Bhalke Zlekhfaang Character in Sundered Cosmos | World Anvil
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Bhalke Zlekhfaang

Cheif Bhalke Zlekhfaang

  I am Bhalke, and I am the Gaftzlekh Fauz’s chieftain. We have been stuck up here for so long—days it feels like! Maybe even weeks? Hard to keep track. First those awful monsters chased us from our comfy basement, then that dragon-dog came, and then that awful halfling man showed up talking about elves and other nonsense! No elves live here! Just us Fauzi!
— Bhalke Zlekhfaang

Physical Description

Special abilities

Goblin Ancestry

  • Darkvision - Helba can see in darkness and dim light just as well as in bright light, though her vision in darkness is in black and white.
  • Goblin Lore
    Goblin Lore - Ancestry Feat 1
    TRAIT

    Requirements Goblin Ancestry
    Description You’ve picked up skills and tales from your goblin community.
    Applications You gain the trained proficiency rank in Nature and Stealth. If you would automatically become trained in one of those skills (from your background or class, for example), you instead become trained in a skill of your choice. You also become trained in Goblin Lore.

Chitterblood Goblins

  • Unbreakable
    Unbreakable Goblin - Heritage
    TRAIT

    Requirements Goblin Ancestry
    Description You’re able to bounce back from injuries easily due to an exceptionally thick skull, cartilaginous bones, or some other mixed blessing. 
    Applications You gain 10 Hit Points from your ancestry instead of 6. When you fall, reduce the falling damage you take as though you had fallen half the distance.

Ranger

Outwit Edge

  • Outwit
    Outwit Edge - Hunter's Edge
    TRAIT

    Description You are talented at outwitting and evading your prey. 
    Applications You gain a +2 circumstance bonus to Deception checks, Intimidation checks, Stealth checks, and any checks to Recall Knowledge about the prey and a +1 circumstance bonus to AC against your prey’s attacks.

Class Feats

  • Forest Favored Terrain
    Favored Terrain - Class Feat 2
    TRAIT

    Requirements Ranger
    Description You have studied a specific terrain to overcome its challenges.
    Applications Choose aquatic, arctic, desert, forest, mountain, plains, sky, swamp, or underground as your favored terrain. When in that terrain, you can ignore the effects of non-magical difficult terrain If you have the wild stride class feature, you gain a second benefit while in your favored terrain, depending on your choice.• Aquatic You gain a swim Speed equal to your Speed. If you already had a swim Speed, you gain a +10-foot status bonus to your swim Speed.
    • Arctic You need to eat and drink only one-tenth as much as usual, you aren’t affected by severe or extreme cold, and you can walk across ice and snow at full Speed without needing to Balance.
    • Desert You need to eat and drink only one-tenth as much as usual, you aren’t affected by severe or extreme heat, and you can walk along sand at full Speed without needing to Balance.
    • Forest, Mountain, or Underground You gain a climb Speed equal to your Speed. If you already had a climb Speed, you gain a +10-foot status bonus to your climb Speed.
    • Plains You gain a +10-foot status bonus to your land Speed.
    • Sky You gain a +10-foot status bonus to your fly Speed, if you have one.
    • Swamp You can move across bogs at full Speed, even if they are deep enough to be greater difficult terrain or to normally require you to Swim.
  • Monster Hunter
    Monster Hunter - Class Feat 1
    TRAIT

    Requirements Ranger
    Description You swiftly assess your prey and apply what you know.
    Applications As part of the action used to Hunt your Prey, you can attempt a check to Recall Knowledge about your prey. When you critically succeed at identifying your hunted prey with Recall Knowledge, you note a weakness in the creature’s defenses. You and allies you tell gain a +1 circumstance bonus to your next attack roll against that prey. You can give bonuses from Monster Hunter only once per day against a particular creature.

Strength

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.

Dexterity

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.

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
  • Hide
  • 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.

