Mamori Sorcerer of the Augustian highlands.
- Date of Birth
- -175
- Gender
- Male
From Augustia's highlands. Telmnar went to Kater's Casting to ply his Scribing abilities for money there. Kater cooly declined and sent him away. Telemnar sensed a magical energy crackling within Keter when he saw her. Tel also found the Wizard's Pocket where he spent the night.
Appearance
Special abilities
Elemental Bloodline
Show Spoiler
Elemental Bloodline
- Name
- Elemental Bloodline
- Description
- A genie ancestor or some other elemental influence has imbued your blood with primal fury.
Elemental Type
At 1st level, choose the type of elemental that influenced your bloodline: air, earth, fire, or water. If your element is air, you buffet your foes with powerful winds; if it’s earth, you toss huge chunks of rock; if it’s fire, you incinerate your foes with flame; and if it’s water, you inundate your foes with torrents of water. For fire, all marked spells deal fire damage. For other elements, they deal bludgeoning damage. You also add the trait of the element you chose. - Spell_list
- Primal
- Bloodline_skills
- Intimidation, Nature
- Granted_spells
- cantrip: Produce Flame
- 1st: Burning Hands
- 2nd: Resist Energy
- 3rd: Fireball
- 4th: Freedom of Movement
- 5th: Elemental Form
- 6th: Repulsion
- 7th: Energy Agis
- 8th: Prismatic Wall
- 9th: Storm of Vengeance
- Bloodline_spells
- initial: Elemental Toss
- advanced: Elemental Motion
- greater: Elemental Blast
- Blood_magic
- Elemental energy surrounds you or a target. Either you gain a +1 status bonus to Intimidation checks for 1 round, or a target takes 1 damage per spell level. The damage is bludgeoning
or fire, according to your elemental type. If the spell already deals that type of damage, combine it with the spell’s initial damage before determining weaknesses and resistances. - Tags
- Pathfinder 2e, Sorcerer, Bloodline, Elemental
- Elemental Toss
Elemental Toss - Focus 1
SINGLE ACTION
Requirements
Somatic components
Description
With a flick of your wrist, you fling a chunk of your elemental matter at your foe.
Applications
Make a spell attack roll, This spell has your element’s trait.
- Range 30 feet
- Targets 1 creature
- Heightened (+1) The damage increases by 1d8.
Degrees of Performance
- Successdealing bludgeoning damage (or fire damage if your element is fire).
- Critical Success double damage
Primal Magic
Cantrips
- Acid Splash
Acid Splash - Cantrip 1
DOUBLE ACTION
Requirements
Somatic and verbal components
Description
- Range 30 feet
- Target 1 Creature or Object
You splash a glob of acid that splatters creatures and objects alike.
Applications
Make a spell attack. If you hit, you deal 1d6 acid damage plus 1 splash acid damage.
- Heightened (3rd) The initial damage increases to 1d6 + your spellcasting ability modifier, and the persistent damage increases to 2.
- Heightened (5th) The initial damage increases to 2d6 + your spellcasting ability modifier, the persistent damage increases to 3, and the splash damage increases to 2.
- Heightened (7th) The initial damage increases to 3d6 + your spellcasting ability modifier, the persistent damage increases to 4, and the splash damage increases to 3.
- Heightened (9th) The initial damage increases to 4d6 + your spellcasting ability modifier, the persistent damage increases to 5, and the splash damage increases to 4.
Degrees of Performance
critical success, the target also takes 1 persistent acid damage.
- Dancing Lights
,
Dancing Lights - Cantrip 1
DOUBLE ACTION
Requirements
Somatic and verbal components
Description
You create up to four floating lights, no two of which are more than 10 feet apart. Each sheds light like a torch.
Applications
When you Sustain the Spell, you can move any number of lights up to 60 feet. Each light must remain within 120 feet of you and within 10 feet of all others, or it winks out.
- Range 120 feet
- Duration Sustained
- Heightened (7th) You can instead know the direction to a familiar location, such as a previous home or a favorite tavern.
- Detect Magic
Detect Magic - Cantrip 1
DOUBLE ACTION
Requirements
somatic or verbal components
Description
Area- 30-foot emanation
You send out a pulse that registers the presence of magic.
