- Gender
- Female
Appearance
Special abilities
Goblin Ancestry
Druid Abilities
Circle of the Storm
Storm Circle
Storm Circle - Druidic Circle
TRAIT
Description
You carry the fury of the storm within you, channeling it to terrifying effect and riding the winds through the sky.
Applications
You are trained in Acrobatics. You also gain the Storm Born druid feat. You gain the tempest surge order spell, and you increase the number of Focus Points in your focus pool by 1. Polluting the air or allowing those who cause major air pollution or climate shifts to go unpunished is anathema to your order. (This doesn’t force you to take action against merely potential harm to the environment or to sacrifice yourself against an obviously superior foe.)
- Storm Born
Storm Born - Class Feat 1
TRAIT
Requirements
Storm Circle
Description
You are at home out in the elements, reveling in the power of nature unleashed.
Applications
You do not take circumstance penalties to ranged spell attacks or Perception checks caused by weather, and your targeted spells don’t require a flat check to succeed against a target concealed by weather (such as fog).
- Tempest Surge
Primal Magic
Cantrips
- Detect Magic
- Electric Arc
- Light
- Produce Flame
First Level
- Mending
- Shocking Grasp
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.
Mentality
Education
Emissary
Warbal might have festered in misery and unfulfilled potential for many more years were it not for the intervention of the Bumblebrasher’s new chief, Warbal’s older cousin Helba. Recognizing Warbal’s unhappiness as a rank-and-file tribe member— even if the whip-smart young goblin did not herself understand why she was always so morose—Helba began to wrack her brain for a solution. Sending a lone goblin, let alone one without any knowledge of the world outside her tribe, away from the protection of the group was incredibly dangerous, Helba knew. But it also wasn’t an option to force Warbal into a life that left her unhappy and unfulfilled. Finally, the goblin chief hit upon a plan, and to help her bring it about, she tracked down a trusted member of the merchant caravans that once traded with the Bumblebrashers on the One-Eyed Incline—a kindly half-orc bard and tailor named Torash, who still occasionally visited the goblins in the keep when he dared the journey.
Helba and Torash traveled to Breachill, where the half-orc was a respected member of Shelyn's Smile, the town’s artisans’ guild. There, Torash used his connections to gain an audience for Helba with the Breachill Town Council, which was more than happy to meet with the chief of a nearby kindly goblin tribe the councilors never knew existed. She got the council to agree that the Bumblebrashers would provide crafted goods to Breachill, and in exchange, the town would fund an advocate who would speak on the goblins’ behalf in all related town matters. Thus, the job of Bumblebrasher ambassador to Breachill was born.
Emissary
Emissary Background - Background
TRAIT
Description
As a diplomat or messenger, you traveled to lands far and wide. Communicating with new people and forming alliances were your stock and trade.
Applications
Choose two ability boosts. One must be to Intelligence or Charisma, and one is a free ability boost.
You’re trained in the Society skill and a Lore skill related to one city you’ve visited often. You gain the Multilingual skill feat.
