Balin Redwaters Character in Sundered Cosmos | World Anvil
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Balin Redwaters

Balin Redwaters

Physical Description

General Physical Condition

Skills

Trained
  • Acrobatics
    • Balance
      Balance
      SINGLE ACTION

      Requirements You are in a square that contains a narrow surface, uneven ground, or another similar feature.
      Description You move across a narrow surface or uneven ground, attempting an Acrobatics check against its Balance DC. You are flat-footed while on a narrow surface or uneven ground.
      Applications
      • Untrained tangled roots, uneven cobblestones.
      • Trained wooden beam.
      • Expert deep, loose gravel
      • Master tightrope, smooth sheet of ice
      • Legendary razor’s edge, chunks of floor falling in midair
        Degrees of Performance
      • Critical Success You move up to your Speed.
      • Success You move up to your Speed, treating it as difficult terrain (every 5 feet costs 10 feet of movement).
      • Failure You must remain stationary to keep your balance (wasting the action) or you fall. If you fall, your turn ends.
      • Critical Failure You fall and your turn ends.
    • Maneuver in Flight
      [
      Maneuver in Flight
      SINGLE ACTION

      Requirements You have a fly Speed.
      Description You try a difficult maneuver while flying.
      Applications Attempt an Acrobatics check. The GM determines what maneuvers are possible, but they rarely allow you to move farther than your fly Speed.
      • Trained steep ascent or descent
      • Expert fly against the wind, hover midair
      • Master reverse direction
      • Legendary fly through gale-force winds
              Degrees of Performance
      • Success You succeed at the maneuver.
      • Failure Your maneuver fails. The GM chooses if you simply can’t move or if some other detrimental effect happens. The outcome should be appropriate for the maneuver you attempted (for instance, being blown off course if you were trying to fly against a strong wind).
      • Critical Failure As failure, but the consequence is more dire.
    • Squeeze
      Squeeze
      EXPLORATION ACTION

      Description You contort yourself to squeeze through a space so small you can barely fit through. 
      Applications This action is for exceptionally small spaces; many tight spaces are difficult terrain that you can move through more quickly and without a check.
      • Trained space barely fitting your shoulders
      • Master space barely fitting your head
      Degrees of Performance
      • Critical Success You squeeze through the tight space in 1 minute per 10 feet of squeezing.
      • SuccessYou squeeze through in 1 minute per 5 feet.
      • Critical Failure You become stuck in the tight space. While you’re stuck, you can spend 1 minute attempting another Acrobatics check at the same DC. Any result on that check other than a critical failure causes you to become unstuck.
    • Tumble Through
      Tumble Through
      SINGLE ACTION

      Requirements You are in a square that contains a narrow surface, uneven ground, or another similar feature.
      Description You Stride up to your Speed. During this movement, you can try to move through the space of one enemy. Attempt an Acrobatics check against the enemy’s Reflex DC as soon as you try to enter its space.
      Applications You can Tumble Through using Climb, Fly, Swim, or another action instead of Stride in the appropriate environment. Degrees of Performance
      • Success You move through the enemy’s space, treating the squares in its space as difficult terrain (every 5 feet costs 10 feet of movement). If you don’t have enough Speed to move all the way through its space, you get the same effect as a failure.
      • Failure Your movement ends, and you trigger reactions as if you had moved out of the square you started in.
  • Athletics
    • Climb
      Climb
      SINGLE ACTION

      Requirements You have both hands free.
      Description You move up, down, or across an incline. 
      Applications Unless it’s particularly easy, you must attempt an Athletics check. The GM determines the DC based on the nature of the incline and environmental circumstances. You’re flat-footed unless you have a climb Speed.   Degrees of Performance
      • Critical Success You move up, across, or safely down the incline for 5 feet plus 5 feet per 20 feet of your land Speed (a total of 10 feet for most PCs).
      • Success You move up, across, or safely down the incline for 5 feet per 20 feet of your land Speed (a total of 5 feet for most PCs, minimum 5 feet if your Speed is below 20 feet).
      • Critical Failure YYou fall. If you began the climb on stable ground, you fall and land prone.
    • Disarm
      Disarm
      SINGLE ACTION

      Requirements You have at least one hand free. Your target can’t be more than one size larger than you.
      Description You try to knock something out of an opponent’s grasp.
      Applications Attempt an Athletics check against the opponent’s Reflex DC.   Degrees of Performance
      • Critical Success You knock the item out of the opponent’s grasp. It falls to the ground in the opponent’s space.
      • Success You weaken your opponent’s grasp on the item. Until the start of that creature’s turn, attempts to Disarm the opponent of that item gain a +2 circumstance bonus, and the target takes a –2 circumstance penalty to attacks with the item or other checks requiring a firm grasp on the item.
      • Critical Failure You lose your balance and become flat-footed until the start of your next turn.
    • Force Open
      Force Open
      SINGLE ACTION

