Ethed Westdune Character in Sundered Cosmos | World Anvil
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Ethed Westdune

Ethed Westdune

Male Human Bandit Comander, Neutral. Ethed is slender, with thick copper hair and green eyes. He wears Studded Leather Armor  and wields a Scimitar . Ethed has a rogue companion, Ancip.

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.
  • 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.
  • Special abilities

    Barbarian

    • Raging Intimidation Raging Intimidation
      Raging Intimidation - Class Feat 1
      TRAIT

      Description Your fury fills your foes with fear. 
      Applications While you are raging, your Demoralize and Scare to Death actions (from the Intimidation skill and an Intimidation skill feat, respectively) gain the rage trait, allowing you to use them while raging. As soon as you meet the prerequisites for the skill feats Intimidating Glare and Scare to Death, you gain these feats.
    • Raging Thrower Raging Thrower
      Raging Thrower - Class Feat 1
      TRAIT

      Description Thrown weapons become especially deadly in your fury. 
      Applications You apply the additional damage from Rage to your thrown weapon attacks. If you have the Brutal Critical feat or the devastator class feature, apply their benefits to thrown weapon attacks.
    • Sudden Charge Sudden Charge
      Thrash - Class Feat 8
      SINGLE ACTION

      Requirements You have a foe grabbed.
      Description You thrash the grabbed foe around. 
      Applications It takes bludgeoning damage equal to your Strength modifier plus your ferocious specialization damage plus your Rage damage. The foe must attempt a basic Fortitude save against your class DC.

    Apparel & Accessories

    Armor

    • Studded Leather Armor Studded Leather Armor

      Studded Leather Armor


      Name
      Studded Leather Armor
      Price
      3 gp
      Category
      Light
      Ac_bonus
      2
      Dex_cap
      3
      Check_penalty
      -1
      Strength
      12
      Bulk
      1
      Group
      Leather
      Armor_specialization_effect
      The thick second skin of the armor disperses blunt force to reduce bludgeoning damage. You gain resistance to bludgeoning damage equal to 1 + the value of the armor’s potency rune for medium armor, or 2 + the value of the armor’s potency rune for heavy armor.
      Description
      This leather armor is reinforced with metal studs and sometimes small metal plates, providing most of the flexibility of leather armor with more robust protection.
      Tags
      Patfinder 2e, Armor, Light, Leather, Core
      IsShared
      on

    Weapons

    • Javelin Quiver (four javelins) Javelin

      Javelin


      Name
      Javelin
      Price
      1 sp
      Damage
      Piercing +STR
      Hands
      1
      Group
      Sling
      Weapon_traits
      Ranged, Dart, Thrown
      Range
      30 ft.
      Reload
      Single Action
      Description
      This thin spear is well balanced for throwing but is not designed for melee use.
      Critical_specialization_effects
      The target takes persistent bleed damage . You gain an item bonus to this bleed damage equal to the weapon’s item bonus to attack rolls.
      Tags
      Pathfinder 2e, Ranged, Dart, Thrown
      IsShared
      on
    • Scimitar Scimitar

      Scimitar


      Name
      Scimitar
      Price
      1 gp
      Damage
      1d6 S
      Bulk
      1
      Hands
      1
      Group
      Sword
      Weapon_traits
      Sword, Forceful, Sweep
      Description
      This one-handed curved blade is sharp on one side.
      Critical_specialization_effects
      The target is made off-balance by your attack, becoming flat-footed until the start of your next turn.
      Tags
      Pathfinder 2e, Sword, Forceful, Sweep, Core
      IsShared
      on

    Gear

    Mental characteristics

    Education

    Early in his life Ethed joined a local street gang in Jash.
    • Criminal Criminal
      Criminal Background - Background
      TRAIT

      Description As an unscrupulous independent or as a member of an underworld organization, you lived a life of crime. You might have become an adventurer to seek redemption, to escape the law, or simply to get access to bigger and better loot.  
      Applications Choose two ability boosts. One must be to Dexterity or Intelligence, and one is a free ability boost.   You’re trained in the Stealth skill and the Underworld Lore skill. You gain the Experienced Smuggler skill feat.
    • Experienced Smuggler Experienced Smuggler
      Experienced Smuggler - Skill Feat 1
      TRAIT

      Requirements Trained in Stealth
      Description You often smuggle things past the authorities.
      Applications When the GM rolls your Stealth check to see if a passive observer notices a small item you have concealed, the GM uses the number rolled or 10—whichever is higher—as the result of your die roll, adding it to your Stealth modifier to determine your Stealth check result. If you’re a master in Stealth, the GM uses the number rolled or 15, and if you’re legendary in Stealth, you automatically succeed at hiding a small concealed item from passive observers. This provides no benefits when a creature attempts a Perception check while actively searching you for hidden items. Due to your smuggling skill, you’re more likely to find more lucrative smuggling jobs when using Underworld Lore to Earn Income.

    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

       
    Ethed fostered an inner fury that set him apart in Jash's streets.
    • Fury Instinct Fury Instinct
      Fury Instinct - Barbarian Instinct
      TRAIT

      Description Your rage comes from a deep and purely personal well within you. You use your rage as you choose.
      Applications You don’t have an anathema and, you gain an additional 1st-level barbarian feat.

