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Godric Doukas

HUMAN HUMANOID MEDIUM

Played by Nick

Remastered
Class
Ranger
Size
Medium || 6'2" / 1.9 m
XP
0
Level
  1  
Hero Points
1
Deity
Pan
Human (Half-Elf ??)
Black Market Smuggler
25 ft
+1
Strength
Modifier
+4
Dexterity
Modifier
+0
Constitution
Modifier
+0
Intelligence
Modifier
+3
Wisdom
Modifier
+1
Charisma
Modifier
Total
17
Base
10
Key
4
Item
0
Prof
3
U T E M L
  +2      

 
Common, Diabolic
HP
18/18
Temp. HP
0
Total
8
Prof. Mod
5
Att. Mod (Wis)
3
Item Mod
0
U T E M L
    +4    

 
Senses
Scent (Imprecise) 30 ft
Total
18
AC Base
10
Dex Bonus (or AC Cap)
4
Item
1
Prof
3
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) 5 0 5 0 4
Reflex (DEX) 9 4 5 0 4
Will (WIS) 6 3 3 0 2
Simple Weapons
U T E M L
  +2      

 
Martial Weapons
U T E M L
  +2      

 
Dagger 1d20+7 1d4+1 Piercing or Slashing
Longbow 1d20+7 1d8 Piercing
Total Prof. Mod Att. Mod Item Mod Armor Mod
+7 Acrobatics (dex) 3 4 0
+0 Arcana (int)   0 0
+1 Athlethics (str)   1 0
+0 Crafting (int)   0 0
+4 Deception (cha) 3 1 0
+1 Diplomacy (cha)   1 0
+1 Intimidation (cha)   1 0
+3 Lore: underworld (int) 3 0 0
+6 Medicine (wis) 3 3 0
+6 Nature (wis) 3 3 0
+0 Occultism (int)   0 0
+1 Performance (cha)   1 0
+3 Religion (wis)   3 0
+0 Society (int)   0 0
+7 Stealth (dex) 3 4 0
+6 Survival (wis) 3 3 0
+7 Thievery (dex) 3 4 0
EQUIPPED:
  • Backpack
  • Leather Armor
  • Clothing
  • Longbow
  • Arrows (20)
  • Grappling Arrow (1)
  • Dagger (2)

  • BACKPACK:
  • Bedroll
  • Chalk (10)
  • Disguise Kit
  • Flint and Steel
  • Grappling Hook
  • Rations (2)
  • Rope (2)
  • Soap
  • Torch (5)
  • Waterskin

  • CURRENCY:
  • 1 Gold
  • Spell Attack Roll
    Total Key Prof
    3 3 0
    Spell DC
    Total Base Key Prof
    13 10 3 0
    Magic Tradition
    Primal
    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.

    Ancestry Feats & Abilities

    Animal Senses - Scent (Imprecise) 30 ft - Ancestry Feat 1
    BEASTKIN

    Description You gain one of the following senses available to your inherent animal: darkvision, low-light vision, or scent (imprecise) 30 feet. You must have low-light vision before you can gain darkvision with this feat. If your inherent animal doesn't typically have a specific type of sense, you can't gain that sense with this feat.
    Change Shape (Beastkin) - Ancestry Feat 1
    CONCENTRATEPOLYMORPHPRIMALTRANSMUTATION


    Action

    One Action
    Description You change into your humanoid or hybrid shape. Each shape has a specific, persistent appearance, and most beastkin remain in their hybrid shapes by default. In hybrid shape, you appear as a mix between your ancestry and your inherent animal. While in hybrid shape, you gain a jaws unarmed Strike resembling the features of your inherent animal (fangs for bats, beaks for eagles, mandibles for wasps, and so on). Your jaws deal 1d4 piercing damage, have the agile, finesse, and unarmed traits, and are in the brawling weapon group. In your humanoid shape, you retain the appearance of your original ancestry.

    Skill Feats

    Experienced Smuggler - Skill Feat 1
    GENERALSKILL

    Requirements Trained in Stealth
    Description 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.

    Class Feats & Abilities

    Hunted Shot - Class Feat 1
    FLOURISHRANGER

    Requirements You are wielding a ranged weapon with reload 0.

    Action

    One Action
    Description You take two quick shots against the one you hunt. Make two Strikes against your prey with the required weapon. If both hit the same creature, combine their damage for the purpose of resistances and weaknesses. Apply your multiple attack penalty to each Strike normally.
    Hunter's Edge - Precision - Class Feat 1
    RANGER

    Description You have trained to aim for your prey’s weak points. The first time you hit your hunted prey in a round, you also deal 1d8 additional precision damage. (Precision damage increases the damage you already deal, using the same type, but is ineffective against creatures that lack vital organs or weak points.) At 11th level, the extra damage increases to 2d8 precision damage, and at 19th level, the extra damage increases to 3d8 precision damage.   Masterful Hunter Upgrade (Level 17) Your weapon mastery allows you to hit your prey’s vital areas multiple times. The second time in a round you hit your hunted prey, you also deal 1d8 precision damage. At 19th level, your second hit in a round against your hunted prey deals 2d8 precision damage, and your third hit in a round against your hunted prey deals 1d8 precision damage.
    Hunt Prey - Class Feat 1
    CONCENTRATERANGER

    Description 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 and a +2 circumstance bonus to Survival checks when you Track 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.

    Statblocks for your spells.


    Created by

    Nebelwächter.

    System

    Pathfinder 2e

    Statblock Type

    Character Sheet

    Link/Embed