Iron Desert PF2e characters/loot
+2
Perci
leonathemoth
6 posters
Page 1 of 1
Iron Desert PF2e characters/loot
Post your chumps here
leonathemoth- Posts : 448
Join date : 2018-08-14
Age : 28
Re: Iron Desert PF2e characters/loot
- Izatri:
- Izatri
TN Sandstrider Iruxi Fighter 3
Iron Desert Native
Medium 25ft
Perception +8
Str 18 +4
Dex 12 +1
Con 16 +3
Int 10 +0
Wis 12 +1
Cha 10 +0
Attacks
Claw +11 1d4+4 S agile, finesse
Tail +11 1d8+4 B sweep
+1 Glaive +12 1d8+4 S Deadly d8, Forceful, Reach
Composite Longbow +8 1d8+2 P Deadly d10, Propulsive, Volley 30ft
Class DC 19
Defenses
50/50 HP
AC 21
F +10/R +8/W +8
Resist Fire 1
Skills
T: Survival, Lore (Iron Desert), Athletics, Crafting, Diplomacy
E: Medicine
M:
L:
Ancestry Abilities: Claws, Fire Resist = 1/2 level (1), Env. Heat effects one step less extreme, can go ten times as long without food or drink, Env. Cold effects one step more extreme without proper protection- Feats:
- Ancestry Feats
Tail Whip - gain a Tail attack that does 1d8 bludgeon and has sweep trait
General Feats
Breath Control - Hold Breath 25 times longer without suffocating. +1 to saves vs. airborne threats, and successes upgrade to criticals
Shield Block - Reaction - When I would take physical damage while my shield is Raised - Reduce damage taken by shield's hardness, deal remaining damage to both myself and the shield
Toughness - Add Level to HP. Recovery DC becomes 9 + Dying value
Class Feats
Attack of Opportunity - Reaction - A foe within reach uses a move or manipulate action, makes a ranged attack, or leaves a square during a move action - Strike that foe. Critical: disrupt. This strike ignores and does not add to Follow Up Penalty
Exacting Strike - One Action, Press - Make a Strike. On failure, this strike does not count toward Follow Up Penalty
Intimidating Strike - Two Actions - Emotion, Fear, Mental - Make a Strike. If damage is dealt, target is Frightened 1. Critical: Frightened 2.
Bravery - Successful Will saves vs. Fear become Criticals instead. Reduce all Frightened conditions suffered by 1.
Skill Feats
Forager
Risky Surgery - Deal 1d8 Slashing to target of Treat Wounds activity to gain +2 on the check and upgrade successes to criticals
Languages: Common, Iruxi
Proficiencies
T: Advanced Weapons, all Armor, Unarmored, Fighter DC
E: Perception, Fortitude, Reflex, Will, Unarmed, Simple Weapons, Martial Weapons
M:
L:
Equipment:
+1 Glaive
Composite Longbow
Splint Mail
Inventory:
Healer's Kit
Fighter's Kit
20 Arrows
7gp
Last edited by Perci on Mon Jan 25, 2021 5:21 pm; edited 1 time in total
Perci- Posts : 354
Join date : 2019-08-23
Age : 31
Re: Iron Desert PF2e characters/loot
- Claw:
- CN Catfolk-Blooded (Versatile) Human Inventor 3
Background: Street Urchin
Languages: Common, Catfolk, Goblin, Dwarven, Halfling
Size: Medium; Gender: Female (She/Her); Age: 18; Height: 4’8”, Weight: 100 lbs
Eyes: Emerald Green; Hair: Black, Long;
Feline Ears and Tail, Black with White Accents
Perception: +5 (Trained)
Defenses
HP: 35; AC: 20
Armor: Studded Leather (Trained)
Fort: +8 (Expert); Ref: +8 (Trained); Will: +7 (Expert)
Offenses
Speeds: 25 Land
Cat’s Cradle (+1 Innovation Claw Blade) (Trained): +9 (1d4+2 Slashing) [Agile, Catfolk, Deadly d8, Disarm, Finesse, Uncommon, Versatile P, Grapple, Trip] Integrated Thieves’ Tools
Stats
STR: 14 (+2)
DEX: 16 (+3)
CON: 12 (+1)
INT: 16 (+3)
WIS: 10 (+0)
CHA: 10 (+0)
Ancestry
Stats: Str/Dex
Hit Points: 8
Heritage
Versatile: Humanity's versatility and ambition have fueled its ascendance to be the most common ancestry in most nations throughout the world. Select a general feat of your choice for which you meet the prerequisites (as with your ancestry feat, you can select this general feat at any point during character creation).
