Pathfinder 2E Frequent Bathing Required Rogues' Gallery


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Charwoman Gene

Adventurer
Name: Duelph
Ancestry/Heritage: Razortooth Goblin
Background: Barkeep
Class/Level: Barbarian 2
Size: Small
Alignment: CG
Traits: Goblin, Humanoid, Barbarian
Deity: Beer
Code:
Ability  Score Mod
STR        18   +4
DEX        14   +2
CON        14   +2
INT        10   +0
WIS         8   -1
CHA        14   +2

AC: 19 = 10 + 1 Dex + 4 Prof + 4 Item
Shield: +0, 0 Hardness, HP 0/0, BT

Fort: +8 = + 2 Con + 6 Prof + 0 Item
Ref: +6 = + 2 Dex + 4 Prof + 0 Item
Will: +5 = - 1 Wis + 6 Prof + 0 Item
Notes:

Hit Points: 34
Resistances/Immunites:

Perception: +5 = - 1 Wis + 6 Prof + 0 Item
Senses: Darkvision

Class DC: 18 = 10 + 4 Key + 4 Prof + 0 Item

Speed: 25'
Movement Types/Notes:

Melee Strikes
Greatsword +8 = + 4 Str + 4 Prof + Item, Damage 1d12 S + 4 Str + 0 Spec
- Versatile P
Bite +8 = + 4 Str + 4 Prof + Item, Damage 1d6 P + 4 Str + 0 Spec
- Piercing, Unarmed
Fist +8 = + 4 Str + 4 Prof + Item, Damage 1d4 B + 4 Str + 0 Spec
- Agile, Finesse, Nonlethal, Unarmed

Ranged Strikes
Weapon +0 = + 0 Dex + 0 Prof + Item, Damage 0d0 B/P/S + 0 Str + 0 Spec
- Other/Traits

Weapon Proficienies
Simple: Trained
Martial: Trained
Advanced: Untrained
Unarmed: Trained

Armour Proficiencies
Light: Trained
Medium: Trained
Heavy: Untrained
Unarmoured: Trained

Skills
Code:
Acrobatics    +2 = + 2 Dex + 0 Prof + 0 Item
Arcana        +0 = + 0 Int + 0 Prof + 0 Item
Athletics     +8 = + 4 Str + 4 Prof + 0 Item
Crafting      +0 = + 0 Int + 0 Prof + 0 Item
Deception     +2 = + 2 Cha + 0 Prof + 0 Item
Diplomacy     +6 = + 2 Cha + 4 Prof + 0 Item
Intimidation  +6 = + 2 Cha + 4 Prof + 0 Item
(Alcohol) L   +4 = + 0 Int + 4 Prof + 0 Item
(Other) Lore  +0 = + 0 Int + 0 Prof + 0 Item
Medicine      -1 = - 1 Wis + 0 Prof + 0 Item
Nature        -1 = - 1 Wis + 0 Prof + 0 Item
Occultism     +0 = + 0 Int + 0 Prof + 0 Item
Performance   +6 = + 2 Cha + 4 Prof + 0 Item
Religion      -1 = - 1 Wis + 0 Prof + 0 Item
Society       +4 = + 0 Int + 4 Prof + 0 Item
Stealth       +2 = + 2 Dex + 0 Prof + 0 Item
Survival      -1 = - 1 Wis + 0 Prof + 0 Item
Thievery      +2 = + 2 Dex + 0 Prof + 0 Item
Languages: Common, Goblin

Ancestry Feats/Abilities
Feat 1st: Goblin Song
Feat 5th:

Skill Feats
Background: Hobnobber
2nd: Group Coercion
4th:

General Feats
3rd:

Class Feats/Abilities
Feature 1st: Rage
Feature 1st: Fury Instinct/Sudden Charge
Feat 1st: Raging Intimidation/Intimidating Glare
Feat 2nd: No Escape
Feature 3rd:
Feat 4th:

Inventory
Code:
Worn                    Inv  Blk
Breastplate                   2
Backpack                      0
Sheathe                       0
Belt Pouch                    0
Belt Pouch                    0
Waterskin                     1
Readied
Greatsword                    2
Other
Bedroll                       L
10 Pieces of Chalk            0
Flint & Steel                 0
50' Rope                      L
2 Weeks Rations               2L
Soap                          0
5 Torches                     5L
Bulk 5 9L, Encumbered 9 = 5 + 4 Str, Maximum 14 = 10 + 4 Str
53 CP, 87 SP, 9 GP, 0 PP
 

FitzTheRuke

Legend
Ludveg Lengmann
Ancestry/Heritage: Versatile Human
Background: Lumber Consortium Labourer
Class/Level: Fighter 2
Size: Medium
Alignment: Neutral Good
Traits: Human, Humanoid, Fighter
Deity: Forestry
Code::

Abilities
STR
18 (+4) DEX 12 (+1) CON 12 (+1)
INT 10 (+0) WIS 10 (+0) CHA 16 (+3)

AC: 20 (10 +1 Dex +4 Prof +5 Item)
Shield: +2, 5 Hardness, HP 20/20, BT 10

Fort: +7 (+1 Con +6 Prof +0 Item)
Reflex: +7 (+1 Dex +6 Prof +0 Item)
Will: +4 (+0 Wis +4 Prof +0 Item)
Notes:

HP: 30/30
Resistances/Immunites:

Perception:
+6 (+0 Wis +6 Prof +0 Item)
Senses:

Class DC: 18 (10 +4 Str +4 Prof +0 Item)

Speed: 20'
Movement Types/Notes:

Melee Strikes
Longsword
+10/+5/+0 (+4 Str +6 Prof +0 Item);
- Damage 1d8+4 S (+4 Str +0 Spec) (Versatile P)
Dagger +10/+6/+2 (+4 Str +6 Prof +0 Item);
- Damage 1d4+4 P (+4 Str +0 Spec) (Agile, Finesse, Thrown 10 ft, Versatile S)
Shield Boss +10/+5/+0 (+4 Str +6 Prof +0 Item);
- Damage 1d6+4 B (+4 Str +0 Spec) (Attached to Shield)
Gauntlet +10/+6/+2 = (+4 Str +6 Prof +0 Item);
- Damage 1d4+4 B (+4 Str +0 Spec) (Agile, Free-Hand)

Ranged Strikes
Longbow
+7/+2/-3 (+1 Dex +6 Prof +0 Item);
- Damage 1d8 P (0 Str +0 Spec) (100 ft, Deadly d10, Volley 30 ft)
Dagger +7/+3/-1 (+1 Dex +6 Prof +0 Item)
- Damage 1d4+4 P (4 Str +0 Spec) (Agile, Finesse, Thrown 10 ft, Versatile S)

Weapon Proficienies
Simple: Expert; Martial: Expert; Advanced: Trained; Unarmed: Expert

Armour Proficiencies
Light: Trained; Medium: Trained; Heavy: Trained; Unarmoured: Trained
Acrobatics +5 (+1 Dex +4 Prof +0 Item)
Arcana +0 (+0 Int +0 Prof +0 Item)
Athletics +8 (+4 Str +4 Prof +0 Item) Assurance 14
Crafting +4
(+0 Int +4 Prof +0 Item)
Deception +7 (+3 Cha +4 Prof +0 Item)
Diplomacy +3 (+3 Cha +0 Prof +0 Item)
Intimidation +7 (+3 Cha +4 Prof +0 Item)
Lore (Forest) +4 (+0 Int +4 Prof +0 Item)
Lore (Other) +0 (+0 Int +0 Prof +0 Item)
Medicine +0 (+0 Wis +0 Prof +0 Item)
Nature +4 (+0 Wis +4 Prof +0 Item)
Occultism +0 (+0 Int +0 Prof +0 Item)
Performance +3 (+3 Cha +0 Prof +0 Item)
Religion +0 (+0 Wis +0 Prof +0 Item)
Society +0 (+0 Int +0 Prof +0 Item)
Stealth +1 (+1 Dex +0 Prof +0 Item)
Survival +4 (+0 Wis +4 Prof +0 Item)
Thievery +1 (+1 Dex +0 Prof +0 Item)