Mental characteristics

Education

Nomad

Nomad
Nomad - Background
TRAIT

Description Traveling far and wide, you picked up basic tactics for surviving on the road and in unknown lands, getting by with few supplies and even fewer comforts. As an adventurer, you travel still, often into even more dangerous places.
Applications Choose two ability boosts. One must be to Constitution or Wisdom, and one is a free ability boost. You’re trained in the Survival skill and a Lore skill related to one terrain you traveled in (such as Desert Lore or Swamp Lore). You gain the Assurance skill feat with Survival.

Employment

Ranger

Ranger
Ranger
class

Pathfinder 2e, Class, Ranger


Hit Points

10

Key Ability

Dexterity or Strength

Advancement

Level Benefits
1st Ancestry and background initial proficiencies hunt prey hunter’s edge
2nd Ranger feat skill feat
3rd General feat iron will skill increase
4th Ranger feat skill feat
5th Ability boosts ancestry feat skill increase trackless step
6th Ranger feat skill feat
7th Evasion general feat skill increase vigilant senses
8th Ranger feat skill feat
9th Ancestry feat nature’s edge ranger expertise skill increase
10th General feat juggernaut medium armor expertise skill increase
11th General feat rogue expertise skill feat skill increase
12th Ranger feat skill feat
13th Ancestry feat skill increase weapon mastery
14th Ranger feat skill feat
15th Ability boosts general feat greater weapon specialization improved evasion
16th Ranger feat skill feat
17th Ancestry feat masterful hunter skill increase
18th Ranger feat skill feat
19th General feat second skin skill increase swift prey
20th Ability boosts ranger feat skill feat

 

Failures & Embarrassments

Cinderclaw Invasion The Bumblebrashers were run out of their home in the northern vaults by a group of Dahak's worshipers that crashed through the Huntergate. Several goblins were killed as they escaped to the surface of Citadel Altaerein. The Stairway connecting the vaults to the surface collapsed in the escape, granting the Bumblebrashers a reprieve from the Mwangi invaders.

Intellectual Characteristics

Intelligence

Leathercraft

  • 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.
  • Repair
    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.

Forest and Goblin Lore

  • Recall Knowledge
  • Earn Income

Charisma

Diplomacy

  • Befriend a Local
    Request
    SINGLE ACTION

    Description You can make a request of a creature that’s friendly or helpful to you.
    Applications You must couch the request in terms that the target would accept given their current attitude toward you. The GM sets the DC-based on the difficulty of the request. Some requests are unsavory or impossible, and even a helpful NPC would never agree to them. Degrees of Performance
    • Critical Success The target agrees to your request without qualifications.
    • Success The target agrees to your request, but they might demand added provisions or alterations to the request.
    • Failure The target refuses the request, though they might propose an alternative that is less extreme.
    • Critical Failure Not only does the target refuse the request, but their attitude toward you decreases by one.

    Changing Attitudes

    Your influence on NPCs is measured with a set of attitudes that reflect how they view your character.
    • Helpful Willing to help you and responds favorably to your requests.
    • Friendly Has a good attitude toward you, but won’t necessarily stick their neck out to help you.
    • Indifferent Doesn’t care about you either way. (Most NPCs start out indifferent.)
    • Unfriendly Dislikes you and doesn’t want to help you.
    • Hostile- Actively works against you—and might attack you just because of their dislike.
    No one can ever change the attitude of a player character with these skills. You can roleplay interactions with player characters, and even use Diplomacy results if the player wants a mechanical sense of how convincing or charming a character is, but players make the ultimate decisions about how their characters respond.
  • Gather Information
    Gather Information
    EXPLORATION

    Description You canvass local markets, taverns, and gathering places in an attempt to learn about a specific individual or topic.
    Applications The GM determines the DC of the check and the amount of time it takes (typically 2 hours, but sometimes more), along with any benefit you might be able to gain by spending coin on bribes, drinks, or gifts. Degrees of Performance
    • Critical Success You gain relevant information from the next Higher difficulty tier.
    • Success You collect information about the individual or topic. The GM determines the specifics.
    • Critical FailureYou collect incorrect information about the individual or topic.

