Norvix (1-2)Creature 2
Source Pathfinder Society Scenario #6-01: Intro to the Year of Immortal Influence
Perception +5
Languages Chthonian, Common, Elven, Hallit
Skills Deception +7, Intimidation +7, Medicine +5, Religion +8
Str +0, Dex +2, Con +0, Int +4, Wis +2, Cha +2
AC 15; Fort +5; Reflex +8; Will +11;
HP 25
Speed 25 feet
Locust Dagger
+6 (+2, -2) to hit (agile, finesse, versatile s) 1d4+2 PiercingLocust Dagger
+6 (+1, -4) to hit (thrown 10) 1d4+2 PiercingUnleashed Familiar
Norvix's familiar is a giant rat named Squelch. She can take her actions independently of Norvix's commands and has her statistics presented separately. She has the familiar of restored spirit ability, so when Norvix Casts or Sustains a hex, one willing creature within 15 feet of Squelch gains 2 temporary Hit Points until the start of his next turn.
Divine Prepared Spells (DC 18, +10 to hit)
Cantrips (1st Level): Daze, Prestidigitation, Shield, Stabilize, Void Warp
1st Level: Command, Fear
Cantrips (1st Level): Stoke the Heart
1st Level: Phase Familiar
Rituals
Traits
A rules element with this trait is one-of-a-kind. The DC of Recall Knowledge checks related to creatures with this trait is increased by 10.
HumanA 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.
HumanoidHumanoid creatures reason and act much like humans. They typically stand upright and have two arms and two legs.