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Adrik Sicarius

DOMARLING FIEND HUMANOID

Played by Marcel

Remastered
Class
Rouge
Size
190
XP
5
Level
  3  
Hero Points
0
Deity
Atheist
Domarling Akuma
Street Urchin
25ft
+4
Strength
Modifier
+2
Dexterity
Modifier
+1
Constitution
Modifier
+0
Intelligence
Modifier
+1
Wisdom
Modifier
+0
Charisma
Modifier
Total
19
Base
10
Key
4
Item
0
Prof
5
U T E M L
  +2      

 
Common and Diabolic
HP
35/35
Temp. HP
0
Total
8
Prof. Mod
7
Att. Mod (Wis)
1
Item Mod
0
U T E M L
    +4    

 
Total
19
AC Base
10
Dex Bonus (or AC Cap)
2
Item
2
Prof
5
U T E M L
  +2      

 
Unarmored
U T E M L
  +2      

 
Light
U T E M L
  +2      

 
Medium
U T E M L
  +2      

 
Heavy
U T E M L
+0        

 
Shield AC
+0
Hardness
0
Shield HP
0 / 0
BT
0
Save Total Mod Prof Item Prof. Bonus
Fortitude (CON) 6 1 5 0 2
Reflex (DEX) 9 2 7 0 4
Will (WIS) 8 1 7 0 4
Simple Weapons
U T E M L
  +2      

 
Martial Weapons
U T E M L
+0        

 
Ruffian Gauntlet 1d20+9 [1d4+4+2]Slashing
Shortsword 1d20+9 [1d6+4+2]Slashing
Gauntlet Crossbow 1d20+2 [1d4+2]Reload 0 Free Hand 14m
Total Prof. Mod Att. Mod Item Mod Armor Mod
+2 Acrobatics (dex)   2 0
+0 Arcana (int)   0 0
+11 Athlethics (str) 7 4 0
+0 Crafting (int)   0 0
+0 Deception (cha)   0 0
+5 Diplomacy (cha) 5 0 0
+5 Intimidation (cha) 5 0 0
+0 Lore: city lore patrium manus trained 0 0 0
+6 Medicine (wis) 5 1 0
+6 Nature (wis) 5 1 0
+5 Occultism (int) 5 0 0
+5 Performance (cha) 5 0 0
+1 Religion (wis)   1 0
+5 Society (int) 5 0 0
+7 Stealth (dex) 5 2 0
+6 Survival (wis) 5 1 0
+9 Thievery (dex) 7 2 0
Weapon & Shields
-Ruffian Gauntlet
-Shortsword
-Gauntlet Crossbow

Armor
-Brotherhood Armor
-
-

Equipment
-Thieves Tools
-Thieves Tools Replacement Picks 2x
-
-

Consumable
-Elixir of Life (minor)
-
-

Treasure
-14 Gold
-
-

Contrainers
-Backback
-Rations 6/7
-Rope
-Waterskin
-Chalk
-Flint and Steel
-Torch
-Bedroll
-Soap

Bullk: 1, 6L /Encumbered Bulk: 9




 
Spell Attack Roll
Total Key Prof
4 4 0
Spell DC
Total Base Key Prof
14 10 4 0
Magic Tradition
Arcane
Spells Per Day
Per Day
Rank 1 2 3 4 5 6 7 8 9 10
Current
© Paizo - PF2e v1.8 Sheet made by Gorkam and Davina, update by Tillerz - Updated: 2024-02-03

Statblocks for your Feats and Ability.

Skill Feats

Pickpocket - Skill Feat 1, General Feat 1
GENERALSKILL

Requirements Trained in Thievery

Action

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.
Titan Wrestler - Feat 1
GENERALSKILL

Requirements Trained in Athletics
Description 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.
Shadow Mark - Skill Feat 2
GENERALSKILL

Description You have learned special tricks that help you follow individuals without them noticing you.   When you attempt a Stealth check to Avoid Notice while following a specific target, the target takes a -2 circumstance penalty to their Perception DC. If you have master proficiency in Stealth, the penalty is -3 or -4 if you're legendary.   If you start an encounter with the target while shadowing them, the target takes this penalty to their initiative roll and to their Perception DC to determine if they notice you, as normal for Sneak
Rapid Mantel - Skill Feat 2
GENERALSKILL

Description You easily pull yourself onto ledges. When you Grab an Edge, you can pull yourself onto that surface and stand. You can use Athletics instead of a Reflex save to Grab an Edge. If you Climb or Leap to within 5 feet beneath the top of an edge, you can pull yourself onto the surface and stand as part of that action.