- Adopted Ancestry (Catfolk): You’re fully immersed in another ancestry’s culture and traditions, whether born into them, earned through rite of passage, or bonded through a deep friendship or romance. Choose a common ancestry. You can select ancestry feats from the ancestry you chose, in addition to your character’s own ancestry, as long as the ancestry feats don’t require any physiological feature that you lack, as determined by the GM.
Ancestral Abilities
-None-
Ancestry Feats
Catfolk Weapon Familiarity: You favor weapons that you can use with quick, darting slashes like a cat's claws. You are trained with the hatchet, kama, kukri, scimitar, and sickle. In addition, you gain access to kama, kukris, and all uncommon catfolk weapons. For you, martial catfolk weapons are simple weapons and advanced catfolk weapons are martial weapons.
Background
Name: Street Urchin
Stats: Dex/Int
Description: You eked out a living by picking pockets on the streets of a major city, never knowing where you’d find your next meal. While some folk adventure for the glory, you do so to survive.
Skill: Thievery
Lore: Inbax City Lore
Skill Feat: 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.- Trained Skills:
Armor Check Penalty: -1
-Str: 12
Acrobatics (Trained) +8
Athletics (Trained) +7
Crafting (Expert) +10
Deception (Trained) +5
Society (Trained) +8
Stealth (Trained) +8
Survival (Trained) +5
Thievery (Trained) +5
Inbax City Lore (Trained) +8
Class
Subclass: Weapon Innovation
Key Stat: Intelligence
Class DC: 18 (Trained)
Hit Points: 8
Class Features
[2A] Explode
[Fire, Inventor, Manipulate, Unstable]
Your innovation is a unique creation barely held together by your own creativity and engineering; it’s always on the edge of completely falling apart, though you can coax it to perform far beyond its design specifications using unstable actions. See the description below for the definition of the unstable trait and how it affects your innovation.
While inventors can learn various unstable actions over their career, all at least know how to make their innovation Explode.
You cause your innovation to blow up, damaging nearby creatures without damaging the innovation... hopefully. The explosion deals 2d6 fire damage in a 5-foot emanation around you (if you’re wearing or holding the innovation) or your innovation (if your innovation is a minion) with a basic Reflex save.- Clarification:
- From level 3 onwards deals 1d6 per level
Unstable: Unstable actions rely on experimental functions of your innovation that even you can’t fully predict. After an unstable action is used on an innovation, using another one is dangerous. If you attempt to use another unstable action on it, you must attempt a DC 17 flat check. On a failure, the innovation malfunctions in a spectacular fashion, such as an explosion or shower of sparks, wasting the actions and making the innovation incapable of handling further unstable actions. An innovation’s creator can spend 10 minutes retuning their innovation and making adjustments to return it to functionality, making it safe to use an unstable ability on that innovation again.
To use an unstable action, you must be using your innovation (for example, wearing an armor innovation or wielding a weapon innovation). If you have a minion innovation, some unstable actions are taken by the minion instead of you. In these cases, only the minion can take that action—you can’t—and the minion needs to have been Commanded that turn to take the action.
Innovation: While you always create various minor inventions, there’s one in particular that represents your preeminent work, the one that you hope eventually—with iterative experimentation and refinement—might change the world. Choose one of the innovations from the list below. Your innovation’s level is equal to your level. An innovation only works due to your constant maintenance and tinkering and, therefore, has no market Price. If your innovation is destroyed, you can spend 1 day of downtime and attempt a Crafting check with a high DC for your level; on a success, you rebuild it.
Your innovation is an impossible-looking weapon augmented by numerous unusual gadgets. It begins with the same statistics as a level-0 common simple or martial weapon of your choice or another level-0 simple or martial weapon to which you have access. An innovation weapon can have fundamental and property runes added to it in the same way as ordinary weapons. Because of the unique features of your innovation, everyone except you is untrained in it, even if they’re normally trained (or better) in simple or martial weapons. Choose one initial weapon modification to apply to your innovation, either from the following or from other initial weapon modifications to which you have access.
