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Experienced Aspis AssociateCreature 3


MediumHumanHumanoid
Source Pathfinder Society Quest #25: The Greengold Dilemma
Perception +9
Languages none
Skills Lore +9, Acrobatics +10, Athletics +10, Deception +10, Intimidation +10, Society +9
Str +2, Dex +3, Con +2, Int +1, Wis +0, Cha +3

AC 18; Fort +9; Reflex +9; Will +9;
HP 45
Speed 25 feet

Dagger One Action +10 (+6, +2) to hit (agile, finesse, versatile s) 1d4+1 Piercing
Dagger One Action +10 (+6, +2) to hit (agile, thrown 10, versatile s) 1d4+1 Piercing
Rapier One Action +10 (+5, +0) to hit (deadly d8, disarm, finesse) 1d6+3 Piercing

Jack of All Actions Two Actions

The Associate attempts an Acrobatics, Athletic, Deception, or Intimidation check that uses no more than one action against a creature then makes a strike against the same creature. If the skill action succeeded the strike is made with a +1 circumstance bonus to the attack roll and deals an additional 1d8 precision damage.

Poison Weapon One Action

The aspis associate applies a contact poison or injury poison to one of their weapons; if they have a free hand, they can Interact to draw a poison as part of this action. They begin combat with a simple injury poison (as from the Poison Weapon rogue feat) already applied to their rapier and one dagger.



Traits

Common

Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.

Human

A creature with this trait is a member of the human ancestry. Humans are a diverse array of people known for their adaptability. An ability with this trait can be used or selected only by humans.

Humanoid

Humanoid creatures reason and act much like humans. They typically stand upright and have two arms and two legs.