Applications
You receive no information beyond the presence or absence of magic. You can choose to ignore magic you’re fully aware of, such as the magic items and ongoing spells of you and your allies.
You detect illusion magic only if that magic’s effect has a lower level than the level of your detect magic spell. However, items that have an illusion aura but aren’t deceptive in appearance (such as an invisibility potion) typically are detected normally.
Heightened (3rd) You learn the school of magic for the highest level effect within range that the spell detects. If multiple effects are equally strong, the GM determines which you learn.
Heightened (4th) As 3rd level, but you also pinpoint the source of the highest-level magic. Like for an imprecise sense, you don’t learn the exact location, but can narrow down the source to within a 5-foot cube (or the nearest if larger than that).
- Know Direction
Know Direction - Cantrip 1
DOUBLE ACTION
Requirements
Somatic and verbal components
Description
In your mind’s eye, you see a path northward.
Applications
You immediately know which direction is north (if it exists at your current location).
- Heightened (7th) You can instead know the direction to a familiar location, such as a previous home or a favorite tavern.
- Produce Flame
Produce Flame - Cantrip 1
DOUBLE ACTION
Requirements
Somatic and verbal components
Description
- Range 30 feet
- Target 1 Creature
A small ball of flame appears in the palm of your hand, and you lash out with it either in melee or at range.
Applications
Make a spell attack roll against your target’s AC. This is normally a ranged attack, but you can also make a melee attack against a creature in your unarmed reach. On a success, you deal 1d4 fire damage plus your spellcasting ability modifier.
Heightened (+1) Increase the damage by 1d4 and the persistent damage on a critical hit by 1d4.
Degrees of Performance
On a critical success, the target takes double damage and 1d4 persistent fire damage.
- Stabilize
- Tanglefoot
Tanglefoot - Cantrip 1
DOUBLE ACTION
Requirements
Somatic, verbal components
Description
- Range 30 feet
- Targets 1 creature
A vine-covered in sticky sap appears from thin air, flicking from your hand and lashing itself to the target.
Applications
Attempt a spell attack against the target.
Heightened (2nd) The effects last for 2 rounds.
Heightened (4th) The effects last for 1 minute.
Degrees of Performance
- Critical Success The target gains the immobilized condition and takes a –10-foot circumstance penalty to its Speeds for 1 round. It can attempt to Escape against your spell DC to
remove the penalty and the immobilized condition. - Success The target takes a –10-foot circumstance penalty to its Speeds for 1 round. It can attempt to Escape against your spell DC to remove the penalty.
- Failure The target is unaffected.
First Level3 per day
- Burning Hands
Burning Hands - Cantrip 1
DOUBLE ACTION
Requirements
Somatic and verbal components
Description
- Area 15 foot Cone
- Saving Throw basic Reflex
- Duration until the next time you make your daily preparations
Gouts of flame rush from your hands.
Applications
You deal 2d6 fire damage to creatures in the area.
- Heightened (+1) The damage increases by 2d6.
- Fear
Fear - Spell 1
DOUBLE ACTION
Requirements
Somatic and verbal components
Description
You plant fear in the target;
Applications
it must attempt a Will save.
- Range 30 feet
- Target 1 creature
- Saving Throw Will
- Duration Varies
- Heightened (3rd) You can target up to five creatures..
Degrees of Performance
- Critical Success The target is unaffected.
- Success The target is frightened 1.
- Failure The target is frightened 2.
- Critical Failure The target is frightened 3 and fleeing for 1 round.
- Featherfall
Featherfall - Spell 1
REACTION
Requirements
verbal components
Trigger
A creature within range is falling.
Description
You cause the air itself to arrest a fall.
Applications
The target’s fall slows to 60 feet per round, and the portion of the fall during the spell’s duration doesn’t count when calculating falling damage. If the target reaches the ground while the spell is in effect, it takes no damage from the fall. The spell ends as soon as the target lands. You cause the air itself to arrest a fall. The target’s fall slows to 60 feet per round, and the portion of the fall during the spell’s duration doesn’t count when calculating falling damage. If the target reaches the ground while the spell is in effect, it takes no damage from the fall. The spell ends as soon as the target lands.
- Range 60 feet
- Target 1 falling creature
- Duration 1 minute
- Heal
Heal - Spell 1
SINGLEDOUBLEOR TRIPLE ACTION
Requirements
Somatic and verbal components
Description
You channel positive energy to heal the living or damage the undead.