These modifications grant additional weapon traits, sometimes with extra abilities.
- Entangling Form (melee only): You’ve altered your weapon to including tangling wires or straps or to have a flexible construction. Your innovation gains the grapple and trip traits.
[1A] Overdrive
[Inventor, Manipulate]
You have a bevy of smaller devices affixed to your body and gear, from muscle stimulators to concussive pistons. When necessary, you can throw them into overdrive to assist you in combat.
You add greater power to your attacks by throwing an array of small gadgets and gizmos into overdrive. Attempt a Crafting check with a standard DC for your level.
Critical Success: You gadgets whir with overwhelming power. Your Strikes deal additional damage equal to your Intelligence modifier for 1 minute. You can’t use Overdrive again until 1 minute after the effect expires.
Success: You successfully throw your gadgets into overdrive. As critical success, except the additional damage is equal to half your Intelligence modifier.
Failure: You make a miscalculation and fail to power up your devices, but you can try again.
Critical Failure: Whoops! Something explodes. You take fire damage equal to your level. You can’t use Overdrive again for 1 minute.
Special: If you have a construct innovation, its Strikes also gain the additional damage, and if you critically fail your Crafting check, it also takes the fire damage.
Peerless Inventor: You constantly invent new technologies, rendering your skill at crafting unimpeachable. You gain the Inventor skill feat even if you don’t meet its prerequisites.
– Inventor: [Downtime] You are a genius at Crafting, easily able to determine how things are made and create new inventions. You can spend downtime to invent a common formula that you don’t know. This works just like the Craft activity: you spend half the Price of the formula up front, attempt a Crafting check, and on a success either finish the formula by paying the difference or work for longer to decrease the Price. The difference is that you spend the additional time in research, design, and development, rather than in creating an item. Once it’s complete, you add the new formula you invented to your formula book.
Reconfigure: You’ve become an expert in all crafts and always adjust your inventions to achieve the perfect configurations. You can attempt to change the modifications on your innovation by spending 1 day of downtime tinkering with it and attempting a Crafting check with a high DC for your level. On a success, you can change one modification you’ve chosen for your innovation to a different modification of the same kind (initial, breakthrough, or revolutionary).
If you have any modification feats, on a successful check, you can choose to instead retrain a modification feat to a different modification feat. The new feat has to meet the standard restrictions for retraining.
Class Feats
Built-In Tools (Thieves’ Tools): You’ve built tools into your innovation, allowing you to use them easily. When you take this feat, choose a set of tools you own of 1 Bulk or less, which become part of your innovation without increasing its Bulk. As long as you are wielding, wearing, or adjacent to your innovation, you have the same quick access to these tools as the tools you’re wearing, and they don’t count against the usual limit of tools you can wear.
[1A] Explosive Leap
[Fire, Inventor, Move, Unstable]
You aim an explosion downward and directly beneath your feet in order to launch yourself into the air. You jump 30 feet in any direction without touching the ground. You must land on a space of solid ground within 30 feet of you, or else you fall after using your next action.
Special If your innovation is a minion, it can take this action rather than you.
Other Feats
Skill Feats
Cat Fall (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. If you’re a master in Acrobatics, treat them as 50 feet shorter. If you’re legendary in Acrobatics, you always land on your feet and don’t take damage, regardless of the distance of the fall.
General Feat
Prescient Planner
Requirements: You haven't used this ability since the last time you were able to purchase goods.
Cost: The Price of the chosen item
You regularly create convoluted plans and contingencies, using your resources to enact them. You take 1 minute to remove your backpack, then carefully remove an item you hadn't previously declared that you purchased—you intuited that you would come to need the item and purchased it at the latest opportunity. The item must be a piece of adventuring gear, and can't be a weapon, armor, alchemical item, magic item, or other treasure. It must be common with a level no higher than half your level, and its Bulk must be low enough that carrying it wouldn't have made you encumbered.
