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Phok Ingul

Phok Ingul

Physical Description

Body Features

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

Half-Elf

  • Low Light Vision
  • Seer Elf
    Seer Elf - Heritage
    TRAIT

    Requirements Elf Ancestry
    Description You have an inborn ability to detect and understand magical phenomena. 
    Applications You can cast the detect magic cantrip as an arcane innate spell at will. A cantrip is heightened to a spell level equal to half your level rounded up.   In addition, you gain a +1 circumstance bonus to checks to Identify Magic and to Decipher Writing of a magical nature. These skill actions typically use the Arcana, Nature, Occultism, or Religion skill.
  • 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).

Ancestry Feats

  • Elf Atavism
    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.

Class Benefits

  • Diefic Weapon
    Deific Weapon
    TRAIT

    Requirements Champion 1
    Description You zealously bear your deity’s favored weapon.
    Applications If it’s uncommon, you gain access to it. If it’s a simple weapon, increase the damage die by one step (d4 to d6, d6 to d8, d8 to d10, d10 to d12).
  • Unimpeded Step
    Unimpeded Step - Class Feat 1
    COMPANION

    Requirements Liberator's Code
    Description With a burst of divine liberation, your ally’s movement from your Liberating Step is unaffected by difficult terrain, greater difficult terrain, narrow surfaces, and uneven ground.

Skill Feats

  • Intimidating 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.

Apparel & Accessories

Specialized Equipment

Mental characteristics

Personal history

Phok was the son of reknowned Human Artisan Hephian Ingull and Legendary Elven Ranger of the Mamori Maren Eldrisi. He was named after a Gnomish Wizard that rescued Hephian from the Subterra. Helphan and Maren bonded while he transfered Maren's oath from her broken bow to a bastard sword.

Education

In his first thirty years Phok apprenticed under his father in Selhona . His father's death was a harrowing experience for young Phok. He and his mother lived among her people in and near the Dev Taurid. One day Maren's adventuring compatriots came back for one more delve. she has not returned from it yet.

Employment

Warrior

Champion

    Champion
Champion
class

Pathfinder 2e, Class, Champion


Hit Points

10

Key Ability

Strength or Dexterity

Advancement

Level Benefits
1st Ancestry and background initial proficiencies champion’s code deity and cause
2nd Champion feat skill feat
3rd Divine ally general feat skill increase
4th Champion feat skill feat
5th Ability boosts ancestry feat skill increase weapon expertise
6th Champion feat skill feat
7th Armor expertise general feat skill increase weapon specialization
8th Champion feat skill feat
9th Ancestry feat champion expertise divine smite juggernaut
10th Ability boosts champion feat skill feat
11th Alertness divine will exalt general feat
12th Champion feat skill feat
13th Ancestry feat armor mastery skill increase weapon mastery
14th Champion feat skill feat
15th Ability boosts general feat greater weapon specialization skill increase
16th Champion feat skill feat
17th Ancestry feat champion mastery legendary armor skill increase
18th Champion feat skill feat
19th General feat hero’s defiance skill increase
20th Ability boosts champion feat skill feat

 
The Sacred Sting has directed Phok to Lamont to shame Khaad's schemes in the area.

Intellectual Characteristics

Trained

    Deception
    • Create a Diversion
      Create a Diversion
      SINGLE ACTION

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

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

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

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

      Description With threats either veiled or overt, you attempt to bully a creature into doing what you want.
      Applications You must spend at least 1 minute of conversation with a creature you can see and that can either see or sense you. At the end of the conversation, attempt an Intimidation check against the target’s Will DC, modified by any circumstances the GM determines. Degrees of Performance
      • Critical Success The target gives you the information you seek or agrees to follow your directives so long as they aren’t likely to harm the target in any way. The target continues to comply for an amount of time determined by the GM but not exceeding 1 day, at which point the target becomes unfriendly (if they weren’t already unfriendly or hostile). However, the target is too scared of you to retaliate—at least in the short term.
      • Success As critical success, but once the target becomes unfriendly, they might decide to act against you—for example, by reporting you to the authorities or assisting your enemies.
      • Failure The target doesn’t do what you say, and if they were not already unfriendly or hostile, they become unfriendly. Critical Failure The target refuses to comply becomes hostile if they weren’t already, and can’t be Coerced by you for at least 1 week.

