Kereg Character in Sundered Cosmos | World Anvil
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Kereg

Kereg

An emancipated Tinkerer Chirurgeon who has recently escaped the enslavement of Moxius Khahar. He was drawn to Lamont by the promise of a fresh start through the Burgher's Commission

Physical Description

Special abilities

Alchemy

  • Alchemical Crafting
    Alchemical Crafting - Skill Feat 1, General Feat 1
    TRAIT

    Requirements Trained in Crafting
    Description You can use the Craft activity to create alchemical items. 
    Applications When you select this feat, you immediately add the formulas for four common 1st-level alchemical items to your formula book.
    Alchemical Crafting
  • Advanced Alchemy
    Advanced Alchemy - Class Feature 1
    TRAIT

    Requirements Alchemist
    Description During your daily preparations, after producing new infused reagents, you can spend batches of those infused reagents to create infused alchemical items. 
    Applications You don’t need to attempt a Crafting check to do this, and you ignore both the number of days typically required to create the items and any alchemical reagent requirements. Your advanced alchemy level is equal to your level.  or each batch of infused reagents you spend, choose an alchemical item of your advanced alchemy level or lower that’s in your formula book, and make a batch of two of that item. These items have the infused trait and remain potent for 24 hours or until your next daily preparations, whichever comes first.
    Advanced Alchemy
  • Alchemical Savant
    Alchemical Savant - Alchemist 1
    TRAIT

    Requirements trained in Crafting
    Description You can identify alchemical items quickly. 
    Applications When using the Crafting skill to Identify Alchemy on an alchemical item you hold, you can do so as a single action, which has the concentrate and manipulate traits, instead of spending 10 minutes. If you have the formula for the item you are attempting to identify, you gain a +2 circumstance bonus to your check, and if you roll a critical failure, you get a failure instead.
    Alchemical Savant
  • Quick Alchemy
    Quick Alchemy - Class Feature 1
    SINGLE ACTION

    Requirements You have alchemist’s tools The formula for the alchemical item you’re creating, and a free hand
    Description
    • Cost 1 batch of infused reagents
    You swiftly mix up a short-lived alchemical item to use at a moment’s notice. You create a single alchemical item of your advanced alchemy level or lower that’s in your formula book without having to spend the normal monetary cost in alchemical reagents or needing to attempt a Crafting check. This item has the infused trait, but it remains potent only until the start of your next turn.
    Applications You don’t need to attempt a Crafting check to do this, and you ignore both the number of days typically required to create the items and any alchemical reagent requirements. Your advanced alchemy level is equal to your level. or each batch of infused reagents you spend, choose an alchemical item of your advanced alchemy level or lower that’s in your formula book, and make a batch of two of that item. These items have the infused trait and remain potent for 24 hours or until your next daily preparations, whichever comes first.
    Quick Alchemy

Apparel & Accessories

Weapons

 

Gear

Alchemical Items
  • Denatured Ochre- Kererg's infused reagent, he can produce two doses in a day

Specialized Equipment

  • Kereg's Field Chirurgury Manual - Kereg's formula book, it is a black leatherbound volume of velum. The book was left in his chambers the day Moxius disappeared and Kereg was freed. It was left there with a bottle of denatured ochre jelly.
    • First Level Formulas-Lesser Cheetah’s Elixir, Lesser Eagle-Eye Elixir, Lesser Frost Vial, Minor Elixir of Life, Lesser Antidote , Lesser Antiplague , Sunrod, Tindertwig

Mental characteristics

Education

Tinkerer

Moxius encouraged Kereg to experiment with the components and subjects in his tower. In the processs Kereg taught himself Alchemical Chirurgury. Specialty Crafting
Specialty Crafting - Skill Feat 1, General Feat 1
TRAIT 

Requirements Trained in Crafting
Description Your training focused on Crafting one particular kind of item.
Applications Select one specialty; you gain a +1 circumstance bonus to Crafting checks to Craft items of that type. If you are a master in Crafting, this bonus increases to +2. If it’s unclear whether the specialty applies, the GM decides. Some specialties might apply only partially. 
Specialty Applicable Items
Alchemy Alchemical items such as elixirs
Artistry Fine art, including jewelry
Blacksmithing Durable metal goods, including metal armor
Bookmaking Books and paper
Glassmaking Glass, including glassware and windows
Leatherworking Leather goods, including leather armor
Pottery Ceramic goods
Shipbuilding Ships and boats
Stonemasonry Stone goods and structures
Tailoring Clothing
Weaving Textiles, baskets, and rugs
Woodworking Wooden goods and structures
   
