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Globetrotting ScholarCreature 13


Medium​Human​Humanoid​
Source Pathfinder NPC Core
Perception +26
Languages Common, Up To 5 Additional Languages
Skills Acrobatics +24, Athletics +27, Crafting +22, Nature +27, Stealth +24, Survival +27
Str +3, Dex +4, Con +3, Int +3, Wis +1, Cha +3

AC 33; Fort +23; Reflex +26; Will +20;
HP 235
Speed 25 feet

Frost Dagger One Action +25 (+21, +17) to hit (agile, finesse, magical, versatile s) 2d4+11 Piercing + 1d6 Cold
Fist One Action +24 (+20, +16) to hit (agile, finesse, nonlethal, unarmed) 1d4+11 Bludgeoning
Flintlock Pistol One Action +27 (+22, +17) to hit (concussive, fatal d8, magical, reload 1) 2d4+8 Piercing + 1d6 Electricity

Following Spell One Action (arcane)

Frequency once per round

Requirements The globetrotting scholar's last action was a successful Strike


Effect The globetrotting scholar immediately casts Gouging Claw, Ignition, or Tangle Vine at the target of the Strike.

Magnificent…! One Action (auditory, linguistic, visual)

The globetrotting scholar enthusiastically describes certain features of whatever dread horror they are currently facing, pointing out the weaknesses of a creature within 30 feet. The globetrotting scholar and all allies that can hear or see them gain a +1 status bonus to attack and damage rolls against that creature until the beginning of the globetrotting scholar's next turn. The scholar deals an extra 3d6 precision damage with their weapon and unarmed Strikes that hit that creature during the same duration.

Effect: Magnificent…!


Arcane Prepared Spells (DC 30, +22 to hit)

Cantrips (7th Level): Detect Magic, Figment, Gouging Claw, Ignition, Tangle Vine
1st Level: Sure Strike, Thunderstrike
6th Level: Disintegrate, Mislead
7th Level: Project Image


It takes a particular kind of personality to leave the creature comforts of academia in order to explore trap-ridden ancient tombs or observe man-eating monstrosities in their native habitats. The sort of personality that finds joy in the life cycle of parasitic wasps or recounts grisly Ghol-Gani sacrificial rites with a decidedly gruesome relish. Academia would not survive without such globetrotting scholars, but to their more sedate colleagues, they do tend to come off as an odd bunch.


True power comes from knowledge—the power to shape the growth of kingdoms by mere whispers, stay three steps ahead of adversaries, or even know which flora is best for creating untraceable poisons.


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.