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PFS StandardPathfinder Field Agent

This half-elf woman looks dressed to travel anywhere and prepared for any eventuality she might find along the way.

No two field agents follow the same path to join the Pathfinder Society, nor the same path once they embark on their first expedition. The Society's treacherous missions require all types of adventurers, from seasoned combatants to ruin delvers and experts in the occult. Some field agents are highly specialized, filling a single role in a larger group of Pathfinders, while others branch out into a broad range of abilities.

This field agent seeks the thrill of discovering lost treasures from the Inner Sea's many ancient ruins. She scouts ahead for her team, keeping an eye out for enemies, traps, and other dangers. In fights, she is cautious and practical, preferring to stay mobile and out of sight. She sneaks in for a finishing blow when victory is certain.

Recall Knowledge - Humanoid (Society): DC 19
Unspecific Lore: DC 17
Specific Lore: DC 14

Elite | Normal | Weak
Proficiency without Level

Pathfinder Field AgentCreature 4

Legacy Content

N Medium Elf Human Humanoid 
Source Character Guide pg. 126 2.0
Perception +11; low-light vision, trap finder
Languages Common
Skills Acrobatics +12, Arcana +8, Athletics +6, Deception +6, Diplomacy +6, Pathfinder Society Lore +11, Stealth +12, Survival +8, Thievery +10
Str +0, Dex +4, Con +3, Int +2, Wis +2, Cha +0
Scout's Warning [reaction] Trigger The field agent is about to roll a Perception check for initiative. Effect The field agent audibly or visually warns their allies of imminent danger. This ability gains the auditory trait if the warning is audible, and the visual trait if the warning is visual. Any ally who is able to hear the agent (if the warning is audible) or see the agent (if the warning is visual) gains a +1 circumstance bonus to their initiative roll.
Items minor healing potion, comprehension elixir, infiltrator's elixir, rapier, shortbow (20 arrows), studded leather armor, thieves' tools
AC 21 (22 against traps); Fort +10, Ref +13, Will +11; +1 circumstance to all saves vs. traps
HP 60
Deny Advantage The field agent isn't flat-footed to flanking, hidden, or undetected creatures of 4th level or lower, or to creatures of 4th-level or lower using surprise attack.
Speed 25 feet
Melee [one-action] rapier +12 [+7/+2] (deadly 1d8, disarm), Damage 1d6+6 piercingRanged [one-action] shortbow +12 [+7/+2] (deadly d10, range increment 60 feet, reload 0), Damage 1d6+2 piercingMobility When the field agent takes a Stride action to move half their Speed or less, that movement does not trigger reactions.Sneak Attack 2d6Surprise Attack On the first round of combat, any creatures that haven't acted yet are flat-footed to the field agent.Trap Finder The field agent has an intuitive sense that alerts them to the dangers and presence of traps. They gain a +1 circumstance bonus to Perception checks to find traps, to AC against attacks made by traps, and to saves against traps. Even if they aren't Searching, they still get a check to find traps. They can disable traps that require a proficiency rank of master in Thievery.

Siora Qinndove

An heir to two wealthy families, Siora grew up used to getting her own way. But Siora wound up becoming interested in archeology and the act of investigating every nook and cranny of an unknown artifact. Seeing that lost cities were hard to find and often contained things money couldn't buy, Siora joined the Pathfinder Society, loaded down with every piece of expensive gear that could prove useful.

All Monsters in "Pathfinders"

NameLevel
Pathfinder Field Agent4
Pathfinder Venture-Captain11

Pathfinders

Source Character Guide pg. 126 2.0
Many of the greatest explorers and adventurers of the modern age have recorded their discoveries in an ongoing series of chapbooks known as the Pathfinder Chronicles, published irregularly by the Pathfinder Society itself. This diverse group is devoted to exploring the world, supporting its agents in the field, and ensuring the discoveries they make are documented. The Society often finds itself in conflict with the more mercenary Aspis Consortium. The Pathfinder Society's pursuit of discovery often puts its agents in the thick of developing plots, forcing them to choose between being heroes or villains as events unfold.