      Changing Attitudes

      Your influence on NPCs is measured with a set of attitudes that reflect how they view your character.
      • Helpful Willing to help you and responds favorably to your requests.
      • Friendly Has a good attitude toward you, but won’t necessarily stick their neck out to help you.
      • Indifferent Doesn’t care about you either way. (Most NPCs start out indifferent.)
      • Unfriendly Dislikes you and doesn’t want to help you.
      • Hostile- Actively works against you—and might attack you just because of their dislike.
      No one can ever change the attitude of a player character with these skills. You can roleplay interactions with player characters, and even use Diplomacy results if the player wants a mechanical sense of how convincing or charming a character is, but players make the ultimate decisions about how their characters respond.
    • Demoralize
      Demoralize
      SINGLE ACTION

      Description With a sudden shout, a well-timed taunt, or a cutting put-down, you can shake an enemy’s resolve.
      Applications Choose a creature within 30 feet of you who you’re aware of. Attempt an Intimidation check against that target’s Will DC. If the target does not understand the language you are speaking, you’re not speaking a language, or they can’t hear you, you take a –4 circumstance penalty to the check. Regardless of your result, the target is temporarily immune to your attempts to Demoralize it for 10 minutes. Degrees of Performance
      • Critical Success The target becomes frightened 2.
      • Success The target becomes frightened 1.
    Religion
    • Decipher Script
      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.
    • Identify Magic
      Identify Magic
      EXPLORATION

      Description Once you discover that an item, location, or ongoing effect is magical, you can spend 10 minutes to try to identify the particulars of its magic.
      Applications If your attempt is interrupted, you must start over. The GM sets the DC for your check. Cursed or esoteric subjects usually have higher DCs or might even be impossible to identify using this activity alone. Heightening a spell doesn’t increase the DC to identify it. Degrees of Performance
      • Critical Success You learn all the attributes of the magic, including its name (for an effect), what it does, any means of activating it (for an item or location), and whether it is cursed.
      • Success For an item or location, you get a sense of what it does and learn any means of activating it. For an ongoing effect (such as a spell with a duration), you learn the effect’s name and what it does. You can’t try again in hopes of getting a critical success.
      • FailureYou fail to identify the magic and can’t try again for 1 day.
      • Critical Failure You misidentify the magic as something else of the GM’s choice.
    • Learn a Spell
      Learn a Spell
      EXPLORATION

      Requirements You have a spellcasting class feature, and the spell you want to learn is on your magical tradition’s spell list.
      Description If you’re a spellcaster, you can use the skill corresponding to your magical tradition to learn a new spell of that tradition.
      Applications You can gain access to a new spell of your tradition from someone who knows that spell or from magical writing like a spellbook or scroll. If you can cast spells of multiple traditions, you can Learn a Spell of any of those traditions, but you must use the corresponding skill to do so. For example, if you were a cleric with the bard multiclass archetype, you couldn’t use Religion to add an occult spell to your bardic spell repertoire.   To learn the spell, you must do the following:
      • Spend 1 hour per level of the spell, during which you must remain in conversation with a person who knows the spell or have the magical writing in your possession.
      • Have materials with the Price indicated.
      • Attempt a skill check for the skill corresponding to your tradition (DC determined by the GM). Uncommon or rare spells have higher DCs. If you have a spellbook, Learning a Spell lets you add the spell to your spellbook; if you prepare spells from a list, it’s added to your list; if you have a spell repertoire, you can select it when you add or swap spells.
      Degrees of Performance
      • Critical Success You expend half the materials and learn the spell.
      • Success You expend the materials and learn the spell.
      • FailureYou fail to learn the spell but can try again after you gain a level. The materials aren’t expended.
      • Critical Failure As failure, plus you expend half the materials.
    • Recall Knowledge
      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.

Relationships

Phok Ingul

Aquantance (Trivial)

Towards Brynne Taithe

2
2

Honest


Brynne Taithe

Innkeep (Trivial)

Towards Phok Ingul

2
2

Honest


History

Brynne was charmed by Phok at Cayden’s Keg

Alignment
Chaotic Good
Current Location
Ethnicity
Professions
Year of Birth
275 ZA 327 Years old
Spouses
Siblings
Children
Gender
Male
Aligned Organization
Other Affiliations

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