseen death to your foes. Slinger's Reload: Covered Reload; Deeds: Initial - One Shot, One Kill; Advanced - Vital Shot; Greater - Ghost Shot; Way Skill: Stealth Slinger's Reload: ◆ Covered Reload: You duck into a safe position or minimize your profile while reloading to make your next attack. Either Take Cover or attempt to Hide, then Interact to reload. As normal, you must meet the requirements to Take Cover or Hide; you must be prone, benefiting from cover, or near a feature that allows you to Take Cover, and you need to be benefiting from cover or concealed to a creature to Hide from that creature. Initial Deed: One Shot, One Kill: ◇ Free Action: Trigger You roll Stealth for initiative.Your first shot is the deadliest. Interact to draw a firearm or crossbow. On your first turn, your first Strike with that weapon deals an additional 1d6 precision damage. This precision damage increases to 2d6 at 9th level and 3d6 at 15th level. Slinger's Precision: You have steady precision with guns and crossbows and can use weapons that incorporate them effectively. You deal an extra +2 precision damage with Strikes made using crossbows that don't have the repeating trait, and deal an extra 1d4 precision damage on Strikes with firearms that don't have the repeating trait. If you have gunslinging legend, you instead deal +3 additional precision damage with Strikes using crossbows that aren't repeating, and you deal an additional 1d6 precision damage with non-repeating firearm Strikes. If you are using a combination weapon whose ranged form is a firearm or crossbow, you use your proficiency with firearms and crossbows for attacks made with the melee portion of that weapon. Stubborn: Level 3: You don't like being told what to do, and you don't give up. Your proficiency rank for Will saves increases to expert. When you fail, but don't critically fail, a Will save against an effect that would give you the controlled condition, you can attempt a second save against the effect at the start of your next turn. On a successful second save, the controlled condition ends, though any other effects remain. As normal, failing this second save doesn't allow you to attempt a third save on the subsequent turn. Gunslinger Weapon Mastery: Level 5: You fully understand the best way to utilize your unique weapons. Your proficiency rank increases to master with simple and martial firearms and crossbows. Your proficiency rank for advanced firearms and crossbows, simple weapons, martial weapons, and unarmed attacks increases to expert. You gain access to the critical specialization effects for firearms and crossbows.
Vigilant Senses: Level 7: Through your adventures, you've developed keen awareness and attention to detail. Your proficiency rank for Perception increases to master. Weapon Specialization: Level 7: You've learned how to inflict greater injuries with the weapons you know best. You deal 2 additional damage with weapons and unarmed attacks in which you are an expert. This damage increases to 3 if you're a master, and 4 if you're legendary. DWARVEN ANCESTRY:
Base 10hp, Medium Size, 20ft Stride Ability Boosts: Constitution, Wisdom, Free Ability Flaw(s):Charisma Darkvision: You can see in darkness and dim light just as well as you can see in bright light, though your vision in darkness is in black and white. Heritage: Death Warden Dwarf
Clan Pistol: Feat 1: Raised in the ancient halls of Dongun Hold or the surrounding region, you display your lineage with a clan pistol, rather than a clan dagger. You get one clan pistol of your clan for free, as it was given to you at birth. This replaces your clan dagger. Selling this pistol is a terrible taboo and earns you the disdain of other dwarves. You are trained with the clan pistol. In addition, when your clan pistol is visible, you gain a +1 circumstance bonus on checks to Gather Information or Make an Impression when interacting with citizens of Alkenstar, Dongun Hold, or their allies. Dongun Education: Feat 1(5th): Uncommon/Dwarf. Source Guns & Gears pg. 200. Access You are from Dongun Hold or Alkenstar.
HUNTER BACKGROUND:
You stalked and took down animals and other creatures of the wild. Skinning animals, harvesting their flesh, and cooking them were also part of your training, all of which can give you useful resources while you adventure. Choose two ability boosts. One must be to Dexterity or Wisdom, and one is a free ability boost. You're trained in the Survival skill, and the Tanning Lore skill. You gain the Survey Wildlife skill feat.
