Kassadi's sheet | Character Sheet | Pathfinder 2e | Statblocks & Sheets | World Anvil

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Zikdee/Kassadi (Nickname)

HUMANOID

Played by Artsentin

Class
Rouge
Size
1.47m
Alignment
neutral good
XP
1
Level
  1  
Hero Points
1
Deity
Amex
CAVERN KOBOLD
You hatched into a warren among narrow tunnels and countless kin. Your body is flexible. When Climbing rock walls, stalactites, and other natural stone features, you move at half your Speed on a success and at full Speed on a critical success (and you move at full Speed on a success if you have Quick Climb).

This doesn’t affect you if you’re using a climb Speed. If you roll a success on an Acrobatics check to Squeeze, you get a critical success instead.
Black Market Smuggler
You know how to work the less-than-legal side of the region’s markets and know how to slip contraband past the authorities.

Choose two ability boosts. One must be to Wisdom or Charisma, and one is a free ability boost.

You’re trained in the Stealth skill and the Underworld Lore skill. You gain the Experienced Smuggler skill feat.
25ft/7.62m
30ft
+1
Str
Modifier
Strength
Score
12
+3
Dex
Modifier
Dexterity
Score
16
-1
Con
Modifier
Constitution
Score
8
+2
Int
Modifier
Intelligence
Score
14
+1
Wis
Modifier
Wisdom
Score
12
+3
Cha
Modifier
Charisma
Score
16
Total
14
Base
10
Key
3
Item
-2
Prof
3
U T E M L
  +2      

 
HP
0/13
Temp. HP
0
Total
6
Prof. Mod
5
Att. Mod (Wis)
1
Item Mod
0
U T E M L
    +4    

 
Senses
Low light vision
Total
13
AC Base
10
Dex Bonus (or AC Cap)
3
Item
0
Prof
0
U T E M L
+0        

 
Unarmored
U T E M L
  +2      

 
Light
U T E M L
  +2      

 
Medium
U T E M L
+0        

 
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) 2 -1 3 0 2
Reflex (DEX) 8 3 5 0 4
Will (WIS) 6 1 5 0 4
Simple Weapons
U T E M L
  +2      

 
Martial Weapons
U T E M L
+0        

 
Total Prof. Mod Ability Mod Item Mod Armor Mod
+6 Acrobatics (dex) 3 3 0
+2 Arcana (int)   2 0
+4 Athlethics (str) 3 1 0
+5 Crafting (int) 3 2 0
+6 Deception (cha) 3 3 0
+3 Diplomacy (cha)   3 0
+6 Intimidation (cha) 3 3 0
+0 Lore: underworld 0 0 0
+1 Medicine (wis)   1 0
+4 Nature (wis) 3 1 0
+2 Occultism (int)   2 0
+6 Performance (cha) 3 3 0
+4 Religion (wis) 3 1 0
+5 Society (int) 3 2 0
+6 Stealth (dex) 3 3 0
+4 Survival (wis) 3 1 0
+6 Thievery (dex) 3 3 0
12gp
8sp

Navy uniform

Fist Unarmed — — 1d4 B — 1 Brawling Agile, Finesse, Nonlethal, Unarmed

Dagger Simple — 2 sp 1d4 P L 1 Knife Agile, Finesse, Thrown 10 ft., Versatile S

Starknife Martial — 2 gp 1d4 P L 1 Knife Agile, Deadly d6, Finesse, Thrown 20 ft., Versatile S

 
Spell Attack Roll
Total Key Prof
1 1 0
Spell DC
Total Base Key Prof
11 10 1 0
Magic Tradition
Arcane
Spells Per Day
Per Day
Level 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

= You channel your draconic exemplar’s power into a gout of energy that manifests as a 30-foot line or a 15-foot cone]
[block: dealing 1d4 damage. Each creature in the area must attempt a basic saving throw against the higher of your class DC or spell DC. You can’t use this ability again for 1d4 rounds.   At 3rd level and every 2 levels thereafter]
[block: and the saving throw match those of your draconic exemplar (see Table 1–1). This ability has the trait associated with the type of damage it deals. (White Cone Cold Reflex)     =CAVERN KOBOLD= You hatched into a warren among narrow tunnels and countless kin. Your body is flexible. When Climbing rock walls]
[block: you move at half your Speed on a success and at full Speed on a critical success (and you move at full Speed on a success if you have Quick Climb).   This doesn’t affect you if you’re using a climb Speed. If you roll a success on an Acrobatics check to Squeeze]
[block: you get a critical success instead. ]

General Feats

[block: =Quick Identification= You can Identify Magic swiftly. You take only 1 minute when using Identify Magic to determine the properties of an item]

Class Feats & Abilities

[block: =TRAP FINDER= You have an intuitive sense that alerts you to the dangers and presence of traps. You gain a +1 circumstance bonus to Perception checks to find traps]
[block: you get a check to find traps that normally require you to be Searching. You still need to meet any other requirements to find the trap.   You can disable traps that require a proficiency rank of master in Thievery. If you have master proficiency in Thievery]
[block: and your circumstance bonuses against traps increase to +2.   =SNEAK ATTACK= When your enemy can’t properly defend itself]
[block: that weapon must also be agile or finesse.   As your rogue level increases]

Favored Mutations

a description


D10NameDescriptionEffect
1Beast’s Strength"Muscles bulge all over your bodybreaking through skin at places."You gain a +3 Mutation Bonus to Strength
2FrightfulPresenceSomething about the preda-tory curve of your smile or your smell terrifies others.
You gain a +4 Mutation Bonus to Intimidation.
3EnhancedSenses"Your eyes and nose change shapegaining an inhuman quality and granting you ad-vanced senses."
You gain the scent Ability.
4Armored HideThick armor scales grow over your body.You gain +2 to Natural Armor .
5SpellReflection"Your skin dries outbecomes reflectiveand interferes with spells cast upon you."
You gain spell resistance equal to 5 + your character level which can be lowered for 1 round as a bonus ac-tion.
6RegenerationYour wounds and cuts close faster."As a bonus actionyou can activate Fast Healing 5 for 10 consecutive rounds once every 24 hours."
7Claws"Your fingers and nails elon-gatethickening into useable claws of preternatural sharp-ness."Your unarmed strikes deal 1d6 piercing or slashing damage and you are proficient with your unarmed strikes.
8Spines"Thick spines grow out of pores in your bodyand—with a little practice—you are capable of firing them as offensive weapons.""As an attack action6 times a day you can fire spines as a 1d6 ranged attack with a range of 60ftadding dexterity modifier and base attack bonus to hit."
9TailA tail that you can control grows from the base of your spine."While you cannot wield weapons with your tailyou can use it to retrieve smallstowed objects carried on their persons as a swift action."
10RushYour legs and knees grow thicker allowing you to run incredible sprints."For 6 nonconsecutive rounds a dayyou can -as a free action- choose to double your move speed."
[block: and 17th levels. ]

Statblocks for your spells.


Created by

Artsentin.

System

Pathfinder 2e

Statblock Type

Character Sheet

Link/Embed