Be it a smooth-talking Spy, a hardened Mercenary or a stealthy Retriever, anyone who does borderline illegal business for the Joint Militant forces belongs to the House of Pnevma. It is the least popular of the three Houses, but no one can deny the skill of a Phantom.
- Skill Proficiencies: Sleight of Hand and Stealth
Ability Score Bonuses: Wisdom +1 and Dexterity +2 [Note: these additions must be made manually on your character sheet.] - Tool Proficiencies: Thieves’ Tools
- Equipment: Choose A or B: (A) 2 Daggers, Thieves’ Tools, Musket, 20 [Tooltip Not Found], 2 Pouches, Traveler’s Clothes, 16 GP; or (B) 50 GP
Feature: Origin Feat: Alert
Initiative Proficiency. When you roll Initiative, you can add your Proficiency Bonus to the roll.
Initiative Swap. Immediately after you roll Initiative, you can swap your Initiative with the Initiative of one willing ally in the same combat. You can't make this swap if you or the ally has the Incapacitated condition.
Previous Versions
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10/3/2024 2:44:46 PM
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2
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1
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Coming Soon
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