Druid
Druid
Druid
Pathfinder 2e, Class, Druid
Hit Points
8
Key Ability
Wisdom
Advancement
Level | Benefits | |||
---|---|---|---|---|
1st | Ancestry and background | initial proficiencies | primal spellcasting | anathema |
2nd | Druid feat | skill feat | ||
3rd | 2nd-level spells | alertness | general feat | great fortitude |
4th | Druid feat | skill feat | ||
5th | 3rd-level spells | ability boosts | ancestry feat | lightning reflexes |
6th | Druid feat | skill feat | ||
7th | 4th-level spells | expert spellcaster | general feat | skill increase |
8th | Druid feat | skill feat | ||
9th | 5th-level spells | ancestry feat | skill increase | |
10th | Ability boosts | druid feat | skill feat | |
11th | 6th-level spells | druid weapon expertise | general feat | resolve |
12th | Druid feat | skill feat | ||
13th | 7th-level spells | ancestry feat | medium armor expertise | skill increase |
14th | Druid feat | skill feat | ||
15th | 8th-level spells | ability boosts | general feat | master spellcaster |
16th | Druid feat | skill feat | ||
17th | 9th-level spells | ancestry feat | skill increase | |
18th | Druid feat | skill feat | ||
19th | General feat | legendary spellcaster | skill increase | |
20th | Ability boosts | Druid feat | skill feat |
Employment
Warbal Bumblebrasher is Breachill’s esteemed ambassador from the Bumblebrashers tribe, which has lived for several generations near (and more recently within) Citadel Altaerein. By far the Bumblebrasher with the most wanderlust, Warbal sates her appetite for knowledge, refinement, and diversity of friends in her new home in Breachill. At the same time, she gives back to the tribe that birthed and raised her by acting as its representative, advocate, and friend in all town matters that might concern or benefit the goblins.
When Helba returned to Citadel Altaerein, she officially designated Warbal as the tribe’s first ambassador to Breachill. Ecstatic, the eager goblin immediately moved into town, where the council funded a modest but comfortable flat for her and provided her a living stipend—the lion’s share of which she spends on books and occasional holiday forays to other Isgeri towns. For the past several years, Warbal has performed her duty wisely and graciously, learning much from her position of responsibility even as she has experienced culture shock from all the differences in the environment around her. Warbal has nonetheless scored many diplomatic successes both for the Bumblebrashers and for the townspeople. The latter, who value freedom and self-sufficiency over all, grow more impressed with this quietly intelligent and kind goblin woman every day.
Intellectual Characteristics
Intelligence
Goblin Lore
- Recall Knowledge
- Lore's principal benefit is the ability to recall facts
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.
- Earned Income
- Lorists ply thier trade as specialized experts
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.
Society
- 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.
- 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.
- 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.
Wisdom
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
Religion
- Decipher Writing
- Identify Magic
- Learn a Spell
- Recall Knowledge
Survival
- Cover Tracks
Cover Tracks
EXPLORATION
Description
You cover your tracks, moving up to half your travel Speed.
Applications
You don’t need to attempt a Survival check to cover your tracks, but anyone tracking you must succeed at a Survival check against your Survival DC if it is higher than the normal DC to Track.
In some cases, you might Cover Tracks in an encounter. In this case, Cover Tracks is a single action and doesn’t have the exploration trait.
Degrees of Performance
- Sense Direction
Sense Direction
EXPLORATION
Description
Using the stars, the position of the sun, traits of the geography or flora, or the behavior of fauna, you can stay oriented in the wild.
Applications
Typically, you attempt a Survival check only once per day, but some environments or changes might necessitate rolling more often. The GM determines the DC and how long this activity takes (usually just a minute or so). More unusual locales or those you’re unfamiliar with might require you to have a minimum proficiency rank to Sense Direction. Without a compass, you take a –2 item penalty to checks to Sense Direction.
Degrees of Performance
- Critical Success You get an excellent sense of where you are. If you are in an environment with cardinal directions, you know them exactly.
- Success You gain enough orientation to avoid becoming hopelessly lost. If you are in an environment with cardinal directions, you have a sense of those directions.
- Untrained determine a cardinal direction using the sun.
- Trained find an overgrown path in a forest.
- Expert navigate a hedge maze.
- Master navigate a byzantine labyrinth or relatively featureless desert
- Legendary navigate an ever-changing dream realm.
- Subsist
Subsist
DOWNTIME
Description
You try to provide food and shelter for yourself, and possibly others as well.
Applications
The GM determines the DC based on the nature of the place where you’re trying to Subsist. You might need a minimum proficiency rank to Subsist in particularly strange environments.
Unlike most downtime activities, you can Subsist after 8 hours or less of exploration, but if you do, you take a –5 penalty.