    Sample Gather Information Tasks

    • Untrained talk of the town
    • Trained common rumor
    • Expert obscure rumor, poorly guarded secret
    • Master well-guarded or esoteric information
    • Legendary information known only to an incredibly select few, or only to extraordinary beings
  • Make an Impression
    Make an Impression
    EXPLORATION

    Description With at least 1 minute of conversation, during which you engage in charismatic overtures, flattery, and other acts of goodwill, you seek to make a good impression on someone to make them temporarily agreeable.
    Applications At the end of the conversation, attempt a Diplomacy check against the Will DC of one target, modified by any circumstances the GM sees fit. Good impressions (or bad impressions, on a critical failure) last for only the current social interaction unless the GM decides otherwise. Degrees of Performance
    • Critical Success The target’s attitude toward you improves by two steps.
    • Success The target’s attitude toward you improves by one step.
    • Critical Failure The target’s attitude toward you decreases by one step.

    Changing Attitudes

    Your influence on NPCs is measured with a set of attitudes that reflect how they view your character.
    • Helpful Willing to help you and responds favorably to your requests.
    • Friendly Has a good attitude toward you, but won’t necessarily stick their neck out to help you.
    • Indifferent Doesn’t care about you either way. (Most NPCs start out indifferent.)
    • Unfriendly Dislikes you and doesn’t want to help you.
    • Hostile- Actively works against you—and might attack you just because of their dislike.
    No one can ever change the attitude of a player character with these skills. You can roleplay interactions with player characters, and even use Diplomacy results if the player wants a mechanical sense of how convincing or charming a character is, but players make the ultimate decisions about how their characters respond.
  • Request
    Request
    SINGLE ACTION

    Description You can make a request of a creature that’s friendly or helpful to you.
    Applications You must couch the request in terms that the target would accept given their current attitude toward you. The GM sets the DC-based on the difficulty of the request. Some requests are unsavory or impossible, and even a helpful NPC would never agree to them. Degrees of Performance
    • Critical Success The target agrees to your request without qualifications.
    • Success The target agrees to your request, but they might demand added provisions or alterations to the request.
    • Failure The target refuses the request, though they might propose an alternative that is less extreme.
    • Critical Failure Not only does the target refuse the request, but their attitude toward you decreases by one.

    Changing Attitudes

    Your influence on NPCs is measured with a set of attitudes that reflect how they view your character.
    • Helpful Willing to help you and responds favorably to your requests.
    • Friendly Has a good attitude toward you, but won’t necessarily stick their neck out to help you.
    • Indifferent Doesn’t care about you either way. (Most NPCs start out indifferent.)
    • Unfriendly Dislikes you and doesn’t want to help you.
    • Hostile- Actively works against you—and might attack you just because of their dislike.
    No one can ever change the attitude of a player character with these skills. You can roleplay interactions with player characters, and even use Diplomacy results if the player wants a mechanical sense of how convincing or charming a character is, but players make the ultimate decisions about how their characters respond.

Wisdom

Medicine

  • Administer First Aid
    Administer First Aid
    DOUBLE ACTION

    Requirements You have healer’s tools
    Description You perform first aid on an adjacent creature that is dying or bleeding. 
    Applications If a creature is both dying and bleeding, choose which ailment you’re trying to treat before you roll. You can Administer First Aid again to attempt to remedy the other effect. • Stabilize Attempt a Medicine check on a creature that has 0 Hit Points and the dying condition. The DC is equal to 5 + that creature’s recovery roll DC (typically 15 + its dying value). • Stop Bleeding Attempt a Medicine check on a creature that is taking persistent bleed damage, giving them a chance to make another flat check to remove the persistent damage. The DC is usually the DC of the effect that caused the bleed. Degrees of Performance
    • Success- If you’re trying to stabilize, the creature loses the dying condition (but remains unconscious). If you’re trying to stop bleeding, the creature attempts a flat check to end the bleeding.
    • Critical Failure- If you were trying to stabilize, the creature’s dying value increases by 1. If you were trying to stop bleeding, it immediately takes an amount of damage equal to its persistent bleed damage.
  • Recall Knowledge
  • Treat Disease
    Treat Disease
    DOWNTIME

