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Pathfinder Field Agent

A Pathfinder Society scout is already a step ahead reading the trapped door by the time the party catches up, warning allies before danger springs.

commonElfHumanHumanoid

A roving operative of the Pathfinder Society, equal parts scout, scholar, and saboteur — the kind of agent who slips into a ruin a step ahead of the party and is already reading the trapped door by the time they catch up.

The field agent carries a Comprehension Elixir, a minor healing potion, an Infiltrator's Elixir, a rapier, a shortbow (20 arrows), Studded Leather Armor, and Thieves' Tools.

In play

A lifetime of disarming triggers shows: against traps the agent's AC is 22 instead of 21, and they gain a +1 circumstance bonus to all saves against traps.

Scout's Warning [Reaction] Trigger The field agent is about to roll a Perception check for initiative. Effect The field agent audibly or visually warns their allies of imminent danger. This ability gains the auditory trait if the warning is audible, and the visual trait if the warning is visual. Any ally who is able to hear the agent (if the warning is audible) or see the agent (if the warning is visual) gains a +1 circumstance bonus to their initiative roll.

Level 4

Perception +11 · Senses low-light vision, trap finder · Languages Common · Skills Acrobatics +12, Arcana +8, Athletics +6, Deception +6, Diplomacy +6, Pathfinder Society Lore +11, Stealth +12, Survival +8, Thievery +10

STRDEXCONINTWISCHA
+0+4+3+2+2+0
ACFortRefWill
21+10+13+11

HP 60

Speed 25 feet

Actions

  • Melee Rapier [Single Action] +12 (deadly 1d8, Disarm), Damage 1d6+6 piercing
  • Ranged Shortbow [Single Action] +12 (range 60 ft, deadly d10, reload 0), Damage 1d6+2 piercing