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Cehut Society

A Geography fellowship sponsored by the Cartographers Guild  at Irhurman College . The Society offers commissions to promising students and faculty to explore far-flung ruins and sponsors research in Planar travel.

Structure

Hirelings

Prospective clients of the Cehut Society may request hired hands from the faculty. Advisors will commission hirelings to individuals with an Ignored reputation. These Companions are expected to be provided a weekly stipend depicted on the table and generally expect a share of the spoils from a successful mission.  

Expert Companions

  Allies of the Cehut Society may request Experts from the faculty. Advisors will commission Expert Companions to individuals with a Liked reputation. These Companions are expected to be provided a weekly stipend depicted on the table and generally expect a share of the spoils from a successful mission.  

Master Companions

  Allies of the Cehut Society may request Experts from the faculty. Advisors will commission Master Companions to individuals with an Admired reputation. These Companions are expected to be provided a weekly stipend depicted on the table and generally expect a share of the spoils from a successful mission.
Level 9th Wage 1260 GP Long-Lived Sojourner
Long-lived Sojourner - Explorer 9
UNCOMMONBLUE, GREENMEDIUMELFHUMANOID

These elder scholars have spent many decades traversing every corner of Memory and beyond. They have accumulated both treasure and renown. For some reason, they still risk it all for discovery.    
Perception +19 Low-Light Vision
Languages Tordic, Hvara
Skills Acrobatics +20 , Architecture Lore +17 , Athletics +20 ,Deception +12 , Engineering Lore +17 , Society +14 , Stealth +17 , Thievery +20

STR +4 , DEX +4 , CON +2 , INT +3 , WIS +3 , CHA +1

Items Boots of Elvenkind climbing kit, hand crossbow (20 bolts), +1 Striking kukri
AC 27
Saving Throws Fort +16, Ref +21, Will +17
HP155
Speed 30 ft climb 15 feet
Melee kukri +21 +17 / +13 (agile, magical, trip) Damage Slashing
Ranged hand crossbow +21 +16 / +11 (range increment 60 feet, reload 1), Damage Piercing  
Special Abilities Ageless Patience
Ancestral Longevity
Deny Advantage
Expert Longevity
Hazard Spotter The Sojourner automatically attempts a Perception check to notice a hazard when they are within 10 feet of the hazard.
Seer Elf you gain a +1 circumstance bonus to checks to Identify Magic and to Decipher Writing of a magical nature. .
Sidestep Trigger The attack roll for a Strike targeting you fails or critically fails. Effect You deftly step out of the way of an attack, letting the blow continue to the creature next to you. You redirect the attack to a creature of your choice that is adjacent to you and within the reach of the triggering attack. The attacker rerolls the Strike’s attack roll against the new target.
Sneak Attack Precision Damage plus Debilitating Strike
Debilitating Strike the Sojourner applies one of the following debilitations, which lasts until the end of your next turn. Debilitation The target takes a –10-foot status penalty to its Speeds. Debilitation The target becomes enfeebled 1.
Trick Attack The tomb raider musters their guile to attempt a clever attack that catches their foe unprepared. The tomb raider chooses one of their weapons. The next attack with that weapon deals an extra 2d6 precision damage. In addition, the tomb raider can Interact to draw the weapon (or to reload it if they choose the hand crossbow). Twist the Knife Requirements Your last action was a melee Strike that dealt sneak attack damage to a flat-footed target. After stabbing your opponent in a weak spot, you tear the wound open. You deal persistent bleed damage to the target equal to your number of sneak attack damage dice.
Spells Cantrip Detect Magic

Level 13th Wage 5400 GP Wizened Wanderer
Wizened Wanderer - Explorer 13
UNCOMMONBLUE, GREENMEDIUMELFHUMANOID

Among the oldest elves in the world, these scholars have an uncanny breadth of skills.
Perception +24 Low-Light Vision
Languages Tordic, Hvara
Skills Acrobatics +27 , Architecture Lore +23 , Athletics +27 ,Deception +18 , Engineering Lore +23 , Society +20 , Stealth +23 , Thievery +27

STR +5 , DEX +5 , CON +2 , INT +4 , WIS +4 , CHA +2

Items Boots of Elvenkind climbing kit, hand crossbow (20 bolts), +1 Grievous Striking kukri
AC 33
Saving Throws Fort +21, Ref +26, Will +22
HP235
Speed 30 ft climb 15 feet
Melee kukri +27 +23 / +19 (agile, magical, trip), Damage Slashing and Grievous
Ranged hand crossbow +27 +22 / +17 (range increment 60 feet, reload 1), Damage Piercing    
Special Abilities Ageless Patience
Ancestral Longevity
Deny Advantage
Expert Longevity
Hazard Spotter The Sojourner automatically attempts a Perception check to notice a hazard when they are within 10 feet of the hazard.
Improved Evasion
Seer Elf you gain a +1 circumstance bonus to checks to Identify Magic and to Decipher Writing of a magical nature. .
Universal Longevity
Sidestep Trigger The attack roll for a Strike targeting you fails or critically fails. Effect You deftly step out of the way of an attack, letting the blow continue to the creature next to you. You redirect the attack to a creature of your choice that is adjacent to you and within the reach of the triggering attack. The attacker rerolls the Strike’s attack roll against the new target.
Sneak Attack Precision Damage plus Debilitating Strike
Debilitating Strike Precise Debilitationsthe Sojourner applies one of the following debilitations, which lasts until the end of your next turn. Debilitation The target takes a –10-foot status penalty to its Speeds. Debilitation The target becomes enfeebled 1. Debilitation The target takes an additional 2d6 precision damage from your attacks. Debilitation The target becomes flat-footed.
Critical Debilitations Your debilitations are especially effective on your most powerful attacks. Whenever you critically succeed at an attack roll against an enemy and use Debilitating Strike, add the following debilitation to the list you can choose from. Debilitation The target attempts a Fortitude save against your class DC with the following effects. Critical Success The target is unaffected. Success The target is slowed 1 until the end of your next turn. Failure The target is slowed 2 until the end of your next turn. Critical Failure The target is paralyzed until the end of your next turn.
Trick Attack The tomb raider musters their guile to attempt a clever attack that catches their foe unprepared. The tomb raider chooses one of their weapons. The next attack with that weapon deals an extra 2d6 precision damage. In addition, the tomb raider can Interact to draw the weapon (or to reload it if they choose the hand crossbow). Twist the Knife Requirements Your last action was a melee Strike that dealt sneak attack damage to a flat-footed target. After stabbing your opponent in a weak spot, you tear the wound open. You deal persistent bleed damage to the target equal to your number of sneak attack damage dice.
Spells Cantrip Detect Magic

Type
Guild, Adventuring
Parent Organization
Location

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