      Description Using your body, a lever, or some other tool, you attempt to forcefully open a door, window, container or heavy gate. With a high enough result, you can even smash through walls.    
      Applications Without a crowbar, prying something open takes a –2 item penalty to the Athletics check to Force Open.
      • Untrained fabric, flimsy glass
      • Trained ice, sturdy glass
      • Expert flimsy wooden door, wooden portcullis
      • Master sturdy wooden door, iron portcullis, metal bar
      • Legendary stone or iron door
        Degrees of Performance
      • Critical Success You open the door, window, container, or gate and can avoid damaging it in the process.
      • Success You break the door, window, container, or gate open, and the door, window, container, or gate gains the broken condition. If it’s especially sturdy, the GM might have it take damage but not be broken.
      • Critical Failure Your attempt jams the door, window, container, or gate shut, imposing a –2 circumstance penalty on future attempts to Force it Open.
    • Grapple
      Grapple
      SINGLE ACTION

      Requirements You have at least one free hand. Your target cannot be more than one size larger than you.
      Description You attempt to grab an opponent with your free hand.
      Applications Attempt an Athletics check against their Fortitude DC. You can also Grapple to keep your hold on a creature you already grabbed. Degrees of Performance
      • Critical Success Your opponent is restrained until the end of your next turn unless you move or your opponent Escapes.
      • Success Your opponent is grabbed until the end of your next turn unless you move or your opponent Escapes.
      • Failure You fail to grab your opponent. If you already had the opponent grabbed or restrained using a Grapple, those conditions on that creature end.
      • Critical Failure If you already had the opponent grabbed or restrained, it breaks free. Your target can either grab you, as if it succeeded at using the Grapple action against you, or force you to fall and land prone.
    • High Jump
      High Jump
      DOUBLE ACTION

      Requirements You have at least one free hand. Your target cannot be more than one size larger than you.
      Description You Stride, then make a vertical Leap and attempt a DC 30 Athletics check to increase the height of your jump. 
      Applications If you didn’t Stride at least 10 feet, you automatically fail your check. This DC might be increased or decreased due to the situation, as determined by the GM.   Leap The Leap basic action is used for High Jump and Long Jump. Leap lets you take a careful, short jump. You can Leap up to 10 feet horizontally if your Speed is at least 15 feet, or up to 15 feet horizontally if your Speed is at least 30 feet. You land in the space where your Leap ends (meaning you can typically clear a 5-foot gap if your Speed is between 15 feet and 30 feet, or a 10-foot gap if your Speed is 30 feet or more). If you make a vertical Leap, you can move up to 3 feet vertically and 5 feet horizontally onto an elevated surface. Degrees of Performance
      • Critical Success Increase the maximum vertical distance to 8 feet, or increase the maximum vertical distance to 5 feet and maximum horizontal distance to 10 feet.
      • Success Increase the maximum vertical distance to 5 feet.
      • Failure You Leap normally.
      • Critical Failure You don’t Leap at all, and instead you fall prone in your space.
    • Long Jump
      Long Jump
      DOUBLE ACTION

      Requirements You have at least one free hand. Your target cannot be more than one size larger than you.
      Description You Stride, then make a horizontal Leap and attempt an Athletics check to increase the length of your jump. 
      Applications The DC of the Athletics check is equal to the total distance in feet you’re attempting to move during your Leap (so you’d need to succeed at a DC 20 check to Leap 20 feet). You can’t Leap farther than your Speed. If you didn’t Stride at least 10 feet, or if you attempt to jump in a different direction than your Stride, you automatically fail your check. This DC might be increased or decreased due to the situation, as determined by the GM.   Leap The Leap basic action is used for High Jump and Long Jump. Leap lets you take a careful, short jump. You can Leap up to 10 feet horizontally if your Speed is at least 15 feet, or up to 15 feet horizontally if your Speed is at least 30 feet. You land in the space where your Leap ends (meaning you can typically clear a 5-foot gap if your Speed is between 15 feet and 30 feet, or a 10-foot gap if your Speed is 30 feet or more). If you make a vertical Leap, you can move up to 3 feet vertically and 5 feet horizontally onto an elevated surface. Degrees of Performance
      • Success Increase the maximum horizontal distance you Leap to the desired distance.
      • Failure You Leap normally.
      • Critical Failure You Leap normally, but then fall and land prone.
    • Shove
      Shove
      SINGLE ACTION

      Requirements You have at least one free hand. Your target cannot be more than one size larger than you.
      Description You push an opponent away from you. 
      Applications Attempt an Athletics check against your opponent’s Fortitude DC.