Languages: Common, Sylvan
Ancestry Feats/Abilities
Heritage 1st: Ride - When you Command an Animal you’re mounted on to take a move action (such as Stride), you automatically succeed instead of needing to attempt a check. Any animal you’re mounted on acts on your turn, like a minion. If you Mount an animal in the middle of an encounter, it skips its next turn and then acts on your next turn.
Feat 1st: Natural Ambition - You gain a 1st-level class feat for your class (See Reflexive Shield)
Feat 1st: Reflexive Shield - R> Trigger (An enemy hits you with a melee Strike while you wield a shield) - You can snap your shield into place just as you would take a blow, avoiding the hit at the last second. You immediately use the Raise a Shield action and gain your shield’s bonus to AC. The circumstance bonus from the shield applies to your AC when you’re determining the outcome of the triggering attack.
Feat 5th:

Skill Feats
Background: Assurance (Athletics 14) - You can forgo rolling a skill check for athletics to instead receive a result of 14 (10 + 4 Prof Bonus).
2nd: Quick Repair - You take 1 minute to Repair an item. If you’re a master in Crafting, it takes 3 actions. If you’re legendary, it takes 1 action.
4th:

General Feats
3rd:

Class Feats/Abilities
Feature 1st: Attack of Opportunity - R> Trigger: (A creature within your reach uses a manipulate action or a move action, makes a ranged attack, or leaves a square during a move action it’s using.) Make a melee Strike against the triggering creature. If your attack is a critical hit and the trigger was a manipulate action, you disrupt that action. This Strike doesn’t count toward your multiple attack penalty, and your multiple attack penalty doesn’t apply to this Strike.
Feature 1st: Shield Block - R> Trigger: (While your shield is raised, you would take damage from a physical attack.) Your shield prevents you from taking 5 damage (the shield’s Hardness). You and the shield each take any remaining damage, possibly breaking or destroying the shield.
Feat 1st: Power Attack - A>A> Make a melee Strike. This counts as two attacks when calculating your MAP. If this Strike hits, you deal an extra die of weapon damage. If you’re at least 10th level, increase this to two extra dice, and if you’re at least 18th level, increase it to three extra dice.
Feat 2nd: Sorcerer Dedication (Fey Bloodline) - You become trained in the bloodline’s two skills; for each of these skills in which you were already trained, you become trained in a skill of your choice. You cast spells like a sorcerer. You gain access to the Cast a Spell activity. You gain a spell repertoire with two common cantrips from the spell list associated with your bloodline, or any other cantrips you learn or discover. You’re trained in spell attack rolls and spell DCs for your tradition’s spells. Your key spellcasting ability for sorcerer archetype spells is Charisma, and they are sorcerer spells of your bloodline’s tradition.
Feature 3rd:
Feat 4th:
Inventory
Worn Inv Blk

Splint Mail 3
Sheath 0
Sheath 0
Backpack 0
Belt Pouch 0
Belt Pouch 0
Waterskin 1
Readied
Steel Shield 1
Shield Boss 0
Longsword 1
Dagger L
Longbow 2
Quiver (20 Arrows) 2L
Other
Bedroll L
Flint & Steel 0
Soap 0
Bulk 8 4L, Encumbered 9 (5 + 4 Str), Max 14 (10 + 4 Str)
Purse 37 CP, 44 SP, 2 GP, 0 PP
Spell Attack: +7 (+3 Key +4 Prof)
Spell DC: 17 (10 +3 Key +4 Prof)
Cantrip Level: 1

Cantrips
Electric Arc
A>A> (S/V) (Range 30 feet)
1 or 2 targets make a basic reflex save or take 1d4+3 electricity damage
Ghost Sound A>A> (S/V) (Range 30 feet)
You create an auditory illusion of simple sounds that has a maximum volume equal to four normal humans shouting. The sounds emanate from a square you designate within range. You can't create intelligible words or other intricate sounds (such as music).
Ludveg.jpg