VIGILANT SEAL FACTION:
Rune-sealed doors, buried temples, warded vaults, and ancient keeps…these are among the most tantalizing sites for explorers to delve, yet all too often these ruins were abandoned for a good reason: their contents were too dangerous to leave unfettered yet too enduring to destroy outright. The Pathfinder Society has a long track record of unleashing forgotten horrors while in the pursuit of glory and lore. Yet for every imprisoned fiend accidentally released while Pathfinders explore overgrown shrines, the explorers have also uncovered and defeated slumbering evils that would have otherwise emerged to plague the world unforeseen and uncontested. As far as the Vigilant Seal’s concerned, this tradition of cavalier recklessness must change. Faction Leader: Among the most famous Pathfinders of the previous decade, Eando Kline (CG male human explorer) famously explored Varisia, infiltrated the Hold of Belkzen, and plumbed the Darklands’ depths to uncover a lost serpentfolk city. Knowing that further publicity would encourage exploration and goad the serpentine villains to attack the surface, Kline returned to the Grand Lodge ahead of his rival Arnois Belzig, urging the Decemvirate not to publish either of their findings about the site. The Decemvirate dismissed his concerns, and in disgust, Eando Kline resigned from the Society. For the past decade he’s led his own expeditions, always endeavoring to explore more responsibly than the organization he left behind. Yet with news of a change in the Decemvirate and respected colleagues rising to positions of power, Eando Kline has returned to the Society at last, accepting his old wayfinder so long as he can lead in the organization’s reform. Faction Leader Eando Kline Motto: Protect, Contain, Destroy Objectives: Just as the Pathfinder Society decrees that its agents must “Explore, report, and cooperate,” the Vigilant Seal expects its agents to “Protect, contain, and destroy.” Dangerous artifacts are often best kept deep within the Grand Lodge or other secure sites, rather than left where they might cause harm. Where slumbering evils lie chained, agents are expected to ensure every link remains strong. And where those goals are impossible, those agents must be ready to neutralize the threat. The Vigilant Seal encourages its agents to be educated enough to identify and understand hazards, and Eando Kline believes that individual Pathfinders must exercise their own discretion in assessing the danger and knowing when to intervene. Year 1 Goal: The Pathfinder Society’s past is replete with buried dangers, both in sites of expeditions that were never completed and in the vaults below the Grand Lodge. Now that the Society’s leadership has become enamored with unearthing the exploits of the earliest Pathfinders, it’s only a matter of time before agents inadvertently unleash a devastating curse or threat that the likes of Pathfinder Society cofounders Durvin Gest or Selmius Foster thought it wiser not to disturb—Vigilant Seal members must be ready to avert such dangers whenever possible, and to quickly neutralize them if not.
CHRONICLES:
Starting Gold: 15.00g Flooded King's Court: 1-07 14.00g 4F Vigilant Seal Port Peril Pub Crawl: Q4 3.54g 1F Vigilant Seal Lost on the Spirit Road: 1-06 14.08g 4F Vigilant Seal Lions of Katapesh: 1-14 14.40g 4F Vigilant Seal King in Thorns: 2-00 22.40g 4F Vigilant Seal Absalom Initiation: 1-01 22.08g 4F Vigilant Seal Tarnbreaker's Trail: 1-10 22.08g 4F Vigilant Seal The Slithering 116.72g 12F Vigilant Seal Putrid Seeds: Q12 16.00g 1F Vigilant Seal Fate in the Future: 3-99 66.40g 4F Vigilant Seal Path of Kings: 2-04 66.40g 4F Vigilant Seal Expedition Pallid Peril: 3-98 68.00g 4F Vigilant Seal Echoes of Desperation: 3-03 66.40g 4F Vigilant Seal No Time for Treason: 3-11 104.00g 4F Vigilant Seal Escape from Oppara: 3-16 104.00g 4F Vigilant Seal Star-Crossed Voyages: 1-09 155.60g 4F Vigilant Seal Star-Crossed Court: 1-23 150.00g 4F Vigilant Seal Most Wondrous Exchange: 4-07 150.00g 4F Vigilant Seal BOONS:
Blast from the Past (General): You chose to deliver the undead Marcon Tinol to Venture-Captain Drandle Dreng, trusting in the experienced Pathfinder’s ability to deal with the undead safely. This boon will have unique benefits and consequences when slotted in a future scenario. (#1–07: Flooded King's Court Boon A) Fane’s Friend (General): You managed to impress the enigmatic pirate captain Stella Fane and she considers you a friend. This boon has special benefits when slotted during scenarios and quests that feature Stella Fane. (Quest #4: Port Peril Pub Crawl Boon A) (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) (0/3)Big Game Hunter (General): Your struggles against the fearsome wildlife of Katapesh and the being manipulating the creatures has made you particularly good at dealing with dangerous animals. Whenever you roll a critical failure on a check to Track an Animal, you can check a box next to this boon to get a failure instead. (#1–14: Lions of Katapesh) Engraved Wayfinder (Slotless): To celebrate your success as a Pathfinder agent, Janira gave you a compass lid engraved with your name and a Glyph of the Open Road, symbol of the Pathfinder Society. You can attach this lid to any compass, including a wayfinder, to personalize it. (#1–01: The Absalom Initiation Boon A) □ Society Connections (Downtime): Your connections with leaders within the Pathfinder Society help you find opportunities, both new missions and support for your other endeavors. Check the box that precedes this boon when you Earn Income during Downtime to attempt a task of level _____. If you critically fail the check, you still earn the result of a failure for that task. (#1–01: The Absalom Initiation Boon B) 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)
Evolving Destiny: Rebuild a PC who has 47 XP or less (i.e. level 4 or lower) (Ranger to Gunslinger at 38xp) (0/1) Spark of Life: A seed has been planted in the fey demiplane known as the Lodge of the Open Road. Inside this seed is a tiny spark of your essence. If you die during an adventure, check the box next to this boon to reduce the gold or material cost of a
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. Adamant Wayfinder (Vigilant Seal): You have specially reinforced your wayfinder, devising a way for the device to absorb harmful energies. When you purchase this boon, you apply its benefits to one wayfinder in your possession, granting you a special ability when the wayfinder is invested and in your possession. You gain the following reaction.
Combat Mentor (Vigilant Seal): While working with less experienced Pathfinder allies, you provide pointers and lead drills that ensure your newer colleagues’ attacks strike true. For any PCs benefiting from a Level Bump and whose levels are lower than yours, you increase the Level Bump’s modifier to attack rolls to 2. Normal: A Level Bump increases a PC’s attack roll modifiers by 1. Special: A PC can only benefit from two mentor boons. Vigilant Seal Gear: By building relationships and trust with the Vigilant Seal, you’ve gained access to special items favored by this faction. You gain access to the Vigilant Seal faction-specific gear (Lost Omens Pathfinder Society Guide 37-38). You must be Liked by the Vigilant Seal to use this boon. Muesello's Magnificent Message Mark. Ally of the Iruxi (Slotless): You befriended the iruxi of Kihirat. This boon will have a special benefit in a future adventure. (0/1) Seasoned Diplomat (Advanced): You have navigated the courts of Ekkeshikaar, honing your skills as a diplomat and researcher. You may check the box next to this boon at the beginning of an adventure to become trained in Diplomacy and Society for the duration of that adventure. If you are already trained in one of these skills, you instead become an expert. If your proficiency level is higher than expert in either of these skills, you treat any critical failure rolled with that skill as a failure and any failure as a success for the duration of the adventure. PURCHASABLE LOOT:
Jade cat (level 2; 6 gp) Pendant of the occult (level 3; 60 gp) Archaic Wayfinder U (level 2; discounted price 25 gp; Lost Omens World Guide 17, limit 1) Katana (U, 2gp) Bola (5s, Lost Omens Gods & Magic 120) Fighting Fan (11s, Lost Omens Gods & Magic 120) Khopesh (2g, Lost Omens Gods & Magic 120) Crying angel pendant (level 2; 7 gp) Lesser healing potion (level 3; 12 gp) Lesser mistform elixir (level 4; 18 gp) Greater salve of antiparalysis (level 12; 325 gp) Scroll of snowball (Lost Omens World Guide 112; level 1; 4 gp) Flaying knife (level 8, 480 gp; The Slithering 60) Gluttonous spear (level 6, 250 gp; The Slithering 60) Oily button (level 5, 30 gp; The Slithering 60) Putrescent glob (level 7, 65 gp; The Slithering 61) Sixfingers elixir (level 5+, 25+ gp; The Slithering 61) Slime whip (level 7, 360 gp; The Slithering 61) Slippery ribbon (level 1, 12 gp; The Slithering 61) Wand of noisome acid (level 6+, 250+ gp;The Slithering 61) Wand of teeming ghosts (level 6+, 250+ gp; The Slithering 61) Clandestine cloak (level 6; 230 gp) Bag of holding type I (item 4, discounted to 68 gp, limit 1) Bag of holding type II (item 7, 300 gp) +1 Striking scrollstaff U (level 4; 112 gp; Lost Omens Character Guide 100, limit 1) Diplomat’s badge (Level 5; 125 gp) Ring of the ram (Level 6; 220 gp) Encompassing lockpick U (item 8, 450 gp; Grand Bazaar 10) Envenomed snare U (item 7, 60 gp; Grand Bazaar 15) Holy prayer beads U (item 5, 160 gp) Misdirecting haversack U (item 6 ,200 gp; Grand Bazaar 10) Pummeling snare U (item 5, 25 gp; Grand Bazaar 43) Scroll of comprehend language (4th level, item 7, 70 gp) Scroll of darkvision (5th level, item 9, 150 gp) Sky serpent bolts U (item 5, 25 gp each; Grand Bazaar 81) Spellstrike ammunition (type III; item 7, 70 gp) Wand of fey flames U (item 7, 360 gp; Grand Bazaar 81) Adamantine chunk U (500 gp; limit 1) Formula for adamantine buckler U (discounted price 50 gp; level 8) Formula for adamantine shield U (discounted price 50 gp; level 8) Numerian steel breastplate R (900 gp; level 10; limit 1) ITEM DESCRIPTIONS:
Wayfinder Item 2 Uncommon Evocation Invested Magical PFS Note All Pathfinders have access, free after second scenario. Usage worn This compact compass repurposes ancient technology to draw fantastic powers from the mysterious magical items called aeon stones. It serves as a badge of office for agents of the Pathfinder Society and as a status symbol among adventurers of any stripe. A wayfinder functions as a compass. An indentation in the middle of the wayfinder can hold a single aeon stone. Placing an aeon stone in this indentation provides you all the benefits of having the aeon stone orbiting your head, but it protects the stone from being noticed or stolen as easily. You invest a wayfinder and the aeon stone within it simultaneously, and they count as only one item toward your investiture limit. An invested aeon stone slotted in a wayfinder also grants its resonant power. If you have more than one wayfinder with an invested aeon stone on your person at a given time, destructive interference from their resonance prevents you from gaining benefits from any of them. You can still benefit from additional aeon stones orbiting your head, just not in wayfinders. Activate Single Action command; Effect The wayfinder is targeted by a 1st-level light spell. Aeon Stone (Dusty Rose Prism): Item 3: Source PFS Guide pg. 121
Vanishing Wayfinder: Item 5: Price 150 gp
Adamant Wayfinder (Vigilant Seal)
Arboreal Boots (Elvenkind): Item 5+: Invested Magical Transmutation: Source Core Rulebook pg. 606 4.0
Cloak of Illusions (Elvenkind): Item 7+: Invested Magical: Source GM Core pg. 287: Usage worn cloak; Bulk L
FUTURE FEATS:
|