      Forced Movement

      The Shove action can force a creature to move. When an effect forces you to move, or if you start falling, the distance you move is defined by the effect that moved you, not by your Speed. Because you’re not acting to move, this doesn’t trigger reactions triggered by movement. Degrees of Performance
      • Critical Success You push your opponent up to 10 feet away from you. You can Stride after it, but you must move the same distance and in the same direction.
      • Success You push your opponent back 5 feet. You can Stride after it, but you must move the same distance and in the same direction.
      • Failure You Leap normally.
      • Critical Failure You lose your balance, fall, and land prone.
    • Swim
      Swim
      SINGLE ACTION

      Description You propel yourself through water.
      Applications In most calm water, you succeed at the action without needing to attempt a check. If you must breathe air and you’re submerged in water, you must hold your breath each round. If you fail to hold your breath, you begin to drown. If the water you are swimming in is turbulent or otherwise dangerous, you might have to attempt an Athletics check to Swim. If you end your turn in water and haven’t succeeded at a Swim action that turn, you sink 10 feet or get moved by the current, as determined by the GM. However, if your last action on your turn was to enter the water, you don’t sink or move with the current that turn.  
      • Untrained- lake or other still water
      • Trained- flowing water, like a river
      • Expert- swiftly flowing river
      • Master- stormy sea
      • Legendary- maelstrom, waterfall
      Degrees of Performance
      • Critical Success You move through the water 10 feet, plus 5 feet per 20 feet of your land Speed (a total of 15 feet for most PCs).
      • Success You move through the water 5 feet, plus 5 feet per 20 feet of your land Speed (a total of 10 feet for most PCs).
      • Critical Failure You make no progress, and if you’re holding your breath, you lose 1 round of air.
    • Trip
      Trip
      SINGLE ACTION

      Requirements You have at least one hand free. Your target can’t be more than one size larger than you.
      Description You try to knock an opponent to the ground.
      Applications Attempt an Athletics check against the target’s Reflex DC.  

      Falling

      When you fall more than 5 feet, you take falling damage when you land, which is bludgeoning damage equal to half the distance you fell. If you take any damage from a fall, you’re knocked prone when you land. If you fall into water, snow, or another soft substance, calculate the damage from the fall as though your fall were 20 feet shorter. The reduction can’t be greater than the depth of the water (so when falling into water that is only 10 feet deep, you treat the fall as 10 feet shorter). You can Grab an Edge as a reaction to reduce or eliminate the damage from some falls. Degrees of Performance
      • Critical Success The target falls and lands prone and takes bludgeoning damage .
      • Success The target falls and lands prone.
      • Critical Failure You lose your balance and fall and land prone.

Special abilities

Halfling

Barbarian

Rage

Rage
Rage - Class Feature 1
SINGLE ACTION

Requirements You aren’t fatigued or raging.
Description You tap into your inner fury and begin raging.
Applications You gain a number of temporary Hit Points equal to your level plus your Constitution modifier. This frenzy lasts for 1 minute, until there are no enemies you can perceive, or until you fall unconscious, whichever comes first. You can’t voluntarily stop raging. While you are raging:
  • You deal 2 additional damage with melee weapons and unarmed attacks. This additional damage is halved if your weapon or unarmed attack is agile.
  • You take a –1 penalty to AC.
  • You can’t use actions with the concentrate trait unless they also have the rage trait. 
  • You can Seek while raging.
  • After you stop raging, you lose any remaining temporary Hit Points from Rage, and you can’t Rage again for 1 minute.
  • Draconic Rage Draconic Rage
    Draconic Rage - Instinct Ability 1
    REACTION


    Trigger You use the Rage action on your turn.
    Description When you Rage, you exude the energy of your patron dragon.
    Applications While raging, you can increase the additional damage from Rage from 2 to 4 and change its damage type to match that of your dragon’s breath weapon instead of the damage type for your weapon or unarmed attack. If you do this, your Rage action gains the arcane and evocation traits, as well as the trait matching the damage type.   On the 7th level, this bonus increases to 8 and to 16 on the 15th level
  • Sudden Charge
    Sudden Charge - Class Feat 1
    DOUBLE ACTION

    Description With a quick sprint, you dash up to your foe and swing.
    Applications Stride twice. If you end your movement within melee reach of at least one enemy, you can make a melee Strike against that enemy. You can use Sudden Charge while Burrowing, Climbing, Flying, or Swimming instead of Striding if you have the corresponding movement type.
    Sudden Charge