Applications
If the target is a willing living creature, you restore Hit Points . If the target is undead, you deal that amount of positive damage to it, and it gets a basic Fortitude save. The number of actions you spend when Casting this Spell determines its targets, range, area, and other parameters.
- Single Action-Somatic The spell has a range of touch.
- Double Action-Somatic and Verbal The spell has a range of 30 feet. If you’re healing a living creature, increase the Hit Points restored by 8.
- Triple Action-Somatic, Verbal and Material You disperse positive energy in a 30-foot emanation. This targets all living and undead creatures in the burst.
- Target 1 willing living creature or 1 undead creature
- Heightened (+1) The amount of healing or damage increases by 1d8, and the extra healing for the 2-action version increases by 8.
Mentality
Education
Nomad
Traveling far and wide, Telemnar has picked up basic tactics for surviving on the road and in unknown lands, getting by with few supplies and even fewer comforts.
Employment
Sorcerer
Sorcerer
Sorcerer
class
Pathfinder 2e, Class, Sorcerer
Hit Points
6
Key Ability
Charisma
Advancement
Level | Benefits | |||
---|---|---|---|---|
1st | Ancestry and background | initial proficiencies | bloodline | sorcerer spellcasting |
2nd | Skill feat | sorcerer feat | ||
3rd | 2nd-level spells | general feat | signature spells | skill increase |
4th | Skill feat | sorcerer feat | ||
5th | 3rd-level spells | ability boosts | ancestry feat | magical fortitude |
6th | Skill feat | sorcerer feat | ||
7th | 4th-level spells | expert spellcaster | general feat | skill increase |
8th | Skill feat | sorcerer feat | ||
9th | 5th-level spells | ancestry feat | lightning reflexes | skill increase |
10th | Ability boosts | skill feat | sorcerer feat | |
11th | 6th-level spells | alertness | general feat | simple weapon expertise |
12th | Skill feat | sorcerer feat | ||
13th | 7th-level spells | ancestry feat | defensive robes | skill increase |
14th | Skill feat | sorcerer feat | ||
15th | 8th-level spells | ability boosts | general feat | master spellcaster |
16th | Skill feat | sorcerer feat | ||
17th | 9th-level spells | ancestry feat | skill increase | |
18th | Skill feat | sorcerer feat | ||
19th | Bloodline paragon | general feat | legendary spellcaster | skill increase |
20th | Ability boosts | skill feat | sorcerer feat |
- Bloodline-
Fire Elemental
- Tel has recently tapped into his Primal Elemental Bloodline to manifest fire. he now seeks to grow in power and reputation.
Elemental Bloodline
- Name
- Elemental Bloodline
- Description
- A genie ancestor or some other elemental influence has imbued your blood with primal fury.
Elemental Type
At 1st level, choose the type of elemental that influenced your bloodline: air, earth, fire, or water. If your element is air, you buffet your foes with powerful winds; if it’s earth, you toss huge chunks of rock; if it’s fire, you incinerate your foes with flame; and if it’s water, you inundate your foes with torrents of water. For fire, all marked spells deal fire damage. For other elements, they deal bludgeoning damage. You also add the trait of the element you chose. - Spell_list
- Primal
- Bloodline_skills
- Intimidation, Nature
- Granted_spells
- cantrip: Produce Flame
- 1st: Burning Hands
- 2nd: Resist Energy
- 3rd: Fireball
- 4th: Freedom of Movement
- 5th: Elemental Form
- 6th: Repulsion
- 7th: Energy Agis
- 8th: Prismatic Wall
- 9th: Storm of Vengeance
- Bloodline_spells
- initial: Elemental Toss
- advanced: Elemental Motion
- greater: Elemental Blast
- Blood_magic
- Elemental energy surrounds you or a target. Either you gain a +1 status bonus to Intimidation checks for 1 round, or a target takes 1 damage per spell level. The damage is bludgeoning
or fire, according to your elemental type. If the spell already deals that type of damage, combine it with the spell’s initial damage before determining weaknesses and resistances. - Tags
- Pathfinder 2e, Sorcerer, Bloodline, Elemental
Intellectual Characteristics
Skills
Trained
- Intimidate-
Coerce
,
Coerce
EXPLORATION
Description
With threats either veiled or overt, you attempt to bully a creature into doing what you want.
