Zanda Character in Sundered Cosmos | World Anvil
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Zanda

Yoletcha

Physical Description

Special abilities

Bugbear Ancestry

  • Bushwhack
    Bushwhack - Ancestry Feat 1
    SINGLE ACTION

    Requirements You are wielding two melee weapons, each in a different hand.
    Description You grab an unaware target and pummel them with blows
    Applications The bugbear Strides up to 10 feet and attempts to Grapple a creature they’re undetected by. If they succeed, they also deal fist damage to that creature. The bugbear gains a +3 circumstance bonus to damage rolls against creatures they have grabbed.
  • Voghul

Ranger Class Abilities

Class Features
  • Hunt Prey
    Hunt Prey - Class Feature
    TRAIT

    Requirements Ranger
    Description You designate a single creature as your prey and focus your attacks against that creature. 
    Applications You must be able to see or hear the prey, or you must be tracking the prey during exploration. You gain a +2 circumstance bonus to Perception checks when you Seek your prey and a +2 circumstance bonus to Survival checks when you Track your prey. You also ignore the penalty for making ranged attacks within your second range increment against the prey you’re hunting. You can have only one creature designated as your prey at a time. If you use Hunt Prey against a creature when you already have a creature designated, the prior creature loses the designation and the new prey gains the designation. Your designation lasts until your next daily preparations.
  • Flurry Edge
    Flurry Edge - Hunter's Edge
    TRAIT

    Requirements You are wielding two melee weapons, each in a different hand.
    Description You have trained to unleash a devastating flurry of attacks upon your prey. 
    Applications Your multiple attack penalty for attacks against your hunted prey is –3 (–2 with an agile weapon) on your second attack of the turn instead of –5, and –6 (–4 with an agile weapon) on your third or subsequent attack of the turn, instead of –10.
Class Feats
  • Twin Takedown
    Twin Takedown - Class Feat 1
    SINGLE ACTION

    Requirements You are wielding two melee weapons, each in a different hand.
    Description You swiftly attack your hunted prey with both weapons. 
    Applications Make two Strikes against your hunted prey, one with each of the required weapons. If both hit the same hunted prey, combine their damage for the purpose of its resistances and weaknesses. Apply your multiple attack penalty to each Strike normally.
    • Frequency once per round
  • Favored Terrain
    Favored Terrain - Class Feat 2
    TRAIT

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

Dexterity

Acrobatics
  • Balance
    Balance
    SINGLE ACTION

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

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

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

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

Strength

Athletics
  • Climb
    Climb
    SINGLE ACTION

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

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

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

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

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

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

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

    Forced Movement

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

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

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

    Falling

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

Mental characteristics

Education

Hunter

Yoletcha stalked and took down animals and other creatures of the wild. Her formative years were spent skinning prey and scavenging meat from carcasses. Hunter
Hunter Background - Background
TRAIT

Description You stalked and took down animals and other creatures of the wild. Skinning animals, harvesting their flesh, and cooking them were also part of your training, all of which can give you useful resources while you adventure.
Applications Choose two ability boosts. One must be to Dexterity or Wisdom, and one is a free ability boost. You’re trained in the Survival skill and the Tanning Lore skill. You gain the Survey Wildlife skill feat.

Employment

Ranger

Years ago Yoletcha was separated from her clan, she has since wandered through the wilderness, surviving by tracking prey. she keeps an eye out for trouble, constantly alert for danger even when it’s not overt. Ranger
Ranger
class

Pathfinder 2e, Class, Ranger


Hit Points

10

Key Ability

Dexterity or Strength

Advancement

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

 

Intellectual Characteristics

Intelligence

Crafting
  • Craft
    Craft
    DOWNTIME

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

    Consumables and Ammunition

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

    Getting Formulas

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

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

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

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

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

Wisdom

Medicine
  • Administer First Aid
    Administer First Aid
    DOUBLE ACTION

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

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

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

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

    Requirements trained in Survival
    Description You can study details in the wilderness to determine the presence of nearby creatures. 
    Applications You can spend 10 minutes assessing the area around you to find out what creatures are nearby, based on nests, scat, and marks on vegetation. Attempt a Survival check against a DC determined by the GM based on how obvious the signs are.  Degrees of Performance On a success, you can attempt a Recall Knowledge check with a –2 penalty to learn more about the creatures just from these signs. If you’re a master in Survival, you don’t take the penalty.
  • 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

