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Boffu Jwug

Boffu Jwug

Spirit Barbarian of the Gaftzlekh Fauz Tribe.

Physical Description

General Physical Condition

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.
  • Athletics
    • Climb
      Climb
      SINGLE ACTION

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

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

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

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

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

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

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

      Forced Movement

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

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

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

      Falling

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

Special abilities

Goblins

  • Goblin Weapons Proficiency Goblin Weapons Proficiency
    Goblin Weapon Proficiency - Ancestry Feat 1
    TRAIT

    Requirements Goblin Ancestry
    Description Others might look upon them with disdain, but you know that the weapons of your people are as effective as they are sharp.
    Applications You are trained with the dogslicer and horsechopper. In addition, you gain access to all uncommon goblin weapons. For the purpose of determining your proficiency, martial goblin weapons are simple weapons and advanced goblin weapons are martial weapons.

Barbarian

Rage

Rage
Rage - Class Feature 1
SINGLE ACTION

Requirements You aren’t fatigued or raging.
Description You tap into your inner fury and begin raging.
Applications You gain a number of temporary Hit Points equal to your level plus your Constitution modifier. This frenzy lasts for 1 minute, until there are no enemies you can perceive, or until you fall unconscious, whichever comes first. You can’t voluntarily stop raging. While you are raging:
  • You deal 2 additional damage with melee weapons and unarmed attacks. This additional damage is halved if your weapon or unarmed attack is agile.
  • You take a –1 penalty to AC.
  • You can’t use actions with the concentrate trait unless they also have the rage trait. 
  • You can Seek while raging.
  • After you stop raging, you lose any remaining temporary Hit Points from Rage, and you can’t Rage again for 1 minute.
  • Raging Intimidation Raging Intimidation
    Raging Intimidation - Class Feat 1
    TRAIT

    Description Your fury fills your foes with fear. 
    Applications While you are raging, your Demoralize and Scare to Death actions (from the Intimidation skill and an Intimidation skill feat, respectively) gain the rage trait, allowing you to use them while raging. As soon as you meet the prerequisites for the skill feats Intimidating Glare and Scare to Death, you gain these feats.
  • Spirit Rage Spirit Rage
    Spirit Rage - Instinct Ability 1
    TRAIT


    Trigger You use the Rage action on your turn.
    Description When you are raging, you can increase your damage from Rage from 2 to 3 and deal negative or positive damage, instead of the normal damage type for your weapon or unarmed attack (choose each time you Rage). If you choose to deal negative or positive damage, your weapon or unarmed attack gains the effects of the ghost touch property rune, which makes it more effective against incorporeal creatures, and your Rage action gains the divine and necromancy traits, plus negative or positive, as appropriate.  
    Applications  When using spirit rage, increase the damage from Rage from 3 to 7. If you have greater weapon specialization, instead increase the damage when using spirit rage to 13.

Apparel & Accessories

Armor

 

Weapons

 
  • Horse Chopper
  • Javelin Quiver (four javelins)
  •    

    Gear

    Mental characteristics

    Education

    Warrior

    As a boy Boffu was joined a training pack with other goblins his age, they lived and trained together until they came of age. Imtimidating Glare
    Intimidating Glare - Skill Feat 1, General Feat 1
    TRAIT

    Requirements Trained in Intimidation
    Description You can Demoralize with a mere glare.
    Applications When you do, Demoralize loses the auditory trait and gains the visual trait, and you don’t take a penalty if the creature doesn’t understand your language.
    Intimidating Glare