Apparel & Accessories

Armor

 

Weapons

 
  • Maul
  • Javelin Quiver (four javelins)
  •    

    Gear

    Mental characteristics

    Education

    Sailor

    Balin spent most of his adolecense pressed into service on Saolish vessles. Underwater Marauder
    Underwater Marauder - Skill Feat 1, General Feat 1
    TRAIT

    Requirements Trained in Athletics
    Description You’ve learned to fight underwater.
    Applications You are not flat-footed while in water, and you don’t take the usual penalties for using a bludgeoning or slashing melee weapon in water.
    Underwater Marauder

    Employment

    Barbarian

    Barbarian
    Barbarian
    class

    Pathfinder 2e, Class, Barbarian, Core


    Hit Points

    12

    Key Ability

    Strength

    Advancement

    Level Benefits
    1st Ancestry and background initial proficiencies rage instinct
    2nd Barbarian feat skill feat
    3rd Deny advantage general feat skill increase Trained - Expert
    4th Barbarian feat skill feat
    5th 4x Ability boosts ancestry feat brutality skill increase Trained - Expert
    6th Barbarian feat skill feat
    7th General feat juggernaut skill increase Trained - Master weapon specialization
    8th Barbarian feat skill feat
    9th Ancestry feat lightning reflexes raging resistance skill increase Trained - Master
    10th 4x Ability boosts barbarian feat skill feat
    11th General feat mighty rage skill increase Trained - Master
    12th Barbarian feat skill feat
    13th Ancestry feat greater juggernaut medium armor expertise skill increase Trained - Master
    14th Barbarian feat skill feat
    15th 4x Ability boosts general feat greater weapon specialization indomitable will
    16th Barbarian feat skill feat
    17th Ancestry feat heightened senses skill increase Trained - Legendary quick rage
    18th Barbarian feat skill feat
    19th Armor of fury devastator general feat skill increase Trained - Legendary
    20th 4x Ability boosts barbarian feat skill feat

     
      At fourteen Balin was taken off of his ship by a Halfling claiming to be his uncle Trammel a dragon rager marked by Orovost , who taught Balin the virtues of righteous anger.
    • Dragon Rager Dragon Instinct
      Dragon Instinct - Barbarian Instinct
      TRAIT

      Description You summon the fury of a mighty dragon and manifest incredible abilities. Perhaps your culture reveres draconic majesty, or you gained your connection by drinking or bathing in dragon’s blood or after watching a marauding wyrm burn your village.
      Applications Select a type of dragon to be your instinct’s dragon type. Chromatic dragons tend to be evil, and metallic dragons tend to be good.
      Dragon Type Breath Weapon
      Black  Chromatic  Line of acid
      Blue Chromatic Line of electricity
      Green Chromatic  Cone of poison
      Red Chromatic  Cone of fire
      White Chromatic Cone of cold
      Brass Metallic Line of fire
      Bronze Metallic  Line of electricity
      Copper Metallic  Line of acid
      Gold  Metallic  Cone of fire
      Silver  Metallic Cone of cold
       

      Anathema

      Letting a personal insult against you slide is anathema to your instinct. Choose whether your character respects or abhors your dragon type. If you respect it, defying such a dragon is anathema, and if you abhor it, failing to defeat such a dragon you come across is anathema.

    Intellectual Characteristics

    Skills

    Trained
    • Crafting
      • Craft
        Craft
        DOWNTIME

        Requirements see below
        Description You can make an item from raw materials. You need the Alchemical Crafting skill feat to create alchemical items, the Magical Crafting skill feat to create magic items, and the Snare Crafting feat to create snares.
        Applications To Craft an item, you must meet the following requirements: • The item is your level or lower. An item that doesn’t list a level is level 0. If the item is 9th level or higher, you must be a master in Crafting, and if it’s 16th or higher, you must be legendary. • You have the formula for the item. • You have an appropriate set of tools and, in many cases, a workshop. For example, you need access to a smithy to forge a metal shield. • You must supply raw materials worth at least half the item’s Price. You always expend at least that amount of raw materials when you Craft successfully. If you’re in a settlement, you can usually spend currency to get the amount of raw materials you need, except in the case of rarer precious materials.   You must spend 4 days at work, at which point you attempt a Crafting check. The GM determines the DC to Craft the item based on its level, rarity, and other circumstances.  