    Intellectual Characteristics

    Skills

    Trained
  • Intimidate
    • Coerce
      Coerce
      EXPLORATION

      Description With threats either veiled or overt, you attempt to bully a creature into doing what you want.
      Applications You must spend at least 1 minute of conversation with a creature you can see and that can either see or sense you. At the end of the conversation, attempt an Intimidation check against the target’s Will DC, modified by any circumstances the GM determines. Degrees of Performance
      • Critical Success The target gives you the information you seek or agrees to follow your directives so long as they aren’t likely to harm the target in any way. The target continues to comply for an amount of time determined by the GM but not exceeding 1 day, at which point the target becomes unfriendly (if they weren’t already unfriendly or hostile). However, the target is too scared of you to retaliate—at least in the short term.
      • Success As critical success, but once the target becomes unfriendly, they might decide to act against you—for example, by reporting you to the authorities or assisting your enemies.
      • Failure The target doesn’t do what you say, and if they were not already unfriendly or hostile, they become unfriendly. Critical Failure The target refuses to comply becomes hostile if they weren’t already, and can’t be Coerced by you for at least 1 week.

      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.
    • Demoralize
      Demoralize
      SINGLE ACTION

      Description With a sudden shout, a well-timed taunt, or a cutting put-down, you can shake an enemy’s resolve.
      Applications Choose a creature within 30 feet of you who you’re aware of. Attempt an Intimidation check against that target’s Will DC. If the target does not understand the language you are speaking, you’re not speaking a language, or they can’t hear you, you take a –4 circumstance penalty to the check. Regardless of your result, the target is temporarily immune to your attempts to Demoralize it for 10 minutes. Degrees of Performance
      • Critical Success The target becomes frightened 2.
      • Success The target becomes frightened 1.
  • Underworld Lore
    • 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.
    • 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.
  • Nature
    • 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.
    • 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
  • 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

    Ethed Westdune

    Patron (Vital)

    Towards Ancip

    5
    1

    Frank


    Ancip

    Companion (Vital)

    Towards Ethed Westdune

    5
    3

    Frank


    Alignment
    Chaotic Neutral
    Current Location
    Conditions
    Ethnicity
    Year of Birth
    30 SC 22 Years old
    Spouses
    Siblings
    Children
    Current Residence
    Gender
    Male
    Aligned Organization
    Ruled Locations

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    Ethed Westdune

    BARBARIAN FURY INSTINCT HUMAN HUMANOID
    Class
    Barbarian 1
    Size
    Alignment
    Chaotic Neutral
    XP
    Level
      1  
    Hero Points
    Deity
    Skilled Human
    Criminal
    30ft
    +4
    Str
    Modifier
    Strength
    Score
    18
    +2
    Dex
    Modifier
    Dexterity
    Score
    14
    +2
    Con
    Modifier
    Constitution
    Score
    14
    +0
    Int
    Modifier
    Intelligence
    Score
    10
    +1
    Wis
    Modifier
    Wisdom
    Score
    12
    +0
    Cha
    Modifier
    Charisma
    Score
    10
    Total
    23
    Base
    10
    Key
    4
    Item
    6
    Prof
    3
    U T E M L
      +2      

     
    Common, Elvish, Dwarven,
    HP
    22/22
    Temp. HP
    0
    Total
    4
    Prof. Mod
    3
    Att. Mod (Wis)
    1
    Item Mod
    0
    U T E M L
      +2      

     
    Total
    17
    AC Base
    10
    Dex Bonus (or AC Cap)
    2
    Item
    2
    Prof
    3
    U T E M L
      +2      

     
    Unarmored
    U T E M L
      +2      

     
    Light
    U T E M L
      +2      

     
    Medium
    U T E M L
      +2      

     
    Heavy
    U T E M L
    +0        

     
    Shield AC
    +0
    Hardness
    0
    Shield HP
    0 / 0
    BT
    0
    Save Total Mod Prof Item Prof. Bonus
    Fortitude (CON) 7 2 5 0 4
    Reflex (DEX) 5 2 3 0 2
    Will (WIS) 6 1 5 0 4
    Simple Weapons
    U T E M L
      +2      

     
    Martial Weapons
    U T E M L
      +2      

     
    UnarmedTrained;
    Scimitar 1d20+7 1d6+4 Slashing ;
    Raging Scimitar 1d20+7 [roll 1d6+6]Slashing
    Javelin 1d20+4 1d6+4 Piercing;
    Total Prof. Mod Ability Mod Item Mod Armor Mod
    +5 Acrobatics (dex) 3 2 0
    +0 Arcana (int)   0 0
    +7 Athlethics (str) 3 4 0
    +0 Crafting (int)   0 0
    +0 Deception (cha)   0 0
    +0 Diplomacy (cha)   0 0
    +3 Intimidation (cha) 3 0 0
    +5 Lore: underworld 2 +3 0
    +1 Medicine (wis)   1 0
    +4 Nature (wis) 3 1 0
    +0 Occultism (int)   0 0
    +0 Performance (cha)   0 0
    +1 Religion (wis)   1 0
    +0 Society (int)   0 0
    +5 Stealth (dex) 3 2 0
    +4 Survival (wis) 3 1 0
    +2 Thievery (dex)   2 0
    Natural Ambition, Experienced Smuggler, Rage, Sudden Charge, Raging Intimidation, Raging Thrower
    11 gp, 8 sp, Studded Leather Armor, 4 javelins, Adventurer’s pack, grappling hook, Scimitar, sheath
    Spell Attack Roll
    Total Key Prof
    0 0 0
    Spell DC
    Total Base Key Prof
    10 10 0 0
    Magic Tradition
    Primal
    Spells Per Day
    Per Day
    Level 1 2 3 4 5 6 7 8 9 10
    Current
    © Paizo - PF2e v1.8 Sheet made by Gorkam and Davina, update by Tillerz - Updated: 2024-02-03

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