Critical Success
Success
Failure
Critical Failure
Degrees of Performance
- Critical Success You either provide a subsistence living for yourself and one additional creature, or you improve your own food and shelter, granting yourself a comfortable living.
- Success You find enough food and shelter with basic protection from the elements to provide you a subsistence living.
- FailureYou’re exposed to the elements and don’t get enough food, becoming fatigued until you attain sufficient food and shelter.
- Critical Failure You attract trouble, eat something you shouldn’t, or otherwise worsen your situation. You take a –2 circumstance penalty to checks to Subsist for 1 week. You don’t find any food at all; if you don’t have any stored up, you’re in danger of starving or dying of thirst if you continue failing.
- Track
Track
EXPLORATION
Description
You follow tracks, moving at up to half your travel Speed. After a successful check to Track, you can continue following the tracks at half your Speed without attempting additional checks for up to 1 hour. In some cases, you might Track in an encounter. In this case, Track is a single action and doesn’t have the exploration trait, but you might need to roll more often because you’re in a tense situation. The GM determines how often you must attempt this check.
Applications
You attempt your Survival check when you start Tracking, once every hour you continue tracking, and any time something significant changes in the trail. The GM determines the DCs for such checks, depending on the freshness of the trail, the weather, and the type of ground.
Degrees of Performance
Success You find the trail or continue to follow the one you’re already following.
Failure You lose the trail but can try again after a 1-hour delay.
Critical Failure You lose the trail and can’t try again for 24 hours.
Untrained the path of a large army following a road
Trained relatively fresh tracks of a rampaging bear through the plains
Expert a nimble panther’s tracks through a jungle, tracks after the rain
Master tracks after a winter snow, tracks of a mouse or smaller creature, tracks left on surfaces that can’t hold prints like bare rock
Legendary old tracks through a windy desert’s sands, tracks after a major blizzard or hurricane
Charisma
Diplomacy
- Befriend a Local
Request
SINGLE ACTION
Description
You can make a request of a creature that’s friendly or helpful to you.
Applications
You must couch the request in terms that the target would accept given their current attitude toward you. The GM sets the DC-based on the difficulty of the request. Some requests are unsavory or impossible, and even a helpful NPC would never agree to them.
Degrees of Performance
- Critical Success The target agrees to your request without qualifications.
- Success The target agrees to your request, but they might demand added provisions or alterations to the request.
- Failure The target refuses the request, though they might propose an alternative that is less extreme.
- Critical Failure Not only does the target refuse the request, but their attitude toward you decreases by one.
Changing Attitudes
Your influence on NPCs is measured with a set of attitudes that reflect how they view your character.
- Helpful Willing to help you and responds favorably to your requests.
- Friendly Has a good attitude toward you, but won’t necessarily stick their neck out to help you.
- Indifferent Doesn’t care about you either way. (Most NPCs start out indifferent.)
- Unfriendly Dislikes you and doesn’t want to help you.
- Hostile- Actively works against you—and might attack you just because of their dislike.
No one can ever change the attitude of a player character with these skills. You can roleplay interactions with player characters, and even use Diplomacy results if the player wants a mechanical sense of how convincing or charming a character is, but players make the ultimate decisions about how their characters respond.
- Gather Information
Gather Information
EXPLORATION
Description
You canvass local markets, taverns, and gathering places in an attempt to learn about a specific individual or topic.
Applications
The GM determines the DC of the check and the amount of time it takes (typically 2 hours, but sometimes more), along with any benefit you might be able to gain by spending coin on bribes, drinks, or gifts.
Degrees of Performance
- Critical Success You gain relevant information from the next Higher difficulty tier.
- Success You collect information about the individual or topic. The GM determines the specifics.
- Critical FailureYou collect incorrect information about the individual or topic.