Speciality Crafting

Employment

Alchemist

Alchemist
Alchemist
class

Pathfinder 2e, Class, Alchemist


Hit Points

8

Key Ability

Intelligence

Advancement

Level Benefits
1st Ancestry and background initial proficiencies alchemy formula book
2nd Alchemist feat skill feat
3rd General feat skill increase Trained-Expert
4th Alchemist feat skill feat
5th 4x Ability boosts ancestry feat field discovery skill increase Trained-Expert
6th Alchemist feat skill feat
7th Alchemical weapon expertise general feat iron will perpetual infusions
8th Alchemist feat skill feat
9th Alchemical expertise alertness ancestry feat double brew
10th 4x Ability boosts alchemist feat skill feat
11th General feat juggernaut perpetual potency skill increase Trained-Master
12th Alchemist feat skill feat
13th Ancestry feat greater field discovery light armor expertise skill increase Trained-Master
14th Alchemist feat skill feat
15th 4x Ability boosts alchemical alacrity evasion general feat
16th Alchemist feat skill feat
17th Alchemical mastery ancestry feat perpetual perfection skill increase Trained-Legendary
18th Alchemist feat skill feat
19th General feat light armor mastery skill increase Trained-Legendary
20th 4x Ability boosts alchemist feat skill feat

 
  • Chirurgeon-

Intellectual Characteristics

Skills

Trained
  • Arcana
    • Borrow a Spell
      Borrow a Spell
      EXPLORATION

      Requirements You prpare spells from a spellbook
      Description you can attempt to prepare a spell from someone else’s spellbook.
      Applications The GM sets the DC for the check based on the spell’s level and rarity; it’s typically a bit easier than Learning the Spell. Degrees of Performance
      • Success You prepare the borrowed spell as part of your normal spell preparation.
      • FailureYou fail to prepare the spell, but the spell slot remains available for you to prepare a different spell. You can’t try to prepare this spell until the next time you prepare spells.
    • 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
      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
      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.
  • Crafting
    • Craft
      Craft
      DOWNTIME

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

      Consumables and Ammunition

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

      Getting Formulas

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

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

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

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

      Requirements You must have the proper writing material to create a forgery.
      Description You create a forged document, usually over the course of a day or a week.
      Applications When you Create a Forgery, the GM rolls a secret DC 20 Society check. If you succeed, the forgery is of good enough quality that passive observers can’t notice the fake. Only those who carefully examine the document and attempt a Perception or Society check against your Society DC can do so.   If the document’s handwriting doesn’t need to be specific to a person, you need only to have seen a similar document before, and you gain up to a +4 circumstance bonus to your check, as well as to your DC (the GM determines the bonus).   To forge a specific person’s handwriting, you need a sample of that person’s handwriting.   If your check result was below 20, the forgery has some obvious signs of being fake, so the GM compares your result to each passive observer’s Perception DC or Society DC, whichever is higher. Once the GM rolls your check for a document, that same result is used against all passive observers’ DCs no matter how many creatures passively observe that document. An observer who was fooled on a passive glance can still choose to closely scrutinize the documents on the lookout for a forgery, using different techniques and analysis methods beyond the surface elements you successfully forged with your original check. In that case, the observer can attempt a Perception or Society check against your Society DC (if they succeed, they know your document is a forgery). Degrees of Performance
      • Success The observer does not detect the forgery..
      • FailureThe observer knows your document is a forgery.
    • Decipher Writing
    • Recall Knowledge
    • 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.

    Personality Characteristics

    Motivation

    Kereg recently escaped a life of servitude, he has taken on the adventuring life to ensure his newfound freedom.

    Relationships

    Kereg

    Former Slave (Vital)

    Towards Moxius Khahar

    -3

    Honest


    Moxius Khahar

    Former Owner (Important)

    Towards Kereg

    2

    Honest


    History

    Moxius tutored Kereg in Medicine and fostered his natural talents to rebuild bodies he would use in Necromantic Rituals. Moxius gifted Kereg his Denatured Ochre, Formula Book, and formula for Elixir of Life.

    Alignment
    Neutral Good
    Current Location
    Ethnicity
    Professions
    Year of Birth
    15 ZA 67 Years old
    Spouses
    Siblings
    Children
    Gender
    Male
    Aligned Organization
    Known Languages
    Common, Elvish, Dwarven, Goblin Speak, Undercommon, Abyssal

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