- Gender
- Male
Undergnome sold into the Munchkin Pits of Kish, a gladitoral league specializing in small species. in the wake of slave uprisings there Segomo escaped into the countryside where he has set off for Lamont to make his fresh start.
Appearance
Body Features
Saves
Expert
Skills
Trained
Acrobatics
- Balance
Balance
SINGLE ACTION
Requirements
You are in a square that contains a narrow surface, uneven ground, or another similar feature.
Description
You move across a narrow surface or uneven ground, attempting an Acrobatics check against its Balance DC. You are flat-footed while on a narrow surface or uneven ground.
Applications
- Untrained tangled roots, uneven cobblestones.
- Trained wooden beam.
- Expert deep, loose gravel
- Master tightrope, smooth sheet of ice
- Legendary razor’s edge, chunks of floor falling in midair
Degrees of Performance
- Critical Success You move up to your Speed.
- Success You move up to your Speed, treating it as difficult terrain (every 5 feet costs 10 feet of movement).
- Failure You must remain stationary to keep your balance (wasting the action) or you fall. If you fall, your turn ends.
- Critical Failure You fall and your turn ends.
- Maneuver in Flight
[
Maneuver in Flight
SINGLE ACTION
Requirements
You have a fly Speed.
Description
You try a difficult maneuver while flying.
Applications
Attempt an Acrobatics check. The GM determines what maneuvers are possible, but they rarely allow you to move farther than your fly Speed.
- Trained steep ascent or descent
- Expert fly against the wind, hover midair
- Master reverse direction
- Legendary fly through gale-force winds
Degrees of Performance
- Success You succeed at the maneuver.
- Failure Your maneuver fails. The GM chooses if you simply can’t move or if some other detrimental effect happens. The outcome should be appropriate for the maneuver you attempted (for instance, being blown off course if you were trying to fly against a strong wind).
- Critical Failure As failure, but the consequence is more dire.
- Squeeze
Squeeze
EXPLORATION ACTION
Description
You contort yourself to squeeze through a space so small you can barely fit through.
Applications
This action is for exceptionally small spaces; many tight spaces are difficult terrain that you can move through more quickly and without a check.
- Trained space barely fitting your shoulders
- Master space barely fitting your head
Degrees of Performance
- Critical Success You squeeze through the tight space in 1 minute per 10 feet of squeezing.
- SuccessYou squeeze through in 1 minute per 5 feet.
- Critical Failure You become stuck in the tight space. While you’re stuck, you can spend 1 minute attempting another Acrobatics check at the same DC. Any result on that
check other than a critical failure causes you to become unstuck.
- Tumble Through
Tumble Through
SINGLE ACTION
Requirements
You are in a square that contains a narrow surface, uneven ground, or another similar feature.
Description
You Stride up to your Speed. During this movement, you can try to move through the space of one enemy. Attempt an Acrobatics check against the enemy’s Reflex DC as soon as you try to enter its space.
Applications
You can Tumble Through using Climb, Fly, Swim, or another action instead of Stride in the appropriate environment.
Degrees of Performance
- Success You move through the enemy’s space, treating the squares in its space as difficult terrain (every 5 feet costs 10 feet of movement). If you don’t have enough Speed to move all the way through its space, you get the same effect as a failure.
- Failure Your movement ends, and you trigger reactions as if you had moved out of the square you started in.
Specialized Equipment
Special abilities
Expert in Simple Weapons
Expert in Martial Weapons
Trained in advanced weapons
Expert in unarmed attacks
- Impressive Performance
Impressive Performance - Class Feat 1
TRAIT
Requirements
trained in Performance
Description
Your performances inspire admiration and win you fans. You can Make an Impression using Performance instead of Diplomacy.
Applications
Stride twice. If you end your movement within melee reach of at least one enemy, you can make a melee Strike against that enemy. You can use Sudden Charge while Burrowing, Climbing, Flying, or Swimming instead of Striding if you have the corresponding movement type.
- Sudden Charge
Sudden Charge - Class Feat 1
DOUBLE ACTION
Description
With a quick sprint, you dash up to your foe and swing.
Applications
Stride twice. If you end your movement within melee reach of at least one enemy, you can make a melee Strike against that enemy. You can use Sudden Charge while Burrowing, Climbing, Flying, or Swimming instead of Striding if you have the corresponding movement type.
Mentality
Employment
Gladiator
Segomo honed his abilities and signature look in the Munchkin Pits. He Escaped Kish in the wake of the slave uprising.
Fighter
Segomo determined that adventuring would be the best use of his newfound freedom.