Equipment
Encumbered: 7; Max Load: 12- Worn Gear:
- Studded Leather Armor, Repair Kit, Adventurer’s Pack
- Adventuring Gear:
- Cat’s Cradle, Basic Crafter’s Book, Crowbar
- Invested:
1)
2)
3)
4)
5)
6)
7)
8)
9)
10)
Money
32 Gold, 9 Silver, 0 Copper
Last edited by Shinigami02 on Sat Jan 23, 2021 6:16 pm; edited 1 time in total
Shinigami02- Posts : 765
Join date : 2018-08-14
Age : 30
Re: Iron Desert PF2e characters/loot
- Stripes the griffon:
- Stripes (he/him)
Level 3
Ancestry
Griffon (Domestic) +DEX | +WIS | +CON | -INT
Background
Servant +DEX | +WIS
Class
Cleric (Cloistered) +WIS
Free boosts: +STR | +DEX | +CON | +WIS
Stats
STR 12 (+1)
DEX 16 (+3)
CON 14 (+2)
INT 8 (-1)
WIS 18 (+4)
CHA 10 (+0)
Ancestry/Heritage Features- Natural Weapons:
- You have a beak unarmed attack which deals 1d6 piercing damage. Your beak is in the brawling weapon group and has the finesse and unarmed traits. You also have a talon unarmed attack which deals 1d4 slashing damage. Your talons are in the brawling weapon group and have the finesse, agile, and unarmed traits.
- Quadrupedal:
- You walk on all fours. With your dextrous claws, you can use weapons and other objects during your turn, but you must end your turn with at least three feet on the ground.
Class Features- Healing Font:
- You gain additional spell slots each day at your highest level of cleric spell slots. You can prepare only heal spells in these slots, and the number of slots is equal to 1 plus your Charisma modifier.
- Spells:
- Focus Points: 1/1
- Focus Spells:
Spell Slots
Level 0: ∞
Level 1: 3/3
Level 2: 2/2 (bonus Heal slots: 1/1)- Prepared Spells:
- Level 0
Daze
Divine Lance (Good)
Detect Magic
Read Aura
Shield
Level 1
Sanctuary
Heal
Heal
Level 2
Spiritual Weapon
Darkvision
Heal
Ancestry Feats- Natural Armor:
- You gain expert proficiency in unarmored defense.
Skill Feats- Hefty Hauler:
- You can carry more than your frame implies. Increase your maximum and encumbered Bulk limits by 2.
- Read Lips:
- You can read lips of others nearby who you can clearly see. When you're at your leisure, you can do this automatically. In encounter mode or when attempting a more difficult feat of lipreading, you're fascinated and flat-footed during each round in which you focus on lip movements, and you must succeed at a Society check (DC determined by the GM) to successfully read someone's lips. In either case, the language read must be one that you know.
- Forager:
- While using Survival to Subsist, if you roll any result worse than a success, you get a success. On a success, you can provide subsistence living for yourself and four additional creatures, and on a critical success, you can take care of twice as many creatures as on a success.
Each time your proficiency rank in Survival increases, double the number of additional creatures you can take care of on a success (to eight if you’re an expert, 16 if you’re a master, or 32 if you’re legendary). You can choose to care for half the number of additional creatures and provide a comfortable living instead of subsistence living.
Multiple smaller creatures or creatures with significantly smaller appetites than a human are counted as a single creature for this feat, and larger creatures or those with significantly greater appetites each count as multiple creatures. The GM determines how much a non-human creature needs to eat.
Class Feats- Domain Initiate (Freedom):
- Your deity bestows a special spell related to their powers. Select one domain—a subject of particular interest to you within your religion—from your deity's list. You gain an initial domain spell for that domain, a spell unique to the domain and not available to other clerics. Each domain's theme and domain spells can be found here.
Domain spells are a type of focus spell. It costs 1 Focus Point to cast a focus spell, and you start with a focus pool of 1 Focus Point. You refill your focus pool during your daily preparations, and you can regain 1 Focus Point by spending 10 minutes using the Refocus activity to pray to your deity or do service toward their causes.
Focus spells are automatically heightened to half your level rounded up. Focus spells don't require spell slots, nor can you cast them using spell slots. Certain feats can give you more focus spells and increase the size of your focus pool, though your focus pool can never hold more than 3 Focus Points. The full rules for focus spells appear here.