General Feats

Diehard - General Feat 1
GENERALCOMMON

Description It takes more to kill you than most. You die from the dying condition at dying 5, rather than dying 4.

Class Feats & Abilities

Rogue’s Racket - Class Feature 1
TRAIT

Description As you started on the path of the rogue, you began to develop your own style to pursue your illicit activities.
Applications Your racket shapes your rogue techniques and the way you approach a job while building your reputation in the criminal underworld for a certain type of work. A client with deep pockets might even hire a team of rogues for a particular heist, each specializing in a different racket, in order to cover all the bases.    Choose a rogue’s racket. 
Sneak Attack - Class Feature 1
SINGLE ACTION

Description When your enemy can’t properly defend itself, you take advantage to deal extra damage. 
Applications If you Strike a creature that has the flat-footed condition with an agile or finesse melee weapon, an agile or finesse unarmed attack, or a ranged weapon attack, you deal an extra 1d6 precision damage. For a ranged attack with a thrown melee weapon, that weapon must also be agile or finesse.   As your rogue level increases, so does the number of damage dice for your sneak attack. Increase the number of dice by one at 5th, 11th, and 17th levels.  
Deny Advantage - Class Feature 3
TRAIT

Description As someone who takes advantage of others’ defenses, your foes struggle to pass your defenses.
Applications 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.
Mobility - Class Feat 2
ROGUE

Description You move in a way that denies your enemies the opportunity to retaliate. When you take a Stride action to move half your Speed or less, that movement does not trigger reactions. You can use Mobility when Climbing, Flying, or Swimming instead of Striding if you have the corresponding movement type.
Nimble Dodge - Class Feat 1
Requirements You are not encumbered
Trigger A creature targets you with an attack and you can see the attacker.
Description You deftly dodge out of the way, gaining a +2 circumstance bonus to AC against the triggering attack.
Suprise Attack - Class Feature 1
ROGUE


Action

You spring into combat faster than foes can react. On the first round of combat, if you roll Deception or Stealth for initiative, creatures that haven't acted are off-guard to you.
Rogue’s Racket : Ruffian - Class Feature 1
ROGUELEVEL 1


Trigger You prefer to strong-arm or intimidate others rather than rely on finesse or fancy tricks. You might be an enforcer for organized crime, a highway bandit, or a noble who bullies others with threats of your family's power. Or, you might use your skills on the up and up, in a private security detail or as a guard in a city with the right temperament.   You use whatever tools you have at hand to get the job done. You can deal sneak attack damage with any simple weapon, in addition to the weapons listed in the sneak attack class feature. When you critically succeed at an attack roll using a simple weapon and the target has the Off-Guard condition (unable to focus on defending itself), you also apply the critical specialization effect for the weapon you're wielding. You don't gain these benefits if the weapon has a damage die larger than d8 (after applying any abilities that alter its damage die size).   You're trained in Intimidation and medium armor. You can choose Strength as your key ability score. When you gain light armor expertise, you also gain expert proficiency in medium armor, and when you gain light armor mastery, you also gain master proficiency in medium armor.
Description As you started on the path of the rogue, you began to develop your own style to pursue your illicit activities.
Applications Your racket shapes your rogue techniques and the way you approach a job while building your reputation in the criminal underworld for a certain type of work. A client with deep pockets might even hire a team of rogues for a particular heist, each specializing in a different racket, in order to cover all the bases.    Choose a rogue’s racket. 
Dormarling Astrology - Ancestry Feat 1
DORMARLING

Description You find wisdom in the movements of the skys. Once per day, you can spend 10 minutes to draw upon your readings of a recent night's sky to gain the trained proficiency rank in one skill of your choice; the chosen skill's key attribute must be Charisma, Intelligence, or Wisdom.   This proficiency lasts until your next daily preparation. Since this proficiency is temporary, you can't use it as a prerequisite for a skill increase or a permanent character option like a feat.
Abyssal Walk - Ancestry Feature
DORMARLING

Description You can stride on void sand without sinking using half your movement speed.

Statblocks for your spells.


Created by

Sir_MarcellusHD.

System

Pathfinder 2e

Statblock Type

Character Sheet

Link/Embed