        Consumables and Ammunition

        You can Craft items with the consumable trait in batches, making up to four of the same item at once with a single check. This requires you to include the raw materials for all the items in the batch at the start, and you must complete the batch all at once. You also Craft non-magical ammunition in batches

        Getting Formulas

        You can gain access to the formulas for all common items by purchasing a basic crafter’s book.  Formulas are instructions for making items with the Craft activity. You can usually read a formula as long as you can read the language it’s written in, though you might lack the skill to Craft the item. Often, alchemists and crafting guilds use obscure languages or create codes to protect their formulas from rivals. You can buy common formulas at the Price listed or you can hire an NPC to let you copy their formula for the same Price. A purchased formulais typically a schematic on rolled-up parchment of light Bulk. You can copy a formula into your formula book in 1 hour, either from a schematic or directly from someone else’s formula book. If you have a formula, you can Craft a copy of it using the Crafting skill. Formulas for uncommon items and rare items are usually significantly more valuable—if you can find them at all!   If you have an item, you can try to reverse‑engineer its formula. This uses the Craft activity and takes the same amount of time as creating the item from a formula would. You must first disassemble the item. After the base downtime, you attempt a Crafting check against the same DC it would take to Craft the item. If you succeed, you Craft the formula at its full Price, and you can keep working to reduce the Price as normal. If you fail, you’re left with raw materials and no formula. If you critically fail, you also waste 10% of the raw materials you’d normally be able to salvage. The item’s disassembled parts are worth half its Price in raw materials and can’t be reassembled unless you successfully reverse-engineer the formula or acquire the formula another way. Reassembling the item from the formula works just like Crafting it from scratch; you use the disassembled parts as the necessary raw materials. Degrees of Performance
        • Critical Success- Your attempt is successful. Each additional day spent Crafting reduces the materials needed to complete the item by an amount based on your level + 1 and your proficiency rank in Crafting.
        • Success- If your attempt to create the item is successful, you expend the raw materials you supplied. You can pay the remaining portion of the item’s Price in materials to complete the item immediately, or you can spend additional downtime days working on it. For each additional day you spend, reduce the value of the materials you need to expend to complete the item. This amount is determined earn income action, based on your proficiency rank in Crafting and using your own level instead of a task level. After any of these downtime days, you can complete the item by spending the remaining portion of its Price in materials. If the downtime days you spend are interrupted, you can return to finish the item later, continuing where you left off.
        • Failure- You fail to complete the item. You can salvage the raw materials you supplied for their full value. If you want to try again, you must start over.
        • li]Critical Failure- You fail to complete the item. You ruin 10% of the raw materials you supplied, but you can salvage the rest. If you want to try again, you must start over.
      • Earn Income
        Earn Income
        DOWNTIME

        Description You can use a skill—typically Crafting, Lore, or Performance—to earn money during downtime. You must be trained in the skill to do so. This takes time to set up, and your income depends on your proficiency rank and how lucrative a task you can find. Because this process requires a significant amount of time and involves tracking things outside the progress of adventures, it won’t come up in every campaign.   In some cases, the GM might let you use a different skill to Earn Income through specialized work. Usually, this is scholarly work, such as using Religion in a monastery to study old texts—but giving sermons at a church would still fall under Performance instead of Religion. You also might be able to use physical skills to make money, such as using Acrobatics to perform feats in a circus or Thievery to pickpockets. If you’re using skill other than Crafting, Lore, or Performance, the DC tends to be significantly higher.   You use one of your skills to make money during downtime. The GM assigns a task level representing the most lucrative job available. You can search for lower-level tasks, with the GM determining whether you find any. Sometimes you can attempt to find better work than the initial offerings, though this takes time and requires using the Diplomacy skill to Gather Information, doing some research, or socializing.   When you take on a job, the GM secretly sets the DC of your skill check. After your first day of work, you roll to determine your earnings. You gain an amount of income based on your result, the task’s level, and your proficiency rank. You can continue working at the task on subsequent days without needing to roll again. For each day you spend after the first, you earn the same amount as the first day, up until the task’s completion. The GM determines how long you can work at the task. Most tasks last a week or two, though some can take months or even years.
        Applications Crafting Goods for the Market (Crafting)- Using Crafting, you can work at producing common items for the market. It’s usually easy to find work making basic items whose level is 1 or 2 below your settlement’s level. Higher-level tasks represent special commissions, which might require you to Craft a specific item using the Craft downtime activity and sell it to a buyer at full price. These opportunities don’t occur as often and might have special requirements—or serious consequences if you disappoint a prominent client.   Practicing a Trade (Lore)- You apply the practical benefits of one of your Lore specialties during downtime by practicing your trade. This is most effective for Lore specialties such as business, law, or sailing, where there’s high demand for workers. The GM might increase the DC or determine only low-level tasks are available if you’re attempting to use an obscure Lore skill to Earn Income. You might also need specialized tools to accept a job, like mining tools to work in a mine or a merchant’s scale to buy and sell valuables in a market.   Staging a Performance (Performance)- You perform for an audience to make money. The available audiences determine the level of your task since more discerning audiences are harder to impress but provide a bigger payout. The GM determines the task level based on the audiences available. Performing for a typical audience of commoners on the street is a level 0 task, but a performance for a group of artisans with more refined tastes might be a 2nd- or 3rd-level task, and ones for merchants, nobility, and royalty are increasingly higher level. Your degree of success determines whether you moved your audience and whether you were rewarded with applause or rotten fruit. Degrees of Performance
        • Critical Success You do outstanding work. Gain the amount of currency listed for the task level + 1 and your proficiency rank.
        • Success You do competent work. Gain the amount of currency listed for the task level and your proficiency rank.
        • Failure You do shoddy work and get paid the bare minimum for your time. Gain the amount of currency listed in the failure column for the task level. The GM will likely reduce how long you can continue at the task.
        • Critical Failure You earn nothing for your work and are fired immediately. You can’t continue at the task. Your reputation suffers, potentially making it difficult for you to find rewarding jobs in that community in the future.
      • Identify Alchemy
        Identify Alchemy
        DOWNTIME

