Skirmishers are jittery baneback hunters or ambushers. Although they often fight in groups, they aren't loyal to each other and sometimes leave one member of the group behind to face punishment while the others flee. Recall Knowledge - Humanoid (Society): DC 19 Unspecific Lore: DC 17 Specific Lore: DC 14 | |
Perception | +12 ; Darkvision |
Languages | Common, Grippli |
Skills | Acrobatics +12 , Athletics +10 , Stealth +12 , Survival +11 , Thievery +10 |
STR +2 , DEX +4 , CON +3 , INT +0 , WIS +3 , CHA -1 | |
Items | composite shortbow (30 arrows), kukri, leather armor, thieves' tools |
AC | 22 |
Saving Throws | Fort +11, Ref +14, Will +9 |
HP | 60 |
Speed | 25 feet, climb 20 feet; jungle stride |
Melee | kukri +14 +10 / +6 (agile, finesse, trip), Damage Slashing plus baneback poison |
Ranged | composite shortbow +14 +9 / +4 ] (deadly d10 , propulsive, range increment 60 feet, reload 0), Damage Piercing |
Special Abilities | Baneback Poison (poison) Saving Throw Fortitude DC 21; Maximum Duration 6 rounds; Stage 1 1d4 poison damage and stupefied 1 (1 round Stage 2 2d4 poison damage and stupefied 2 (1 round Stage 3 2d4 poison damage, stupefied 3, and flat-footed (1 round) Springing Step When the skirmisher uses the Step action they ignore difficult terrain and may move up to 10 feet instead of 5 feet. Hopping Dodge Trigger A creature misses the skirmisher with a melee Strike; Effect The skirmisher quickly takes advantage of the attacker's error and Steps. Jungle Stride Gripplis ignore difficult terrain in forests and jungles. Wily Attack The skirmisher deals an extra 1d6 precision damage to flat-footed creatures and creatures afflicted by a poison. |
Source Pathfinder #170: Spoken on the Song Wind pg. 82 |