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Ninth Army OperativeCreature 3


UncommonLEMediumHumanHumanoid
Source Pathfinder Society Scenario #3-16: Escape from Oppara
Perception +8 ((+9 to Sense Motive))
Languages Common
Skills Athletics +11, Diplomacy +6, Intimidation +9, Society +5, Lore +7
Str +4, Dex +1, Con +3, Int +0, Wis +1, Cha +1

AC 20 22 with shield raised; Fort +10; Reflex +6; Will +8;
HP 45
Speed 25 feet

Warhammer One Action +13 (+8, +3) to hit (shove) 1d8+7 Bludgeoning
Crossbow One Action +10 (+5, +0) to hit (range increment 120, reload 1) 1d8+3 Piercing

+1 to Sense MotiveAir of Authority (aura, emotion, mental)

10 feet Aura


Creatures in the aura who are the same or lower level than the operative take a -2 status penalty to their Will DC against the operative's attempts to Coerce or Demoralize them.

Attack of Opportunity Reaction

Trigger A creature within the monster's reach uses a manipulate action or a move action, makes a ranged attack, or leaves a square during a move action it's using.


Effect The monster attempts a melee Strike against the triggering creature. If the attack is a critical hit and the trigger was a manipulate action, the monster disrupts that action. This Strike doesn't count toward the monster's multiple attack penalty, and its multiple attack penalty doesn't apply to this Strike.

Bravery

When the operative rolls a success on a Will save against a fear effect, they get a critical success instead. In addition, any time they gain the Frightened condition, reduce its value by 1.

Shield Block Reaction

Trigger The monster has its shield raised and takes damage from a physical attack.


Effect The monster snaps its shield into place to deflect a blow. The shield prevents the monster from taking an amount of damage up to the shield's Hardness. The monster and the shield each take any remaining damage, possibly breaking or destroying the shield.

Sudden Charge Two Actions

Frequency once per round


Effect The operative Strides twice. If they end their movement within melee reach of at least one enemy, they can make a melee Strike against that enemy.


Watch officers are assigned to a certain area within a city or community. Often leading a small team of lower-ranking guards, they patrol those areas to maintain order and enforce laws. Watch officers get the job done, though their methods are not always gentle or kind. Because the watch officer is responsible to their superiors for their area, they sometimes need to make tough decisions between justice and effectiveness.


Larger societies rely on those with the authority and the ability to interpret and enforce laws. In good-aligned societies, these officials carry out their duties fairly. In neutral and evil ones, these officials can be harsh and cruel (with an altered alignment to reflect this), imposing severe punishments on those who can't pay for mercy.


Traits

Uncommon

Something of uncommon rarity requires special training or comes from a particular culture or part of the world. Some character choices give access to uncommon options, and the GM can choose to allow access for anyone. Less is known about uncommon creatures than common creatures. They typically can't be summoned. The DC of Recall Knowledge checks related to these creature is increased by 2.

Human

A 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.

Humanoid

Humanoid creatures reason and act much like humans. They typically stand upright and have two arms and two legs.