    Requirements You have healer’s tools
    Description You spend at least 8 hours caring for a diseased creature. 
    Applications Attempt a Medicine check against the disease’s DC. After you attempt to Treat a Disease for a creature, you can’t try again until after that creature’s next save against the disease. Degrees of Performance
    • Critical Success-You grant the creature a +4 circumstance bonus to its next saving throw against the disease.
    • Success- You grant the creature a +2 circumstance bonus to its next saving throw against the disease.
    • Critical Failure- Your efforts cause the creature to take a –2 circumstance penalty to its next save against the disease.
  • Treat Poison
    Treat Poison
    SINGLE ACTION

    Requirements You have healer’s tools
    Description You treat a patient to prevent the spread of poison. 
    Applications Attempt a Medicine check against the poison’s DC. After you attempt to Treat a Poison for a creature, you can’t try again until after the next time that creature attempts a save against the poison. Degrees of Performance
    • Critical Success- You grant the creature a +4 circumstance bonus to its next saving throw against the poison.
    • Success- You grant the creature a +2 circumstance bonus to its next saving throw against the poison.
    • Critical Failure- Your efforts cause the creature to take a –2 circumstance penalty to its next save against the poison.
  • Treat Wounds
    Treat Wounds
    EXPLORATION

    Requirements You have healer’s tools
    Description You spend 10 minutes treating one injured living creature (targeting yourself, if you so choose). 
    Applications The target is then temporarily immune to Treat Wounds actions for 1 hour, but this interval overlaps with the time you spent treating (so a patient can be treated once per hour, not once per 70 minutes). The Medicine check DC is usually 15, though the GM might adjust it based on the circumstances, such as treating a patient outside in a storm, or treating magically cursed wounds. If you’re an expert in Medicine, you can instead attempt a DC 20 check to increase the Hit Points regained by 10; if you’re a master of Medicine, you can instead attempt a DC 30 check to increase the Hit Points regained by 30; and if you’re legendary, you can instead attempt a DC 40 check to increase the Hit Points regained by 50. The damage dealt on a critical failure remains the same. If you succeed at your check, you can continue treating the target to grant additional healing. If you treat them for a total of 1 hour, double the Hit Points they regain from Treat Wounds. The result of your Medicine check determines how many Hit Points the target regains. Degrees of Performance
    • Critical Success- The target regains Hit Points , and its wounded condition is removed./li]
    • Success- The target regains Hit Points , and its wounded condition is removed.
    • Critical Failure- The target takes damage .

Nature

  • Identify Magic
    Identify Magic
    EXPLORATION

    Description Once you discover that an item, location, or ongoing effect is magical, you can spend 10 minutes to try to identify the particulars of its magic.
    Applications If your attempt is interrupted, you must start over. The GM sets the DC for your check. Cursed or esoteric subjects usually have higher DCs or might even be impossible to identify using this activity alone. Heightening a spell doesn’t increase the DC to identify it. Degrees of Performance
    • Critical Success You learn all the attributes of the magic, including its name (for an effect), what it does, any means of activating it (for an item or location), and whether it is cursed.
    • Success For an item or location, you get a sense of what it does and learn any means of activating it. For an ongoing effect (such as a spell with a duration), you learn the effect’s name and what it does. You can’t try again in hopes of getting a critical success.
    • FailureYou fail to identify the magic and can’t try again for 1 day.
    • Critical Failure You misidentify the magic as something else of the GM’s choice.
  • Learn a Spell
    Learn a Spell
    EXPLORATION