        Requirements You have alchemist’s tools
        Description You can identify the nature of an alchemical item with 10 minutes of testing using alchemist’s tools. If your attempt is interrupted in any way, you must start over. Degrees of Performance
        • Success- You identify the item and the means of activating it.
        • Failure- You fail to identify the item but can try again.
        • Critical Failure- You misidentify the item as another item of the GM’s choice
      • Recall Knowledge
        Recall Knowledge
        SINGLE ACTION

        Description To remember useful information on a topic, you can attempt to Recall Knowledge. You might know basic information about something without needing to attempt a check, but Recall Knowledge requires you to stop and think for a moment so you can recollect more specific facts and apply them. You might even need to spend time investigating first. For instance, to use Medicine to learn the cause of death, you might need to conduct a forensic examination before attempting to Recall Knowledge.
        Applications The following skills can be used to Recall Knowledge, getting information about the listed topics. In some cases, you can get the GM’s permission to use a different but related skill, usually against a higher DC than normal. Some topics might appear on multiple lists, but the skills could give different information. For example, Arcana might tell you about the magical defenses of a golem, whereas Crafting could tell you about its sturdy resistance to physical attacks.
        • Arcana: Arcane theories, magical traditions, creatures of arcane significance, and arcane planes.
        • Crafting: Alchemical reactions and creatures, item value, engineering, unusual materials, and constructs.
        • Lore: The subject of the Lore skill’s subcategory.
        • Medicine: Diseases, poisons, wounds, and forensics.
        • Nature: The environment, flora, geography, weather, creatures of natural origin, and natural planes.
        • Occultism: Ancient mysteries, obscure philosophy, creatures of occult significance, and esoteric planes.
        • Religion: Divine agents, divine planes, theology, obscure myths, and creatures of religious significance.
        • Society: Local history, key personalities, legal institutions, societal structure, and humanoid culture.
        The GM might allow checks to Recall Knowledge using other skills. For example, you might assess the skill of an acrobat using Acrobatics. If you’re using a physical skill (like in this example), the GM will most likely have you use a mental ability score—typically Intelligence— instead of the skill’s normal physical ability score. Degrees of Performance
        • Critical Success You recall the knowledge accurately and gain additional information or context.
        • Success You recall the knowledge accurately or gain a useful clue about your current situation.
        • Critical Failure You recall incorrect information or gain an erroneous or misleading clue.
      • Show Spoiler
      • Repair
        Repair
        EXPLORATION

        Requirements You have a repair kit
        Description You spend 10 minutes attempting to fix a damaged item, placing the item on a stable surface and using the repair kit with both hands. 
        Applications The GM sets the DC, but it’s usually about the same DC to Repair a given item as it is to Craft it in the first place. You can’t Repair a destroyed item. Degrees of Performance
        • Critical Success You restore 10 Hit Points to the item, plus an additional 10 Hit Points per proficiency rank you have in Crafting (a total of 20 HP if you’re trained, 30 HP if you’re an expert, 40 HP if you’re a master, or 50 HP if you’re legendary).
        • Success You restore 5 Hit Points to the item, plus an additional 5 per proficiency rank you have in Crafting (for a total of 10 HP if you are trained, 15 HP if you’re an expert, 20 HP if you’re a master, or 25 HP if you’re legendary).
        • Critical Failure You deal damage to the item. Apply the item’s Hardness to this damage.
    • Sailing Lore
      • Earn Income
      • Recall Knowledge
    • Stealth
      • Conceal an Object
        Conceal an Object
        SINGLE ACTION

