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Pathfinder Field Agent

Field Agent Creature4

N Medium Elf Human Humanoid

Perception +11; low-light vision, trap finder

Languages Common, Elf

Skills Acrobatics +12, Arcana +8, Athletics +6, Deception +6, Diplomacy +6, Adventurer’s Guild Lore +11, Stealth +12, Survival +8, Thievery +10

Str +0, Dex +4, Con +3, Int +2, Wis +2, Cha +0

Items comprehension elixir, minor healing potion, infiltrator’s elixir, rapier, shortbow (20 arrows), studded leather armor, thieves’ tools

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.

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 (deadly 1d8, disarm), Damage 1d6+6 piercing

Ranged [one-action] shortbow +12 (deadly d10, range increment 60 feet, reload 0), Damage 1d6+2 piercing

Mobility When the field agent takes a Stride action to move half their Speed or less, that movement does not trigger reactions.

Sneak Attack 2d6 Surprise 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.


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 Adventurer’s Guild, 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 adventurers, 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.

Section 15: Copyright Notice

Pathfinder Lost Omens World Guide (Second Edition) © 2019, Paizo Inc.; Authors: Tanya DePass, James Jacobs, Lyz Liddell, Ron Lundeen, Liane Merciel, Erik Mona, Mark Seifter, James L. Sutter.