Saturday, January 11, 2020

Toss a coin to your... PT 1(Jassa of Korvosa, PF 2e Rogue)

“Some folk pay a lot for things to be found, others pay for things to be lost. Me? I’m just the one that goes looking for things. Folk, monsters, treasure, whatever pays for my ale.. Toss me some coin or get out of my face.”
                                                                                    Jassa of Korvosa


Jassa is the first character I’ve done for Pathfinder 2e, so bear with me if I’m not too sure with the build combinations and there are some items that I’ll be using that aren’t yet legal for PFS play. So, be warned that this might change in time but don’t immediately go rushing off to use these items.

For those who play a certain game or seen a Netflix series, yes Jassa is based on the Witcher in a broad sense. I looked at the new edition to find things that I would like to do, given a lot of my favorite tactics in design were seriously crippled plus some skills have come off as hard to improve for a specific role. So, I had a few choices starting off for a Witcher-adjacent character: Fighter, Ranger and Rogue for the skill with weaponry, skill, and perception.

The trick from there is how to do the impose the Witcher’s spell like abilities. Dedication feats help a lot with that, as Witchers have some ability with magic and alchemy. You can mix and match, simply take crafting and Alchemical Crafting for the potions. For Jassa, I’ll be going with the Arcane Tattoo heritage feat line and Alchemist class dedication feats.



Jassa of Korvosa - created with Hero Lab® Jassa of Korvosa
Human rogue 1
Common, NG, Medium, Human, Humanoid
Perception +5
Languages Common, Jotun, Shoanti, Thassilonian, Varisian
Skills Acrobatics +6, Arcana +5, Athletics +4, Crafting +5, Deception +4, Diplomacy +4, Intimidation +4, Legal Lore +5, Medicine +3, Occultism +5, Society +5, Stealth +6, Survival +3, Thievery +6, Warfare Lore +5
Str 12 (+1), Dex 16 (+3), Con 14 (+2), Int 14 (+2), Wis 10 (+0), Cha 12 (+1)
Other Items leather, unarmored defense, dagger, rapier, backpack, bedroll, belt pouch, belt pouch, chalks (10), climbing kit, flint and steel, rations (1 week)s (2), replacement picks thieves' toolss (2), rope (foot)s (50), sheath, soap, thieves' tools, torchs (5), waterskin, purse (6 gp)

AC 17; Fort +5; Ref +8; Will +5
HP 18 Hero Points 1

Speed 25 feet
Melee [1] dagger +6 (versatile S, agile, finesse, thrown 10 ft.), Damage 1d4+3 piercing/slashing
Melee [1] rapier +6 (disarm, deadly d8, finesse), Damage 1d6+3 piercing
Ranged [1] dagger +6 (versatile S, agile, finesse, thrown 10 ft.), Damage 1d4+1 piercing/slashing
Arcane Arcane Tattoos DC 11; Cantrips (1st) electric arc
Surprise Attack You spring into combat faster than foes can react. On the first round of combat, if you roll Deception or Stealth for initiative, creatures that haven’t acted are flat-footed to you.
Feats Arcane Tattoos, Experienced Tracker, Streetwise, Twin Feint
Other Abilities bounty hunter, new thassilon, rogue's racket, sneak attack, swords, thief, vigilant seal champion

Notes: Now the this is Jassa at the start of her life as a bounty hunter/monster hunter/murder hobo (Er Pathfinder) with only a small touch of magic in her courtesy of arcane tattoos. Now since the DC is based off her Charisma, which is not epically awesome.

She is a two weapon fighting rogue mostly, using Twin Feint to get in a flat footed attack with her 2nd attack. So, she fairly often has a way to get in a sneak attack. With an okay survival, which will improve when she raises attributes @ 5th level as well as training as she levels, and streetwise she can find folks in the wild and the city. Very helpful for a bounty/monster hunter. I picked Vigilant Seal for some of the flavorful boons such as mentor, corruption resistance and such.



Jassa of Korvosa @4th - created with Hero Lab® Jassa of Korvosa @4th
Female human rogue 4
Common, NG, Medium, Human, Humanoid
Perception +8
Languages Common, Jotun, Shoanti, Thassilonian, Varisian
Skills Acrobatics +9, Arcana +8, Athletics +7, Crafting +10, Deception +7, Diplomacy +7, Intimidation +7, Legal Lore +8, Medicine +6, Occultism +8, Society +8, Stealth +11, Survival +6, Thievery +11, Underworld Lore +8, Warfare Lore +8
Str 12 (+1), Dex 16 (+3), Con 14 (+2), Int 14 (+2), Wis 10 (+0), Cha 12 (+1)
Other Items leather, unarmored defense, dagger, rapier, backpack, batches of infused reagent, bedroll, belt pouch, belt pouch, chalks (10), climbing kit, flint and steel, rations (1 week)s (2), replacement picks thieves' toolss (2), rope (foot)s (50), sheath, soap, thieves' tools, torchs (5), waterskin, purse (6 gp)

AC 20; Fort +8; Ref +11; Will +8
HP 48 Hero Points 1
Deny Advantage As someone who takes advantage of others’ defenses, you are careful not to leave such openings yourself. You aren’t flat-footed to hidden, undetected, or flanking creatures of your level or lower, or creatures of your level or lower using surprise attack. However, they can still help their allies flank.