Fighter
Fighter
class
Pathfinder 2e, Class, Fighter
Hit Points
10
Key Ability
Strength or Dexterity
Advancement
Level | Benefits | |||
---|---|---|---|---|
1st | Ancestry and background | initial proficiencies | attack of opportunity | fighter feat |
2nd | Fighter feat | skill feat | ||
3rd | Bravery | general feat | skill increase | |
4th | Fighter feat | skill feat | ||
5th | Ability boosts | ancestry feat | fighter weapon mastery | skill increase |
6th | Fighter feat | skill feat | ||
7th | Battlefield surveyor | general feat | skill increase | weapon specialization |
8th | Fighter feat | skill feat | ||
9th | Ancestry feat | combat flexibility | juggernaut | skill increase |
10th | Ability boosts | fighter feat | skill feat | |
11th | Armor expertise | fighter expertise | general feat | skill increase |
12th | Fighter feat | skill feat | ||
13th | Ancestry feat | skill increase | weapon legend | |
14th | Fighter feat | skill feat | ||
15th | Ability boosts | evasion | general feat | greater weapon specialization |
16th | Fighter feat | skill feat | ||
17th | Ancestry feat | armor mastery | skill increase | |
18th | Fighter feat | skill feat | ||
19th | General feat | skill increase | versatile legend | |
20th | Ability boosts | fighter feat | skill feat |
Class Features
- Attack of Oppourtunity
Attack of Opportunity - Class Feature 1
REACTION
Requirements
Fighter or at least a 6th level Barbarian
Description
Trigger A creature within your reach uses a manipulate action or a move action, makes a ranged attack, or leaves a square during a move action it’s using.
You lash out at a foe that leaves an opening. Make a melee Strike against the triggering creature. If your attack is a critical hit and the trigger was a manipulate action, you disrupt that action. This Strike doesn’t count toward your multiple attack penalty, and your multiple attack penalty doesn’t apply to this Strike.
- Shield Block
Shield Block
REACTION
Description
Trigger While you have your shield raised, you would take damage from a physical attack.
You snap your shield in place to ward off a blow. Your shield prevents you from taking an amount of damage up to the shield’s Hardness. You and the shield each take any remaining damage, possibly breaking or destroying the shield.
Intellectual Characteristics
- Perception-Expert
Saves
Trained
Skills
Trained
Intimidate
- Coerce
Coerce
EXPLORATION
Description
With threats either veiled or overt, you attempt to bully a creature into doing what you want.
Applications
You must spend at least 1 minute of conversation with a creature you can see and that can either see or sense you. At the end of the conversation, attempt an Intimidation check against the target’s Will DC, modified by any circumstances the GM determines.
Degrees of Performance
- Critical Success The target gives you the information you seek or agrees to follow your directives so long as they aren’t likely to harm the target in any way. The target continues to comply for an amount of time determined by the GM but not exceeding 1 day, at which point the target becomes unfriendly (if they weren’t already unfriendly or hostile). However, the target is too scared of you to retaliate—at least in the short term.
- Success As critical success, but once the target becomes unfriendly, they might decide to act against you—for example, by reporting you to the authorities or assisting your enemies.
- Failure The target doesn’t do what you say, and if they were not already unfriendly or hostile, they become unfriendly. Critical Failure The target refuses to comply becomes hostile if they weren’t already, and can’t be Coerced by you for at least 1 week.
Changing Attitudes
Your influence on NPCs is measured with a set of attitudes that reflect how they view your character.
- Helpful Willing to help you and responds favorably to your requests.
- Friendly Has a good attitude toward you, but won’t necessarily stick their neck out to help you.
- Indifferent Doesn’t care about you either way. (Most NPCs start out indifferent.)
- Unfriendly Dislikes you and doesn’t want to help you.
- Hostile- Actively works against you—and might attack you just because of their dislike.
No one can ever change the attitude of a player character with these skills. You can roleplay interactions with player characters, and even use Diplomacy results if the player wants a mechanical sense of how convincing or charming a character is, but players make the ultimate decisions about how their characters respond.
- Demoralize
Demoralize
SINGLE ACTION
Description
With a sudden shout, a well-timed taunt, or a cutting put-down, you can shake an enemy’s resolve.
Applications
Choose a creature within 30 feet of you who you’re aware of. Attempt an Intimidation check against that target’s Will DC. If the target does not understand the language you are speaking, you’re not speaking a language, or they can’t hear you, you take a –4 circumstance penalty to the check. Regardless of your result, the target is temporarily immune to your attempts to Demoralize it for 10 minutes.
Degrees of Performance
- Critical Success The target becomes frightened 2.
- Success The target becomes frightened 1.
Arena Lore
- 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.
- Earned Income
s
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.
Performance
- Earn Income
- Perform
Perform
SINGLE ACTION
Description
When making a brief performance—one song, a quick dance, or a few jokes—you use the Perform action.
Applications
This action is most useful when you want to prove your capability or impress someone quickly. Performing rarely has an impact on its own, but it might influence the DCs of subsequent Diplomacy checks against the observers—or even change their attitudes— if the GM sees fit.
- Untrained audience of commoners
- Trained audience of artisans
- Expert audience of merchants or minor nobles
- Master audience of high nobility or minor royalty
- Legendary audience of major royalty or otherworldly beings
Degrees of Performance
- Critical Success Your performance impresses the observers, and they’re likely to share stories of your ability.
- Success You prove yourself, and observers appreciate the quality of your performance.
- Failure Your performance falls flat.
- Critical Failure You demonstrate only incompetence.
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
Social
Birthplace
Subterra