Sample Gather Information Tasks
- Untrained talk of the town
- Trained common rumor
- Expert obscure rumor, poorly guarded secret
- Master well-guarded or esoteric information
- Legendary information known only to an incredibly select few, or only to extraordinary beings
- Make an Impression
Make an Impression
EXPLORATION
Description
With at least 1 minute of conversation, during which you engage in charismatic overtures, flattery, and other acts of goodwill, you seek to make a good impression on someone to make them temporarily agreeable.
Applications
At the end of the conversation, attempt a Diplomacy check against the Will DC of one target, modified by any circumstances the GM sees fit. Good impressions (or bad impressions, on a critical failure) last for only the current social interaction unless the GM decides otherwise.
Degrees of Performance
- Critical Success The target’s attitude toward you improves by two steps.
- Success The target’s attitude toward you improves by one step.
- Critical Failure The target’s attitude toward you decreases by one step.
Changing Attitudes
Your influence on NPCs is measured with a set of attitudes that reflect how they view your character.
- Helpful Willing to help you and responds favorably to your requests.
- Friendly Has a good attitude toward you, but won’t necessarily stick their neck out to help you.
- Indifferent Doesn’t care about you either way. (Most NPCs start out indifferent.)
- Unfriendly Dislikes you and doesn’t want to help you.
- Hostile- Actively works against you—and might attack you just because of their dislike.
No one can ever change the attitude of a player character with these skills. You can roleplay interactions with player characters, and even use Diplomacy results if the player wants a mechanical sense of how convincing or charming a character is, but players make the ultimate decisions about how their characters respond.
- Request
-
Request
SINGLE ACTION
Description
You can make a request of a creature that’s friendly or helpful to you.
Applications
You must couch the request in terms that the target would accept given their current attitude toward you. The GM sets the DC-based on the difficulty of the request. Some requests are unsavory or impossible, and even a helpful NPC would never agree to them.
Degrees of Performance
- Critical Success The target agrees to your request without qualifications.
- Success The target agrees to your request, but they might demand added provisions or alterations to the request.
- Failure The target refuses the request, though they might propose an alternative that is less extreme.
- Critical Failure Not only does the target refuse the request, but their attitude toward you decreases by one.
Changing Attitudes
Your influence on NPCs is measured with a set of attitudes that reflect how they view your character.
- Helpful Willing to help you and responds favorably to your requests.
- Friendly Has a good attitude toward you, but won’t necessarily stick their neck out to help you.
- Indifferent Doesn’t care about you either way. (Most NPCs start out indifferent.)
- Unfriendly Dislikes you and doesn’t want to help you.
- Hostile- Actively works against you—and might attack you just because of their dislike.
No one can ever change the attitude of a player character with these skills. You can roleplay interactions with player characters, and even use Diplomacy results if the player wants a mechanical sense of how convincing or charming a character is, but players make the ultimate decisions about how their characters respond.
Personality
Motivation
Warbal knows that she is the single personal link that most Breachill residents have with the Goblins of Isger’s wilds, many of whom have been outright hostile in the past—memories of the Goblinblood Wars still linger, even though that conflict ended many years ago. As such, Warbal sees it as her personal mission to put forward a good face for her people to everyone in town she meets, and to have deep discussions with them both to advocate for goblins as a whole and to gently show the townspeople that many goblins are not contributing to a violent legacy.
Wide-eyed and highly intelligent from a young age, Warbal dreamed about acquiring knowledge of the outside world. Despite these yearnings, Warbal was too dedicated to her people to ever consider leaving the tribe and setting out on her own. Eventually, when the Hellknight abandoned the citadel entirely, the Bumblebrashers moved into the keep and established themselves in a defensible area in its vaults. At this point, Warbal’s curiosity and wanderlust peaked as she scoured the keep for any and all tomes the Hellknights left behind. The precocious young goblin drank in all of the history and Hellknight protocols that she learned from her patchwork library, even though the monsters that quickly came to occupy the keep threatened her life every time she left the tribe’s safety.
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