Wizened Wanderer

Among the oldest elves in the world, these scholars have an uncanny breadth of skills.

Explorer 13

**Perception** +24 Low-light Vision

**Languages** Common, Elvish

**Skills** Acrobatics +27, Architecture Lore +23, Athletics +27, Deception +18, Engineering Lore +23, Society +20, Stealth +23, Thievery +27

Str +5, Dex +5, Con +2, Int +4, Wis +4, Cha +2

**Items** Boots of Elvenkind climbing kit, hand crossbow (20 bolts), +1 Grievous Striking kukri 9th level

**Ageless Patience**

**Ancestral Longevity**

**Deny Advantage**

**Expert Longevity**

**Hazard Spotter** The tomb raider automatically attempts a Perception check to notice a hazard when they are within 10 feet of the hazard.

**Improved Evasion**

**Seer Elf** you gain a +1 circumstance bonus to checks to Identify Magic and to Decipher Writing of a magical nature.

**Universal Longevity**

**AC** 33; Fort +21, Ref +26, Will +22

**HP** 235

**Speed** 30 feet, climb 15 feet

**Melee** [one-action] kukri +27 +23/ +19 (agile, magical, trip), Damage 3d8+14 slashing

**Ranged** [one-action] hand crossbow +27 +22/ +17 (range increment 60 feet, reload 1), Damage 3d6+11 piercing

**Cantrip** Detect Magic

**Sidestep** [reaction] **Trigger** The attack roll for a Strike targeting you fails or critically fails. **Effect** You deftly step out of the way of an attack, letting the blow continue to the creature next to you. You redirect the attack to a creature of your choice that is adjacent to you and within the reach of the triggering attack. The attacker rerolls the Strike’s attack roll against the new target.

**Sneak Attack** 3d6 Precision Damage plus Debilitating Strike

**Debilitating Strike** [free action] Precise Debilitations the Sojourner applies one of the following debilitations, which lasts until the end of your next turn.

* **Debilitation** The target takes a –10-foot status penalty to its Speeds.
* **Debilitation** The target becomes enfeebled 1.
* **Debilitation** The target takes an additional 2d6 precision damage from your attacks.
* **Debilitation** The target becomes flat-footed.

**Critical Debilitations** Your debilitations are especially effective on your most powerful attacks. Whenever you critically succeed at an attack roll against an enemy and use Debilitating Strike, add the following debilitation to the list you can choose from.

* **Debilitation** The target attempts a Fortitude save against your class DC with the following effects.

**Critical Success** The target is unaffected.

**Success** The target is slowed 1 until the end of your next turn.

**Failure** The target is slowed 2 until the end of your next turn.

**Critical Failure** The target is paralyzed until the end of your next turn.

**Trick Attack** [one-action] The tomb raider musters their guile to attempt a clever attack that catches their foe unprepared. The tomb raider chooses one of their weapons. The next attack with that weapon deals an extra 2d6 precision damage. In addition, the tomb raider can Interact to draw the weapon (or to reload it if they choose the hand crossbow).

**Twist the Knife** [single Action] **Requirements** Your last action was a melee Strike that dealt sneak attack damage to a flat-footed target. After stabbing your opponent in a weak spot, you tear the wound open. You deal persistent bleed damage to the target equal to your number of sneak attack damage dice.