Charisma

Deception
  • Create a Diversion
    Create a Diversion
    SINGLE ACTION

    Description With a gesture, a trick, or some distracting words, you can create a diversion that draws creatures’ attention elsewhere.
    Applications If you use a gesture or trick, this action gains the manipulate trait. If you use distracting words, it gains the auditory and linguistic traits.   Attempt a single Deception check and compare it to the Perception DCs of the creatures whose attention you’re trying to divert. Whether or not you succeed, creatures you attempt to divert gain a +4 circumstance bonus to their Perception DCs against your attempts to Create a Diversion for 1 minute. Degrees of Performance
    • Success You become hidden to each creature whose Perception DC is less than or equal to your result. This lasts until the end of your turn or until you do anything except Step or use the Hide or the Sneak action of the Stealth skill. If you 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.
    • FailureYou don’t divert the attention of any creatures whose Perception DC exceeds your result, and those creatures are aware you were trying to trick them.
  • Fient
    Fient
    SINGLE ACTION

    Requirements You are within melee reach of the opponent you attempt to Feint.
    Description With a misleading flourish, you leave an opponent unprepared for your real attack.
    Applications Attempt a Deception check against that opponent’s Perception DC. Critical Success Success Critical Failure Degrees of Performance
    • Critical Success You throw your enemy’s defenses against you entirely off. The target is flat-footed against melee attacks that you attempt against it until the end of your next turn.
    • Success Your foe is fooled, but only momentarily. The target is flat-footed against the next melee attack that you attempt against it before the end of your current turn.
    • Critical FailureYour feint backfires. You are flat-footed against melee attacks the target attempts against you until the end of your next turn.
  • Impersonate
    Impersonate
    EXPLORATION

    Description You create a disguise to pass yourself off as someone or something you are not. Assembling a convincing disguise takes 10 minutes and requires a disguise kit, but a simpler, quicker disguise might do the job if you’re not trying to imitate a specific individual, at the GM’s discretion.
    Applications In most cases, creatures have a chance to detect your deception only if they use the Seek action to attempt Perception checks against your Deception DC. If you attempt to directly interact with someone while disguised, the GM rolls a secret Deception check for you against that creature’s Perception DC instead. If you’re disguised as a specific individual, the GM might give creatures you interact with a circumstance bonus based on how well they know the person you’re imitating, or the GM might roll a secret Deception check even if you aren’t directly interacting with others. Degrees of Performance
    • Success You trick the creature into thinking you’re the person you’re disguised as. You might have to attempt a new check if your behavior changes.
    • FailureThe creature can tell you’re not who you claim to be.
    • Critical FailureThe creature can tell you’re not who you claim to be, and it recognizes you if it would know you without a disguise.
  • Lie
    Lie
    EXPLORATION

    Description You try to fool someone with an untruth.
    Applications Doing so takes at least 1 round, or longer if the lie is elaborate. You roll a single Deception check and compare it against the Perception DC of every creature you are trying to fool. The GM might give them a circumstance bonus based on the situation and nature of the lie you are trying to tell. Elaborate or highly unbelievable lies are much harder to get a creature to believe than simpler and more believable lies, and some lies are so big that it’s impossible to get anyone to believe them.   At the GM’s discretion, if a creature initially believes your lie, it might attempt a Perception check later to Sense Motive against your Deception DC to realize it’s a lie. This usually happens if the creature discovers enough evidence to counter your statements. Degrees of Performance
    • Success The target believes your lie.
    • FailureThe target doesn’t believe your lie and gains a +4 circumstance bonus against your attempts to Lie for the duration of your conversation. The target is also more likely to be suspicious of you in the future.
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.

Bugbear of Altaerein Barracks

View Character Profile
Alignment
Chaotic Neutral
Current Location
Ethnicity
Children
Current Residence
Citadel Altaerein
Gender
Female
Aligned Organization

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