        Description You hide a small object on your person (such as a weapon of light Bulk). 
        Applications When you try to sneak a concealed object past someone who might notice it, the GM rolls your Stealth check and compares it to this passive observer’s Perception DC. Once the GM rolls your check for a concealed object, that same result is used no matter how many passive observers you try to sneak it past. If a creature is specifically searching you for an item, it can attempt a Perception check against your Stealth DC (finding the object on success).   You can also conceal an object somewhere other than your person, such as among undergrowth or in a secret compartment within a piece of furniture. In this case, characters Seeking in an area compare their Perception check results to your Stealth DC to determine whether they find the object.   Degrees of Performance Success The object remains undetected. Failure The searcher finds the object
        - You hide a small object on your person.
      • Hide
        - You huddle behind cover or greater cover or deeper into concealment to become hidden, rather than observed.
      • Sneak
        Sneak
        SINGLE ACTION

        Description You can attempt to move to another place while becoming or staying undetected. 
        Applications Stride up to half your Speed. (You can use Sneak while Burrowing, Climbing, Flying, or Swimming instead of Striding if you have the corresponding movement type; you must move at half that Speed.) If you’re undetected by a creature and it’s impossible for that creature to observe you (for a typical creature, this includes when you’re invisible, the observer is blinded, or you’re in darkness and the creature can’t see in darkness), for any critical failure you roll on a check to Sneak, you get a failure instead. You also continue to be undetected if you lose cover or greater cover against or are no longer concealed from such a creature. At the end of your movement, the GM rolls your Stealth check in secret and compares the result to the Perception DC of each creature you were hidden from or undetected by at the start of your movement. If you have cover or greater cover from the creature throughout your Stride, you gain the +2 circumstance bonus from cover (or +4 from greater cover) to your Stealth check. Because you’re moving, the bonus increase from Taking Cover doesn’t apply. You don’t get to roll against a creature if, at the end of your movement, you neither are concealed from it nor have cover or greater cover against it. You automatically become observed by such a creature. Degrees of Performance
        • Success You’re undetected by the creature during your movement and remain undetected by the creature at the end of it. You become observed as soon as you do anything other than Hide, Sneak, or Step. If you attempt to Strike a creature, the creature remains flat-footed against that attack, and you then become observed. If you do anything else, you become observed just before you act unless the GM determines otherwise. The GM might allow you to perform a particularly unobtrusive action without being noticed, possibly requiring another Stealth check. If you speak or make a deliberate loud noise, you become hidden instead of undetected. If a creature uses Seek and you become hidden to it as a result, you must Sneak if you want to become undetected by that creature again.
        • Failure A telltale sound or other sign gives your position away, though you still remain unseen. You’re hidden from the creature throughout your movement and remain so.
        • Critical Failure You’re spotted! You’re observed by the creature throughout your movement and remain so. If you’re invisible and were hidden from the creature, instead of being observed you’re hidden throughout your movement and remain so.
        - You can attempt to move to another place while becoming or staying undetected.
    • Survival
      • Cover Tracks
        Cover Tracks
        EXPLORATION

        Description You cover your tracks, moving up to half your travel Speed. 
        Applications You don’t need to attempt a Survival check to cover your tracks, but anyone tracking you must succeed at a Survival check against your Survival DC if it is higher than the normal DC to Track. In some cases, you might Cover Tracks in an encounter. In this case, Cover Tracks is a single action and doesn’t have the exploration trait.           Degrees of Performance
      • Sense Direction
        Sense Direction
        EXPLORATION

        Description Using the stars, the position of the sun, traits of the geography or flora, or the behavior of fauna, you can stay oriented in the wild. 
        Applications Typically, you attempt a Survival check only once per day, but some environments or changes might necessitate rolling more often. The GM determines the DC and how long this activity takes (usually just a minute or so). More unusual locales or those you’re unfamiliar with might require you to have a minimum proficiency rank to Sense Direction. Without a compass, you take a –2 item penalty to checks to Sense Direction.             Degrees of Performance
        • Critical Success You get an excellent sense of where you are. If you are in an environment with cardinal directions, you know them exactly.
        • Success You gain enough orientation to avoid becoming hopelessly lost. If you are in an environment with cardinal directions, you have a sense of those directions.
         
