Tomb Raider
A tomb delver strikes with sudden precision the moment a chosen weapon lines up, turning careful timing into a devastating opening hit.
Great treasure awaits those willing to explore the hazardous depths of ancient tombs and forgotten dungeons. Some tomb raiders seek the riches of bygone eras; others recover pieces of history thought lost to the sands of time.
In play
Trick Attack [Single Action] The tomb raider chooses one of their weapons. The next attack with that weapon this turn deals an additional 2d6 precision damage.
Level 5
Perception +13 · Languages Common · Skills Acrobatics +13, Architecture Lore +11, Athletics +13, Deception +7, Engineering Lore +11, Society +9, Stealth +11, Thievery +13
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| +3 | +4 | +1 | +2 | +2 | +0 |
| AC | Fort | Ref | Will |
|---|---|---|---|
| 21 | +10 | +15 | +11 |
HP 75
Speed 25 feet, climb 15 feet
Actions
- Melee Kukri [Single Action] +15 (Agile, Trip), Damage 1d6+9 slashing
- Melee Fist [Single Action] +15 (Agile, Finesse, Nonlethal, Unarmed), Damage 1d4+9 bludgeoning
- Ranged Hand crossbow [Single Action] +15 (range 60 ft, reload 1), Damage 1d6+6 piercing
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