You can select this feat multiple times, selecting a different domain each time and gaining its domain spell.
- Communal Healing:
- You’re a conduit for positive energy, and as you channel it through you, it heals some of your minor injuries. When you cast the heal spell to heal a single creature other than yourself, you regain Hit Points equal to the spell level of the heal spell.
General Feats- Toughness:
- You can withstand more punishment than most before succumbing. Increase your maximum Hit Points by your level. The DC of recovery checks is equal to 9 + your dying condition value.
Skills (unlisted = untrained)
(X) Athletics
(T) Labor Lore
(T) Religion
(T) Society
(T) Survival
Languages
Common
Max HP: 41
Defenses
(X) Unarmored defense
(T) Perception
(X) Fortitude
(T) Reflex
(X) Will
Gear
(X) Unarmored
AC bonus: +0
DEX cap: N/A
Check penalty: -0
Speed: 25 -0
(T) Beak
Range: Melee
Damage: 1d6 +STR (Piercing)
Traits: Finesse
(T) Talon
Range: Melee
Damage: 1d4 +STR (Slashing)
Traits: Agile, finesse
Currency
100 gp
Other Items
Saddlebags
Amulet of Speech - Enables him to speak every language he understands.
Last edited by Nimbostratus on Fri Mar 12, 2021 8:39 pm; edited 2 times in total
Eagleheart- Posts : 346
Join date : 2018-08-15
Age : 37
Re: Iron Desert PF2e characters/loot
- Thrash:
- CN Kobold Barbarian 3
Gender: Female (she/her); Age: 23; Size: S
Key Ability: Str;
Senses: Perception +7 (Expert) [Darkvision]
Offenses:
Speed: 30 feet
Barbarian DC | 19 | (Trained)
Maul +10 | 1d12+4 B | Shove
Bite +9 | 1d6+4 P | Finesse, Unarmed
Defenses:
HP: 51/51
AC: 20
Fort +9 (Expert), Reflex +6 (Trained), Will +7 (Expert)
Ability Scores:
Str: 18
Dex: 12
Con: 14
Int: 8
Wis: 10
Cha: 14
Ancestry Abilities/Feats:
Darkvision
Draconic Exemplar:
Black: Line, Acid, Reflex
Strongjaw Kobold:
Your bloodline is noted for their powerful jaws and sharp teeth. You gain a jaws unarmed attack that deals 1d6 piercing damage. Your jaws are in the brawling group and have the finesse and unarmed traits.
Dragon's Presence:
As a member of dragonkind, you project unflappable confidence (that collapses catastrophically against the deadliest foes). When you roll a success on a saving throw against a fear effect, you get a critical success instead. When you roll a failure against a fear effect, you get a critical failure instead.
In addition, when you attempt to Demoralize a foe of your level or lower, you gain a +1 circumstance bonus to the Intimidation check.
Background: Gladiator
Languages: Common, Draconic
Skills:
Athletics +9, Intimidation +9 (Expert), Performance +7, Diplomacy +7, Deception +7, Gladiator Lore +4
Skill Feats:
Impressive Performance:
Your performances inspire admiration and win you fans. You can Make an Impression using Performance instead of Diplomacy.
Intimidating Glare:
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.
Titan Wrestler:
You can attempt to Disarm, Grapple, Shove, or Trip creatures up to two sizes larger than you, or up to three sizes larger than you if you’re legendary in Athletics.
Class Features:
Instinct:
Dragon
Letting a personal insult against you slide is anathema to your instinct. Failing to defeat a black dragon you come across is anathema.
Rage: (1 Action) [Concentrate, Emotion, Mental, Arcane, Evocation]
Requirements You aren’t fatigued or raging.
You tap into your inner fury and begin raging. You gain a number of temporary Hit Points equal to your level plus your Constitution modifier. This frenzy lasts for 1 minute, until there are no enemies you can perceive, or until you fall unconscious, whichever comes first. You can't voluntarily stop raging. While you are raging:
* You deal 2 additional damage with melee Strikes. This additional damage is halved if your weapon or unarmed attack is agile.
* You take a –1 penalty to AC.
