Pathfinder Society Anchorage/Wasilla
Fazgyn (The Trap Master)
Fazgyn (The Trap Master)
Male kobold rogue (unchained) 4 (Pathfinder RPG Bestiary 183, Pathfinder Unchained 20)
LE Small humanoid (reptilian)
Init +5; Senses darkvision 60 ft.; Perception +9
AC 20, touch 15, flat-footed 16 (+4 armor, +4 Dex, +1 natural, +1 size)
hp 29 (4d8+8)
Fort +2, Ref +8, Will +1; +1 trait bonus vs. traps.
Defensive Abilities danger sense +1, evasion, uncanny dodge
Weaknesses light sensitivity
Speed 30 ft.
Melee +1 short sword +7 (1d4+5/19-20) or
mwk short sword +7 (1d4+2/19-20)
Ranged mwk shortbow +9 (1d4-1/×3)
Special Attacks sneak attack (unchained) +2d6
Str 9, Dex 18, Con 12, Int 14, Wis 10, Cha 10
Base Atk +3; CMB +1; CMD 15
Feats Skill Focus (Craft [traps]), Two-weapon Fighting, Weapon Finesse
Traits tactician, trap savvy (darklands)
Skills Acrobatics +11, Bluff +7, Climb +6, Craft (traps) +17, Disable Device +15, Escape Artist +11, Knowledge (dungeoneering) +9, Knowledge (engineering) +6, Perception +9, Stealth +15; Racial Modifiers +2 Craft (traps), +2 Perception
Languages Common, Draconic, Dwarven, Undercommon
SQ debilitating injury: bewildered, debilitating injury: disoriented, debilitating injury: hampered, rogue talents (fast stealth, trapsmith savant), trapfinding +2
Combat Gear potion of cure moderate wounds (2), giant wasp poison (2), greenblood oil (2), large scorpion venom (2); Other Gear +1 studded leather, +1 short sword, arrows (20), mwk short sword, mwk shortbow, cracked ventriloquist’s dummy, masterwork thieves’ tools, masterwork tool, satchel of broken locks, 96 gp
Arrows – 0/20
Giant wasp poison – 0/2
Greenblood oil – 0/2
Large scorpion venom – 0/2
Potion of cure moderate wounds – 0/2
Tactician (1/day) – 0/1
Danger Sense +1 (Ex) +1 bonus on reflex saves and AC against traps.
Darkvision (60 feet) You can see in the dark (black and white only).
Debilitating Injury: Bewildered -2/-4 (Ex) Foe who takes sneak attack damage takes AC pen (more vs. striker) for 1 rd.
Debilitating Injury: Disoriented -2/-4 (Ex) Foe who takes sneak attack damage takes attack pen (more vs. striker) for 1 rd.
Debilitating Injury: Hampered (Ex) Foe who takes sneak attack damage has speed halved (and can’t 5 ft step) for 1 rd.
Evasion (Ex) If succeed on Reflex save for half dam, take none instead.
Fast Stealth (Ex) Move at full speed while using the Stealth skill at no penalty.
Light Sensitivity (Ex) Dazzled as long as remain in bright light.
Sneak Attack (Unchained) +2d6 Attacks deal extra dam if flank foe or if foe is flat-footed.
Trapfinding +2 Gain a bonus to find or disable traps, including magical ones.
Trapsmith Savant (Ex) Up to two PCs receive a +2 competence bonus on checks to craft traps
Uncanny Dodge (Ex) Retain Dex bonus to AC when flat-footed.