Speed 25 feet
Melee [1] dagger +9 (versatile S, agile, finesse, thrown 10 ft.), Damage 1d4+3 piercing/slashing
Melee [1] rapier +9 (disarm, deadly d8, finesse), Damage 1d6+3 piercing
Ranged [1] dagger +9 (versatile S, agile, finesse, thrown 10 ft.), Damage 1d4+1 piercing/slashing
Arcane Arcane Tattoos DC 11, attack +1; Cantrips (2nd) electric arc
Arcane Rogue Minor Magic DC 11, attack +1; Cantrips (2nd) produce flame, shield
Surprise Attack You spring into combat faster than foes can react. On the first round of combat, if you roll Deception or Stealth for initiative, creatures that haven’t acted are flat-footed to you.
Feats Alchemical Crafting, Alchemist Dedication, Arcane Sense, Arcane Tattoos, Battle Medicine, Combat Climber, Experienced Tracker, Minor Magic, Streetwise, Trick Magic Item, Twin Feint
Other Abilities advanced alchemy, bounty hunter, infused reagents, new thassilon, rogue's racket, sneak attack, swords, thief, vigilant seal champion
Notes: Now at fourth level, Jassa has a bit more accesss due to Arcane Senses, Minor Magic and the Trick Magic Item feats. This gives her access to a few more minors spells, including a free detect magic that heightens with her Arcana skill. Added combat climber to aid in being not flat footed in another situation, trick magic item to use items in those ‘or else’ situations.




Jassa of Korvosa @7th - created with Hero Lab® Jassa of Korvosa @7th
Female human rogue 7
Common, NG, Medium, Human, Humanoid
Perception +14
Languages Common, Jotun, Shoanti, Thassilonian, Varisian
Skills Acrobatics +15, Arcana +12, Athletics +12, Crafting +14 (+15 when crafting items of type Alchemy.), Deception +11, Diplomacy +11, Intimidation +11, Legal Lore +12, Medicine +10, Nature +10, Occultism +12, Society +12, Stealth +15, Survival +12, Thievery +17, Underworld Lore +12, Warfare Lore +12
Str 12 (+1), Dex 18 (+4), Con 14 (+2), Int 16 (+3), Wis 12 (+1), Cha 14 (+2)
Other Items leather, unarmored defense, dagger, rapier, backpack, batches of infused reagent, bedroll, belt pouch, belt pouch, chalks (10), climbing kit, flint and steel, rations (1 week)s (2), replacement picks thieves' toolss (2), rope (foot)s (50), sheath, soap, thieves' tools, torchs (5), waterskin, purse (6 gp)

AC 24; Fort +11; Ref +17; Will +12; +2 vs traps or devices you failed to disarm.
HP 78 Hero Points 1
Deny Advantage As someone who takes advantage of others’ defenses, you are careful not to leave such openings yourself. You aren’t flat-footed to hidden, undetected, or flanking creatures of your level or lower, or creatures of your level or lower using surprise attack. However, they can still help their allies flank.

Speed 25 feet
Melee [1] dagger +15 (versatile S, agile, finesse, thrown 10 ft.), Damage 1d4+6 piercing/slashing
Melee [1] rapier +15 (disarm, deadly d8, finesse), Damage 1d6+6 piercing
Ranged [1] dagger +15 (versatile S, agile, finesse, thrown 10 ft.), Damage 1d4+3 piercing/slashing
Arcane Arcane Tattoos DC 12, attack +1; 1st (1 slots) hydraulic push Cantrips (4th) electric arc
Arcane Rogue Minor Magic DC 12, attack +1; Cantrips (4th) produce flame, shield
Surprise Attack You spring into combat faster than foes can react. On the first round of combat, if you roll Deception or Stealth for initiative, creatures that haven’t acted are flat-footed to you.
Feats Alchemical Crafting, Alchemist Dedication, Arcane Sense, Arcane Tattoos, Battle Medicine, Cat Fall, Combat Climber, Experienced Tracker, Expert Alchemy, Forager, Magical Crafting, Minor Magic, Ornate Tattoo, Specialty Crafting, Streetwise, Trick Magic Item, Twin Feint, Wary Disarmament
Other Abilities advanced alchemy, bounty hunter, evasion, infused reagents, new thassilon, rogue's racket, sneak attack, swords, thief, vigilant seal champion, vigilant senses, weapon specialization, weapon tricks

Notes: Now at 7th level, she has a much better DC for her minor magic/tattoo spells due to an increased Cha (along with Dex, Int and Wis) and an extra spell courtesy of ornate tattoos. I went with Hydralic push over Gust of Wind as it gives some damage at least. Added Nature to her skills, so now only religion isn’t accessible for trick magic items. She also gained a bit more ability in crafting, adding craft magic item to come up with trinkets and minor magics that would be useful in a fight or afterwards.