Tomb Raider
CREATURE 5Great treasure awaits those willing to explore the hazardous depths of ancient tombs and forgotten dungeons. Some tomb raiders seek the riches of bygone eras; others recover pieces of history thought lost to the sands of time.
Explorers are often well-equipped and well-trained for any type of hazard and are eager to lead others into the wild.
+13
Common
Acrobatics +13, Architecture Lore +11, Athletics +13, Deception +7, Engineering Lore +11, Society +9, Stealth +11, Thievery +13
Str +3, Dex +4, Con +1, Int +2, Wis +2, Cha +0
Hazard Spotter
Even if the tomb raider isn't Searching, they get a check to find traps that normally require them to be Searching.
AC 21; Fort +10, Ref +15, Will +11
HP 75
25 feet, climb 15 feet
Melee Kukri +15 (agile, trip), Damage 1d6+9 slashing
Melee Fist +15 (agile, finesse, nonlethal, unarmed), Damage 1d4+9 bludgeoning
Ranged Hand Crossbow +15 (reload 1, range increment 60 feet), Damage 1d6+6 piercing
Trick Attack
The tomb raider chooses one of their weapons. The next attack with that weapon this turn deals an additional 2d6 precision damage. In addition, the tomb raider can Interact to draw or reload the weapon.
Pathfinder NPC CoreORC