    Requirements You have a spellcasting class feature, and the spell you want to learn is on your magical tradition’s spell list.
    Description If you’re a spellcaster, you can use the skill corresponding to your magical tradition to learn a new spell of that tradition.
    Applications You can gain access to a new spell of your tradition from someone who knows that spell or from magical writing like a spellbook or scroll. If you can cast spells of multiple traditions, you can Learn a Spell of any of those traditions, but you must use the corresponding skill to do so. For example, if you were a cleric with the bard multiclass archetype, you couldn’t use Religion to add an occult spell to your bardic spell repertoire.   To learn the spell, you must do the following:
    • Spend 1 hour per level of the spell, during which you must remain in conversation with a person who knows the spell or have the magical writing in your possession.
    • Have materials with the Price indicated.
    • Attempt a skill check for the skill corresponding to your tradition (DC determined by the GM). Uncommon or rare spells have higher DCs. If you have a spellbook, Learning a Spell lets you add the spell to your spellbook; if you prepare spells from a list, it’s added to your list; if you have a spell repertoire, you can select it when you add or swap spells.
    Degrees of Performance
    • Critical Success You expend half the materials and learn the spell.
    • Success You expend the materials and learn the spell.
    • FailureYou fail to learn the spell but can try again after you gain a level. The materials aren’t expended.
    • Critical Failure As failure, plus you expend half the materials.
  • Recall Knowledge
  • Command an Animal
    Command an Animal
    SINGLE ACTION

    Description You issue an order to an animal. 
    Applications Attempt a Nature check against the animal’s Will DC. The GM might adjust the DC if the animal has a good attitude toward you, you suggest a course of action it was predisposed toward, or you offer it a treat. You automatically fail if the animal is hostile or unfriendly to you. If the animal is helpful to you, increase your degree of success by one step. You might be able to Command an Animal more easily with a feat like Ride.   Most animals know the Leap, Seek, Stand, Stride, and Strike basic actions. If an animal knows an activity, such as a horse’s Gallop, you can Command the Animal to perform the activity, but you must spend as many actions on Command an Animal as the activity’s number of actions. You can also spend multiple actions to Command the Animal to perform that number of basic actions on its next turn; for instance, you could spend 3 actions to Command an Animal to Stride three times or to Stride twice and then Strike.  

     Commanding Creatures

    Issuing commands to an animal doesn’t always go smoothly. An animal is an independent creature with limited intelligence. Most animals understand only the simplest instructions, so you might be able to instruct your animal to move to a certain square but not dictate a specific path to get there, or command it to attack a certain creature but not to make its attack nonlethal. The GM decides the specifics of the action your animal uses. The animal does what you commanded as soon as it can, usually as its first action on its next turn. If you successfully commanded it multiple times, it does what you said in order. It forgets all commands beyond what it can accomplish on its turn. If multiple people command the same animal, the GM determines how the animal reacts. The GM might also make the DC higher if someone has already tried to Command the Animal that round. Degrees of Performance
    • Success The animal does as you command on its next turn.
    • Failure The animal is hesitant or resistant, and it does nothing.
    • Critical Failure The animal misbehaves or misunderstands, and it takes some other action determined by the GM.

Religion

  • Decipher Writing
    Decipher Writing
    EXPLORATION

    Description You attempt to decipher complicated writing or literature on an obscure topic.
    Applications This usually takes 1 minute per page of text, but might take longer (typically an hour per page for decrypting ciphers or the like). The text must be in a language you can read, though the GM might allow you to attempt to decipher text written in an unfamiliar language using Society instead.   The DC is determined by the GM based on the state or complexity of the document. The GM might have you roll one check for a short text or a check for each section of a larger text. Degrees of Performance
    • Critical Success You understand the true meaning of the text.
    • Success You understand the true meaning of the text. If it was a coded document, you know the general meaning but might not have a word-for-word translation.
    • Failure You can’t understand the text and take a –2 circumstance penalty to further checks to decipher it.
    • Critical Failure You believe you understand the text on that page, but you have in fact misconstrued its message.
  • Identify Magic
  • Learn a Spell
  • Recall Knowledge

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
Alignment
Green
Current Location
Ethnicity
Children
Gender
Female

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