    Employment

    Barbarian

    Barbarian
    Barbarian
    class

    Pathfinder 2e, Class, Barbarian, Core


    Hit Points

    12

    Key Ability

    Strength

    Advancement

    Level Benefits
    1st Ancestry and background initial proficiencies rage instinct
    2nd Barbarian feat skill feat
    3rd Deny advantage general feat skill increase Trained - Expert
    4th Barbarian feat skill feat
    5th 4x Ability boosts ancestry feat brutality skill increase Trained - Expert
    6th Barbarian feat skill feat
    7th General feat juggernaut skill increase Trained - Master weapon specialization
    8th Barbarian feat skill feat
    9th Ancestry feat lightning reflexes raging resistance skill increase Trained - Master
    10th 4x Ability boosts barbarian feat skill feat
    11th General feat mighty rage skill increase Trained - Master
    12th Barbarian feat skill feat
    13th Ancestry feat greater juggernaut medium armor expertise skill increase Trained - Master
    14th Barbarian feat skill feat
    15th 4x Ability boosts general feat greater weapon specialization indomitable will
    16th Barbarian feat skill feat
    17th Ancestry feat heightened senses skill increase Trained - Legendary quick rage
    18th Barbarian feat skill feat
    19th Armor of fury devastator general feat skill increase Trained - Legendary
    20th 4x Ability boosts barbarian feat skill feat

     
      At fourteen Boffu was marked during an Ancestor's Night, initiating him into the pack of Spirit Warriors
      • Spirit Instinct Spirit Instinct
        Spirit Instinct - Barbarian Instinct
        TRAIT

        Description Whether you are emotionally sensitive to the spirits around you; worship ancestors or apparitions; or are haunted by the specter of an ancestor, relative, friend, or foe, your rage takes the form of spiritual possession.
        Applications

        Anathema

        Disrespecting corpses or spirits is anathema to your instinct; defending yourself against undead creatures is not.

    Intellectual Characteristics

    Skills

    Trained
    • Crafting
      • Craft
        Craft
        DOWNTIME

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

        Consumables and Ammunition

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

        Getting Formulas

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

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

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

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

        Requirements You have a repair kit
        Description You spend 10 minutes attempting to fix a damaged item, placing the item on a stable surface and using the repair kit with both hands. 
        Applications The GM sets the DC, but it’s usually about the same DC to Repair a given item as it is to Craft it in the first place. You can’t Repair a destroyed item. Degrees of Performance
        • Critical Success You restore 10 Hit Points to the item, plus an additional 10 Hit Points per proficiency rank you have in Crafting (a total of 20 HP if you’re trained, 30 HP if you’re an expert, 40 HP if you’re a master, or 50 HP if you’re legendary).
        • Success You restore 5 Hit Points to the item, plus an additional 5 per proficiency rank you have in Crafting (for a total of 10 HP if you are trained, 15 HP if you’re an expert, 20 HP if you’re a master, or 25 HP if you’re legendary).
        • Critical Failure You deal damage to the item. Apply the item’s Hardness to this damage.
    • 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.
    • Medicine
      • Administer First Aid
        Administer First Aid
        DOUBLE ACTION

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

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

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

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

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    Boffu Jwug


    Name
    Boffu Jwug
    Level
    1
    Ancestry
    Goblin
    Heritage
    Unbreakable Goblin
    Background
    Warrior
    Class
    Barbarian 1
    Ac
    18
    Hp
    24
    Class_dc
    16
    Perception
    Trained , Darkvision
    Speed
    25 ft
    Abilities
    STR 16 DEX 14 CON 14 INT 12 WIS 10 CHA 12
    Saves
    • Fortitude- Expert
    • Reflex- Trained
    • Will- Expert
    Skills

    Trained Skills

    Acrobatics , Athletics , Crafting , Intimidate , Medicine , Survival , Warfare Lore

    Languages

    Common, Goblin Speak, Aklo
    Weapon_proficencies

    Trained

    • Simple
    • Martial
    • Unarmed B
    Weapons
    • Horse Chopper S or P reach, trip,
    • Javelin P

    Rage

    • Horse Chopper Positive Energy
    • Javelin P
    Armor

    Trained

    • Unarmored
    • Light
    • Medium
    Gear
    • Adventurer's Pack
    • Hide Armor
    • Javelin Quiver (4 Javelin)
    • Two Grappling Hooks
    • Horse Chopper
    • Sheath
    Feats

    Ancestry Feats

    Goblin Weapon Proficiency

    Class Feats

    Raging Intimidation, Spirit Rage

    Skill Feats

    Intimidating Glare
    Tags
    Pathfinder 2e, Goblin, Barbarian 1, Neutral, Small
    IsShared
    on
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