 
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JustinCase

the magical equivalent to the number zero
Maddie Green

Maddie3.jpg


Ancestry/Heritage: Irongut Goblin
Background: Prisoner
Class/Level: Alchemist 2
Size: Small
Alignment: Chaotic Good
Traits: Goblin, Humanoid, Alchemist
Deity:

Abilities
STR
10 (+0) DEX 14 (+2) CON 14 (+2)
INT 18 (+4) WIS 8 (-1) CHA 14 (+2)

AC: 17 (10 +2 Dex +4 Prof +1 Item)

Fort: +8 (+2 Con +6 Prof +0 Item)
Reflex: +8 (+2 Dex +6 Prof +0 Item)
Will: +3 (-1 Wis +4 Prof +0 Item)

HP: 26/26
Resistances/Immunites:

Perception:
+3 (-1 Wis +4 Prof +0 Item)
Senses: Darkvision

Class DC: 18 (10 +4 Int +4 Prof +0 Item)

Speed: 25'
Movement Types/Notes:

Melee:
Fist (unarmed) +6 (1d4 B) (nonlethal)
Dagger +6 (1d4 P) (thrown 10ft, verstatile S)

Ranged:
Sling +6 (1d6 B) (range 50ft, reload 1, propulsive)
Alchemical bomb +6 (varies) (range 20ft)
  • alchemist's fire, lesser: 1d8+1 fire damage, 1+1 persistent fire damage, 1 fire splash damage (Burn It! feat)
  • frost vial, lesser: 1d6 cold damage, 1 cold splash damage, target gets -5 speed until end of its turn
  • acid flask, lesser: 1 acid damage, 1d6 persistent acid damage, 1 acid splash damage
Acrobatics +6 (+2 Dex +4 Prof +0 Item)
Arcana +4 (+4 Int +0 Prof +0 Item)
Athletics +4 (+0 Str +4 Prof +0 Item)
Crafting +8 (+4 Int +4 Prof +0 Item)
Deception +6 (+2 Cha +4 Prof +0 Item)
Diplomacy +2 (+2 Cha +0 Prof +0 Item)
Intimidation +6 (+2 Cha +4 Prof +0 Item)
Lore (Underworld) +8 (+4 Int +4 Prof +0 Item)
Lore (Cooking) +8 (+4 Int +4 Prof +0 Item)
Medicine -1 (-1 Wis +0 Prof +0 Item)
Nature -1 (-1 Wis +0 Prof +0 Item)
Occultism +4 (+4 Int +0 Prof +0 Item)
Performance +2 (+2 Cha +0 Prof +0 Item)
Religion -1 (-1 Wis +0 Prof +0 Item)
Society +8 (+4 Int +4 Prof +0 Item)
Stealth +6 (+2 Dex +4 Prof +0 Item)
Survival -1 (-1 Wis +0 Prof +0 Item)
Thievery +6 (+2 Dex +4 Prof +0 Item)

Languages: Common, Goblin, Orcish, Gnoll, Aklo, Jotun
Ancestry Feats/Abilities
Heritage 1st: Irongut Goblin - You can subsist on food that most folks would consider spoiled. You can keep yourself fed with poor meals in a settlement as long as garbage is readily available, without using the Subsist downtime activity. You can eat and drink things when you are sickened. Gain a +2 circumstance bonus to saving throws against afflictions, against gaining the sickened condition, and to remove the sickened condition. When you roll a success on a Fortitude save affected by this bonus, you get a critical success instead. All these benefits apply only when the affliction or condition resulted from something you ingested.
Feat 1st: Burn It! - Fire fascinates you. Your spells and alchemical items that deal fire damage gain a status bonus to damage equal to half the spell’s level or one-quarter the item’s level (minimum 1). You also gain a +1 status bonus to any persistent fire damage you deal.

