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Niven

Niven

Poshzhuket's Familiar, he was constructed from stray animals killed by the Hashek City Watch.

Physical Description

Special abilities

Strength

  • Acrobatics
    • Balance
      Balance
      SINGLE ACTION

      Requirements You are in a square that contains a narrow surface, uneven ground, or another similar feature.
      Description You move across a narrow surface or uneven ground, attempting an Acrobatics check against its Balance DC. You are flat-footed while on a narrow surface or uneven ground.
      Applications
      • Untrained tangled roots, uneven cobblestones.
      • Trained wooden beam.
      • Expert deep, loose gravel
      • Master tightrope, smooth sheet of ice
      • Legendary razor’s edge, chunks of floor falling in midair
        Degrees of Performance
      • Critical Success You move up to your Speed.
      • Success You move up to your Speed, treating it as difficult terrain (every 5 feet costs 10 feet of movement).
      • Failure You must remain stationary to keep your balance (wasting the action) or you fall. If you fall, your turn ends.
      • Critical Failure You fall and your turn ends.
    • Maneuver in Flight
      [
      Maneuver in Flight
      SINGLE ACTION

      Requirements You have a fly Speed.
      Description You try a difficult maneuver while flying.
      Applications Attempt an Acrobatics check. The GM determines what maneuvers are possible, but they rarely allow you to move farther than your fly Speed.
      • Trained steep ascent or descent
      • Expert fly against the wind, hover midair
      • Master reverse direction
      • Legendary fly through gale-force winds
              Degrees of Performance
      • Success You succeed at the maneuver.
      • Failure Your maneuver fails. The GM chooses if you simply can’t move or if some other detrimental effect happens. The outcome should be appropriate for the maneuver you attempted (for instance, being blown off course if you were trying to fly against a strong wind).
      • Critical Failure As failure, but the consequence is more dire.
    • Tumble Through
      Tumble Through
      SINGLE ACTION

      Requirements You are in a square that contains a narrow surface, uneven ground, or another similar feature.
      Description You Stride up to your Speed. During this movement, you can try to move through the space of one enemy. Attempt an Acrobatics check against the enemy’s Reflex DC as soon as you try to enter its space.
      Applications You can Tumble Through using Climb, Fly, Swim, or another action instead of Stride in the appropriate environment. Degrees of Performance
      • Success You move through the enemy’s space, treating the squares in its space as difficult terrain (every 5 feet costs 10 feet of movement). If you don’t have enough Speed to move all the way through its space, you get the same effect as a failure.
      • Failure Your movement ends, and you trigger reactions as if you had moved out of the square you started in.
  • Dexterity

    • Stealth
      • Hide
      • Sneak
        Sneak
        SINGLE ACTION

        Description You can attempt to move to another place while becoming or staying undetected. 
        Applications Stride up to half your Speed. (You can use Sneak while Burrowing, Climbing, Flying, or Swimming instead of Striding if you have the corresponding movement type; you must move at half that Speed.) If you’re undetected by a creature and it’s impossible for that creature to observe you (for a typical creature, this includes when you’re invisible, the observer is blinded, or you’re in darkness and the creature can’t see in darkness), for any critical failure you roll on a check to Sneak, you get a failure instead. You also continue to be undetected if you lose cover or greater cover against or are no longer concealed from such a creature. At the end of your movement, the GM rolls your Stealth check in secret and compares the result to the Perception DC of each creature you were hidden from or undetected by at the start of your movement. If you have cover or greater cover from the creature throughout your Stride, you gain the +2 circumstance bonus from cover (or +4 from greater cover) to your Stealth check. Because you’re moving, the bonus increase from Taking Cover doesn’t apply. You don’t get to roll against a creature if, at the end of your movement, you neither are concealed from it nor have cover or greater cover against it. You automatically become observed by such a creature. Degrees of Performance
        • Success You’re undetected by the creature during your movement and remain undetected by the creature at the end of it. You become observed as soon as you do anything other than Hide, Sneak, or Step. If you attempt to Strike a creature, the creature remains flat-footed against that attack, and you then become observed. If you do anything else, you become observed just before you act unless the GM determines otherwise. The GM might allow you to perform a particularly unobtrusive action without being noticed, possibly requiring another Stealth check. If you speak or make a deliberate loud noise, you become hidden instead of undetected. If a creature uses Seek and you become hidden to it as a result, you must Sneak if you want to become undetected by that creature again.
        • Failure A telltale sound or other sign gives your position away, though you still remain unseen. You’re hidden from the creature throughout your movement and remain so.
        • Critical Failure You’re spotted! You’re observed by the creature throughout your movement and remain so. If you’re invisible and were hidden from the creature, instead of being observed you’re hidden throughout your movement and remain so.
    • Familiar Actions

      • Darkvision
        Darkvision - Familiar Action
        TRAIT

        Description A creature with darkvision can see perfectly well in areas of darkness and dim light, though such vision is in black and white only. Some forms of magical darkness, such as a 4th-level darkness spell, block normal darkvision. 
        Darkvision
      • Fast Movement
        Fast Familiar Movement - Familiar Action
        TRAIT

        Description The Familiar moves faster than normal Animals
        Applications Increase one of the familiar’s Speeds from 25 feet to 40 feet.
        Fast Movement
Professions
Parents (Adopting)
Children
Gender
Male

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Niven


Name
Niven
Level
1
Ancestry
Jackguar
Heritage
Familiar
Class
Alchemical Familiar 1
Ac
16
Hp
6
Class_dc
11
Perception
Trained , Darkvision
Speed
40 ft
Abilities
STR 14 DEX 14 CON 12 INT 2 WIS 14 CHA 12
Saves
  • Fortitude- Expert
  • Reflex- Expert
  • Will- Trained
Skills

Trained Skills

Acrobatics , Stealth
Weapons
  • Claws S
Feats

Ancestry Feats

Darkvision

Class Feats

Fast Movement
Companions
Poshzhuket
Tags
Pathfinder 2e, Alchemical Familiar 1, Chaotic Neutral, Tiny
IsShared
on
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