Applications
You must spend at least 1 minute of conversation with a creature you can see and that can either see or sense you. At the end of the conversation, attempt an Intimidation check against the target’s Will DC, modified by any circumstances the GM determines.
Degrees of Performance
- Critical Success The target gives you the information you seek or agrees to follow your directives so long as they aren’t likely to harm the target in any way. The target continues to comply for an amount of time determined by the GM but not exceeding 1 day, at which point the target becomes unfriendly (if they weren’t already unfriendly or hostile). However, the target is too scared of you to retaliate—at least in the short term.
- Success As critical success, but once the target becomes unfriendly, they might decide to act against you—for example, by reporting you to the authorities or assisting your enemies.
- Failure The target doesn’t do what you say, and if they were not already unfriendly or hostile, they become unfriendly. Critical Failure The target refuses to comply becomes hostile if they weren’t already, and can’t be Coerced by you for at least 1 week.
Changing Attitudes
Your influence on NPCs is measured with a set of attitudes that reflect how they view your character.
- Helpful Willing to help you and responds favorably to your requests.
- Friendly Has a good attitude toward you, but won’t necessarily stick their neck out to help you.
- Indifferent Doesn’t care about you either way. (Most NPCs start out indifferent.)
- Unfriendly Dislikes you and doesn’t want to help you.
- Hostile- Actively works against you—and might attack you just because of their dislike.
No one can ever change the attitude of a player character with these skills. You can roleplay interactions with player characters, and even use Diplomacy results if the player wants a mechanical sense of how convincing or charming a character is, but players make the ultimate decisions about how their characters respond.
Demoralize
Demoralize
SINGLE ACTION
Description
With a sudden shout, a well-timed taunt, or a cutting put-down, you can shake an enemy’s resolve.
Applications
Choose a creature within 30 feet of you who you’re aware of. Attempt an Intimidation check against that target’s Will DC. If the target does not understand the language you are speaking, you’re not speaking a language, or they can’t hear you, you take a –4 circumstance penalty to the check. Regardless of your result, the target is temporarily immune to your attempts to Demoralize it for 10 minutes.
Degrees of Performance
- Critical Success The target becomes frightened 2.
- Success The target becomes frightened 1.
- 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
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.
- Nature -
Command an Animal
,
Command an Animal
SINGLE ACTION
Description
You issue an order to an animal.
Applications
Attempt a Nature check against the animal’s Will DC. The GM might adjust the DC if the animal has a good attitude toward you, you suggest a course of action it was predisposed toward, or you offer it a treat. You automatically fail if the animal is hostile or unfriendly to you. If the animal is helpful to you, increase your degree of success by one step. You might be able to Command an Animal more easily with a feat like Ride.
Most animals know the Leap, Seek, Stand, Stride, and Strike basic actions. If an animal knows an activity, such as a horse’s Gallop, you can Command the Animal to perform the activity, but you must spend as many actions on Command an Animal as the activity’s number of actions. You can also spend multiple actions to Command the Animal to perform that number of basic actions on its next turn; for instance, you could spend 3 actions to Command an Animal to Stride three times or to Stride twice and then Strike.
Commanding Creatures
Issuing commands to an animal doesn’t always go smoothly. An animal is an independent creature with limited intelligence. Most animals understand only the simplest instructions, so you might be able to instruct your animal to move to a certain square but not dictate a specific path to get there, or command it to attack a certain creature but not to make its attack nonlethal. The GM decides the specifics of the action your animal uses.
The animal does what you commanded as soon as it can, usually as its first action on its next turn. If you successfully commanded it multiple times, it does what you said in order. It forgets all commands beyond what it can accomplish on its turn. If multiple people command the same animal, the GM determines how the animal reacts. The GM might also make the DC higher if someone has already tried to Command the Animal that round.
Degrees of Performance
- Success The animal does as you command on its next turn.
- Failure The animal is hesitant or resistant, and it does nothing.
- Critical Failure The animal misbehaves or misunderstands, and it takes some other action determined by the GM.
Identify Magic
Learn a Spell
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.
Recall Knowledge
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
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.
- 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
Subsist
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.
Track
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
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
Known Languages
Common, Elvish, Draconic, Ingan, Goblin Speak
Social