* You can't use actions with the concentrate trait unless they also have the rage trait. You can Seek while raging.
* While raging, you can increase the additional damage from Rage from 2 to 4 and change its damage type to match that of your dragon's breath weapon instead of the damage type for your weapon or unarmed attack. If you do this, your Rage action gains the arcane and evocation traits, as well as the trait matching the damage type.
After you stop raging, you lose any remaining temporary Hit Points from Rage, and you can't Rage again for 1 minute.
Deny Advantage:
Your foes struggle to pass your defenses. 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.
Class Feats:
Raging Intimidation:
Your fury fills your foes with fear. While you are raging, your Demoralize and Scare to Death actions (from the Intimidation skill and an Intimidation skill feat, respectively) gain the rage trait, allowing you to use them while raging. As soon as you meet the prerequisites for the skill feats Intimidating Glare and Scare to Death, you gain these feats.
Dragon Disciple: [Archetype, Dedication]
You choose to study or worship black dragons, and your focus grants you a measure of their power. You gain resistance equal to half your level against Acid. You also gain a +1 circumstance bonus to saving throws against sleep effects and effects that would make you paralyzed.
Focus Spells
General Feats:
Toughness:
You can withstand more punishment than most before succumbing. Increase your maximum Hit Points by your level. The DC of recovery checks is equal to 9 + your dying condition value.
Proficiencies:
Trained in unarmed, simple, and martial weapons
Trained in All Armor and Unarmored Defense
Trained in Barbarian Class DC
Gear:
+1 Maul, Breastplate, Backpack, Bedroll, 10 pieces of chalk, flint and steel, 50 feet of rope, 2 weeks of rations, soap, 5 torches, waterskin
Money: 42 GP, 5 SP
Bulk: 5
lapis-lazily- Posts : 1388
Join date : 2018-09-20
Age : 29
Re: Iron Desert PF2e characters/loot
- Vesh:
- TN Venomtail Kobold Gunslinger 3
Gender: Male (he/him); Age: 21; Size: Small
Perception +10 (E); Senses darkvision
Languages Common, Draconic
Skills Acrobatics +9*, Crafting +5*, Diplomacy +7*, Intimidation +7*, Medicine +8*, Stealth +9*, Survival +10**
Str 10, Dex 18, Con 10, Int 10, Wis 16, Cha 14
Items +1 arquebus, 100 bullets, leather armor, backpack, 4 weeks rations, bedroll, grappling hook, caltrops (3), climbing kit, crowbar, rope (100 ft.), pup tent, compass, net, simple manacles (3), healer's tools, snare kit, 2.68 gp
AC 20; Fort 7**, Ref 11**?, Will 10**;
HP 30;
Speed 25
Melee <A> Arquebus +11 [+6/+1] (fatal d12, reload 1), Damage 1d8 plus one shot one kill- Special Abilities:
- <F> One Shot, One Kill Trigger You roll initiative; Effect Your first shot is the deadliest. You Interact to draw a firearm or crossbow. On your first turn of this encounter, the first Strike you make with that weapon that hits deals an additional 1d6 precision damage. This bonus damage increases to 2d6 at 9th level and 3d6 at 15th level.
<A> 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, a +2 circumstance bonus to Survival checks when you Track your prey, and a +2 circumstance bonus to Gather Information about 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.
<A> Tail Toxin Requirements you are wielding a piercing or slashing weapon; Frequency once per day; Effect 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.
- Feats:
- Ancestry: Snare Setter
Skill: Experienced Tracker, Snare Crafting, Terrain Expertise
General: Incredible Initiative
Class: Firearm Ace, Bounty Hunter Dedication
- Snares:
- Marking, Hampering, Signaling, Alarm
Ferret- Posts : 2386
Join date : 2018-08-14
Similar topics
» Iron Desert PF2e
» Iron Desert
» Iron Desert Sheet Zone
» Shini's Repository of Characters
» The Fall of Plaguestone - A PF2e Adventure
» Iron Desert
» Iron Desert Sheet Zone
» Shini's Repository of Characters
» The Fall of Plaguestone - A PF2e Adventure
Page 1 of 1
Permissions in this forum:
You cannot reply to topics in this forum
|
|