Skill Feats
Background: Experienced Smuggler - You often smuggle things past the authorities. When the GM rolls your Stealth check to see if a passive observer notices a small item you have concealed, the GM uses the number rolled or 10—whichever is higher—as the result of your die roll, adding it to your Stealth modifier to determine your Stealth check result. If you’re a master in Stealth, the GM uses the number rolled or 15, and if you’re legendary in Stealth, you automatically succeed at hiding a small concealed item from passive observers. This provides no benefits when a creature attempts a Perception check while actively searching you for hidden items. Due to your smuggling skill, you’re more likely to find more lucrative smuggling jobs when using Underworld Lore to Earn Income.
2nd: Pickpocket - You can Steal or Palm an Object that’s closely guarded, such as in a pocket, without taking the –5 penalty. You can’t steal objects that would be extremely noticeable or time consuming to remove (like worn shoes or armor or actively wielded objects). If you’re a master in Thievery, you can attempt to Steal from a creature in combat or otherwise on guard. When doing so, Stealing requires 2 manipulate actions instead of 1, and you take a –5 penalty.

General Feats
3rd:

Class Feats/Abilities
Feature 1st: Alchemy - You understand the complex interactions of natural and unnatural substances and can concoct alchemical items to meet your needs. You can do this using normal reagents and the Craft activity, or you can use special infused reagents that allow you to craft temporary items quickly and at no cost. Over time, you can create more and more alchemical items for free, and since each of them becomes more and more powerful, you advance in power dramatically, leaving behind those who don’t understand your strange science. You gain the Alchemical Crafting feat (page 258), even if you don’t meet that feat’s prerequisites, and you gain the four common 1st-level alchemical formulas granted by that feat. The catalog of alchemical items begins on page 543. You can use this feat to create alchemical items as long as you have the items’ formulas in your formula book.
Feature 1st: Research Field: Bomber - You specialize in explosions and other violent alchemical reactions. You start with the formulas for two 1st-level alchemical bombs in your formula book, in addition to your other formulas. When throwing an alchemical bomb with the splash trait, you can deal splash damage to only your primary target instead of the usual splash area.
Feature 1st: Infused Reagents - You infuse reagents with your own alchemical essence, allowing you to create alchemical items at no cost. Each day during your daily preparations, you gain a number of batches of infused reagents equal to your level + your Intelligence modifier. You can use these reagents for either advanced alchemy or Quick Alchemy, described below. Together, these infused reagents have light Bulk. As soon as you make your next daily preparations, your infused reagents from the previous day’s preparations are instantly destroyed, and nonpermanent effects of your previous day’s infused items immediately end. While infused reagents are physical objects, they can’t be duplicated, preserved, or created in any way other than your daily preparations. Any such artificial reagents lack the infusion and are useless for advanced alchemy or Quick Alchemy.
Feature 1st: Advanced Alchemy - During your daily preparations, after producing new infused reagents, you can spend batches of those infused reagents to create infused alchemical items. You don’t need to attempt a Crafting check to do this, and you ignore both the number of days typically required to create the items and any alchemical reagent requirements. Your advanced alchemy level is equal to your level. For each batch of infused reagents you spend, choose an alchemical item of your advanced alchemy level or lower that’s in your formula book, and make a batch of two of that item. These items have the infused trait and remain potent for 24 hours or until your next daily preparations, whichever comes first.
Feat 1st: Quick Alchemy - 1 Action - Cost: 1 batch of infused reagents - Requirements: You have alchemist’s tools (page 287), the formula for the alchemical item you’re creating, and a free hand. - You swiftly mix up a short-lived alchemical item to use at a moment’s notice. You create a single alchemical item of your advanced alchemy level or lower that’s in your formula book without having to spend the normal monetary cost in alchemical reagents or needing to attempt a Crafting check. This item has the infused trait, but it remains potent only until the start of your next turn.
Feat 1st: Alchemical Crafting - You can use the Craft activity to create alchemical items. When you select this feat, you immediately add the formulas for four common 1st-level alchemical items to your formula book.
Feat 1st: Quick Bomber - 1 Action - You keep your bombs in easy-to-reach pouches from which you draw without thinking. You Interact to draw a bomb, then Strike with it.
Feat 2nd: Smoke Bomb - Reaction - Frequency: once per round - Trigger: You use Quick Alchemy to craft an alchemical bomb with a level at least 1 lower than your advanced alchemy level. - You cause the bomb to create a cloud of thick smoke, in addition to its normal effects. When thrown, the bomb creates a cloud of smoke in a 10-foot-radius burst. You choose which corner of the target’s space (or the space in which the bomb lands) the cloud is centered on. Creatures within that area have the concealed condition, and all other creatures are concealed to them. The smoke lasts for 1 minute or until dissipated by a strong wind.
leather armor
dagger
sling with 20 bullets
adventurer's pack
alchemist's tools
bandolier
basic crafter's book
2 sets of caltrops
sheath