        • Untrained determine a cardinal direction using the sun.
        • Trained find an overgrown path in a forest.
        • Expert navigate a hedge maze.
        • Master navigate a byzantine labyrinth or relatively featureless desert
        • Legendary navigate an ever-changing dream realm.
      • Subsist
        Subsist
        DOWNTIME

        Description You try to provide food and shelter for yourself, and possibly others as well.
        Applications The GM determines the DC based on the nature of the place where you’re trying to Subsist. You might need a minimum proficiency rank to Subsist in particularly strange environments.   Unlike most downtime activities, you can Subsist after 8 hours or less of exploration, but if you do, you take a –5 penalty. Critical Success Success Failure Critical Failure Degrees of Performance
        • Critical Success You either provide a subsistence living for yourself and one additional creature, or you improve your own food and shelter, granting yourself a comfortable living.
        • Success You find enough food and shelter with basic protection from the elements to provide you a subsistence living.
        • FailureYou’re exposed to the elements and don’t get enough food, becoming fatigued until you attain sufficient food and shelter.
        • Critical Failure You attract trouble, eat something you shouldn’t, or otherwise worsen your situation. You take a –2 circumstance penalty to checks to Subsist for 1 week. You don’t find any food at all; if you don’t have any stored up, you’re in danger of starving or dying of thirst if you continue failing.
      • Track
        Track
        EXPLORATION

        Description You follow tracks, moving at up to half your travel Speed. After a successful check to Track, you can continue following the tracks at half your Speed without attempting additional checks for up to 1 hour. In some cases, you might Track in an encounter. In this case, Track is a single action and doesn’t have the exploration trait, but you might need to roll more often because you’re in a tense situation. The GM determines how often you must attempt this check.
        Applications You attempt your Survival check when you start Tracking, once every hour you continue tracking, and any time something significant changes in the trail. The GM determines the DCs for such checks, depending on the freshness of the trail, the weather, and the type of ground. Degrees of Performance Success You find the trail or continue to follow the one you’re already following. Failure You lose the trail but can try again after a 1-hour delay. Critical Failure You lose the trail and can’t try again for 24 hours.   Untrained the path of a large army following a road Trained relatively fresh tracks of a rampaging bear through the plains Expert a nimble panther’s tracks through a jungle, tracks after the rain Master tracks after a winter snow, tracks of a mouse or smaller creature, tracks left on surfaces that can’t hold prints like bare rock Legendary old tracks through a windy desert’s sands, tracks after a major blizzard or hurricane

    Relationships

    Balin Redwaters

    Compatriot (Important)

    Towards Poshzhuket

    0
    0

    Frank


    Poshzhuket

    Compatriot (Important)

    Towards Balin Redwaters

    -1
    -1

    Honest


    Trammel Redwaters

    Uncle (Vital)

    Towards Balin Redwaters

    3
    3

    Frank


    Balin Redwaters

    Nephew (Vital)

    Towards Trammel Redwaters

    5
    4

    Honest


    Alignment
    Chaotic Good
    Current Location
    Species
    Conditions
    Ethnicity
    Year of Birth
    3 SC 49 Years old
    Spouses
    Siblings
    Children
    Gender
    Male
    Aligned Organization
    Other Affiliations
    Known Languages
    Common, Halfling, Draconic

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    Balin Redwaters


    Name
    Balin Redwaters
    Level
    1
    Ancestry
    Halfling
    Heritage
    Twilight Halfling
    Background
    Sailor
    Class
    Barbarian 1
    Ac
    18
    Hp
    19
    Class_dc
    16
    Perception
    Trained , Low-light Vision
    Speed
    25 ft
    Abilities
    STR 16 DEX 16 CON 12 INT 12 WIS 12 CHA 10
    Saves
    • Fortitude- Expert
    • Reflex- Trained
    • Will- Expert
    Skills

    Trained Skills

    Acrobatics , Athletics , Crafting , Sailing Lore , Stealth , Survival

    Languages

    Common, Halfling, Draconic
    Weapon_proficencies

    Trained

    • Simple
    • Martial
    • Unarmed B
    Weapons
    • Maul S
    • Javelin P

    Draconic Rage

    • Firey Maul Fire Damage
    Armor

    Trained

    • Unarmored
    • Light
    • Medium
    Gear
    • Adventurer's Pack
    • Hide Armor
    • Javelin Quiver (4 Javelin)
    • Two Grappling Hooks
    • Maul
    • Sheath
    Feats

    Ancestry Feats

    Unfettered Halfling

    Class Feats

    Sudden Charge

    Skill Feats

    Underwater Maurader
    Tags
    Pathfinder 2e, Halfling, Barbarian 1, Chaotic Good, Small
    IsShared
    on
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