Nexus Razil

Fletchling Guild member of the Exchange

Description:

Medium encumbered
Male fetchling unchained rogue (guild agent) 2 (Pathfinder Campaign Setting: Inner Sea Intrigue 39, Pathfinder RPG Bestiary 2 123, Pathfinder RPG Ultimate Intrigue 45, Pathfinder Unchained 20)
LN Medium outsider (human, native)
Init 4; Senses darkvision 60 ft.; Perception +3
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Defense
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AC 13, touch 13, flat-footed 10 (
3 Dex)
hp 20 (2d8+5)
Fort 1, Ref +7, Will 1
Resist cold 5, electricity 5
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Offense
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Speed 30 ft. (20 ft. in armor)
Melee dagger +5 (1d4/19-20) or
gladius +5 (1d6/19-20) or
light mace +5 (1d6) or
sap +5 (1d6 nonlethal)
Ranged thorn bow +5 (1d6/×3)
Special Attacks sneak attack (unchained) +1d6
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Statistics
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Str 10, Dex 18, Con 12, Int 13, Wis 8, Cha 16
Base Atk +1; CMB +1; CMD 15
Feats Toughness, Weapon Finesse
Traits dealmaker, inspired, memorable
Skills Acrobatics +5 (
1 to jump), Appraise 5, Bluff +10, Climb +1, Diplomacy +10 (11 to gather information pertaining to guild base of operations, 6 vs. law-abiding citizens (except enemies of the authority that accused you)), Disable Device 6, Escape Artist +5, Intimidate +8, Knowledge (dungeoneering) +5, Knowledge (local) +5 (6 when ask guild for tips on the local scene), Linguistics +5, Perception +3, Sense Motive +3, Sleight of Hand +5, Stealth +7, Use Magic Device +7; Racial Modifiers +2 Bluff, +2 Diplomacy, +2 Stealth
Languages Common, Polyglot, Sakvroth
SQ bound to golarion, emissary[ARG], guild connections +1, honor among thieves, infamous, reputation, rogue talents (black market connections[UC], sczarni smuggler), umbral escort
Combat Gear acid (2), caltrops, darkflare, dye arrow (3), splintercloud arrow, vermin repellent[UE] (3); Other Gear studded leather, arrows (20), barbed arrow (20), dagger, gladius[UC], light mace, sap, thorn bow, bandolier[UE], bedroll, belt pouch, camouflage blanket, chalk (10), crowbar, flint and steel, glass cutter[UE], glue paper[UE] (5), grappling bolt[UE], grappling hook, hammer, masterwork backpack[APG], mess kit[UE], mirror, piton (10), pot, silk rope (50 ft.), soap, thieves’ tools, trail rations (5), waterskin, wire saw[UE], wrist sheath, spring loaded, 13 gp, 5 sp
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Special Abilities
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Black Market Connections (Ex) Treat settlements as larger than normal for magic items for sale with a diplomacy check.
Bound to Golarion No disguise needed to pass as human, and treated as a human for pre-reqs.
Darkvision (60 feet) You can see in the dark (black and white only).
Emissary (1/day) Once per day, roll twice when making a Bluff or Diplomacy check and take the better roll.
Energy Resistance, Cold (5) You have the specified Energy Resistance against Cold attacks.
Energy Resistance, Electricity (5) You have the specified Energy Resistance against Electricity attacks.
Guild Connections +1 (Ex) Gain listed bonus to Diplo when gather info, and on Know (local) if call on guild.
Honor Among Thieves (Ex) Must remain a theives’ guild member of good standing, or lose abilities.
Infamous -4 to diplo vs. law-abiding citizens.
Reputation (area of reputation) (Ex) This ability functions as the renown vigilante social talent (Pathfinder RPG Ultimate Intrigue 12). In addition to improving attitudes, it also improves the Galtan agitator’s starting influence (Ultimate Intrigue 102) and reputation w
Sczarni Smuggler (Ex) Forgery and bribery are easier for you. Gain extra advantage at start of a pursuit.
Sneak Attack (Unchained) +1d6 Attacks deal extra dam if flank foe or if foe is flat-footed.
Umbral Escort Higher level SLAs are no longer limited to self only.

Deal Maker
Benefit: Once per week, when looking for an item with a price greater than the local community’s base value (see page 461 of the Pathfinder RPG Core Rulebook), make a DC 10 Diplomacy check; add 10 to the DC for each community size category between the current community and the community size with a base value sufficient for that item. Success means (with GM approval) you’re able to sell or purchase that item as if the local community were of sufficient size. Each additional attempt (successful or otherwise) in that community increases the DC by an additional +10. Example: If you’re trying to find a +1 cloak of resistance (1,000 gp), you’d normally need to be in a small town (base value 1,000 gp) or larger to be able to find that item with little trouble. If you’re currently in a hamlet, that’s two community sizes away from a small town, so the Diplomacy DC is 30. If you went to a village and asked there, the DC would only be 20 because it’s only one community size away from a small town.

Memorable
Benefit(s): When you modify a character’s attitude with the Diplomacy or Intimidate skill, the attitude change lasts 1-1/2 times longer than it otherwise would. Whenever you create a fear or mind-affecting effect that imposes a penalty or bonus with a duration of at least 2 rounds, it lasts 1 additional round after it would normally end.
For example, if you demoralize a foe with an Intimidate check and beat the DC by 5, the victim is shaken for 3 rounds instead of the usual 2 rounds.

Inspired
A positive force, philosophy, or divine presence fills you with hope, and is a guiding force of inspiration.
Benefit: Once per day as a free action, roll twice and take the better result on a skill check or ability check.

Bio:

Nexus Razil

Therigard The Land Of The Lost Mugen