6 gp
4 sp

Bulk: 4 bulk, 6 light
Although this book looks like nothing more than an ordinary cookbook, the recipes within are mostly of an alchemical nature...

level - recipe - type
1st - alchemist's fire, lesser - bomb
1st - frost vial, lesser - bomb
1st - acid flask, lesser - bomb
1st - antidote, lesser - elixer
1st - antiplague, lesser - elixer
1st - cognative mutagen - elixer, mutagen
1st - elixer of life, lesser - elixer
1st - snake oil - tool
2nd - bravo's brew - elixer
2nd - infiltrator's elixer - elixer

Create 6 (level + Int) batches of infused reagents per day, to be used for Advanced Alchemy or Quick Alchemy.

Advanced Alchemy - 1 batch creates 2 of the same items, ignoring time and material requirements.
During your daily preparations, after producing new infused reagents, you can spend batches of those infused reagents to create infused alchemical items. You don’t need to attempt a Crafting check to do this, and you ignore both the number of days typically required to create the items and any alchemical reagent requirements. Your advanced alchemy level is equal to your level. For each batch of infused reagents you spend, choose an alchemical item of your advanced alchemy level or lower that’s in your formula book, and make a batch of two of that item. These items have the infused trait and remain potent for 24 hours or until your next daily preparations, whichever comes first.
Quick Alchemy - 1 Action - 1 batch creates 1 item, usable only on that turn.
Cost: 1 batch of infused reagents - Requirements: You have alchemist’s tools (page 287), the formula for the alchemical item you’re creating, and a free hand. - You swiftly mix up a short-lived alchemical item to use at a moment’s notice. You create a single alchemical item of your advanced alchemy level or lower that’s in your formula book without having to spend the normal monetary cost in alchemical reagents or needing to attempt a Crafting check. This item has the infused trait, but it remains potent only until the start of your next turn.

Today's batches:
4 batches used (Advanced Alchemy) to create:
  • alchemist's fire, lesser x4
  • frost vial, lesser x2
  • acid flask, lesser x2
2 batches available for Quick Alchemy

Backstory:
The chubby female goblin known to as Maddie lived many years as a prisoner to the vile hag Black Angie. Maddie was the lucky one, however, both because the hag was even more abusive to her other minions, and for letting the goblin learn the very basics of alchemy and cooking.

And, of course, because Maddie was the only survivor after a group of adventurers killed Black Angie and all the other prisoners.

After wandering on her own for a while, Maddie finally found a place to stay in a small tavern in the Puddles section of Absalom, working in the kitchen for who knows how long. Her skill at turning even the most unpleasant ingredients available into a delectable meal made the tavern far more popular than anything in that section ought to be. When it blew up in a large explosion, people mused that such was the way in the Puddles; it must've been a competitor or a bar brawl gone bad.

But it was, in fact, a deliberate accident by the deceptively cunning goblin, meant to destabilize the local crime syndicate that had been using the tavern as a front for increasingly vile practices, including slave trafficking. The goblin, deeply ingrained with loathing at slavery from her time as a hag's servant, had the local authorities move in to apprehend the slavers.

Meanwhile she had an excuse to join an adventuring party, both to earn her keep after losing her job (not many innkeepers are willing to let a goblin from the Puddles into their kitchen), and to continue fighting against those who would keep people as nothing more than pets...
 

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