Poshzhuket
Poshzhuket
A Gnomish Mutagenist captured in Tasc while on an expedition.
Physical Description
Special abilities
Alchemy
- Alchemical Crafting
Alchemical Crafting - Skill Feat 1, General Feat 1TRAIT
Requirements Trained in CraftingDescription You can use the Craft activity to create alchemical items.
Applications When you select this feat, you immediately add the formulas for four common 1st-level alchemical items to your formula book. - Advanced Alchemy
Advanced Alchemy - Class Feature 1TRAIT
Requirements AlchemistDescription During your daily preparations, after producing new infused reagents, you can spend batches of those infused reagents to create infused alchemical items.
Applications You don’t need to attempt a Crafting check to do this, and you ignore both the number of days typically required to create the items and any alchemical reagent requirements. Your advanced alchemy level is equal to your level. or each batch of infused reagents you spend, choose an alchemical item of your advanced alchemy level or lower that’s in your formula book, and make a batch of two of that item. These items have the infused trait and remain potent for 24 hours or until your next daily preparations, whichever comes first. - Quick Alchemy
Quick Alchemy - Class Feature 1SINGLE ACTION
Requirements You have alchemist’s tools The formula for the alchemical item you’re creating, and a free handDescription- Cost 1 batch of infused reagents
Applications You don’t need to attempt a Crafting check to do this, and you ignore both the number of days typically required to create the items and any alchemical reagent requirements. Your advanced alchemy level is equal to your level. or each batch of infused reagents you spend, choose an alchemical item of your advanced alchemy level or lower that’s in your formula book, and make a batch of two of that item. These items have the infused trait and remain potent for 24 hours or until your next daily preparations, whichever comes first.
Strength
- Acrobatics
- Balance
BalanceSINGLE 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
- 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 FlightSINGLE 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
- 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
SqueezeEXPLORATION 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
- 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 ThroughSINGLE 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.
Dexterity
Apparel & Accessories
Weapons
Gear
- Adventurer's Pack
- Alchemist's tools
- Bandolier
- Bullet Bag
- 20 Sling Bullets
- two sets Caltrops
- Sheath
- Studded Leather Armor
Alchemical Items
- Blood Essence of Fey- Posh draws her own blood to create this Mana reactive substance
Specialized Equipment
- Research Journal of Poshzhuket- Posh's formula book, it is a red pocketbook written in her self-imposed shorthand.
- First Level Formulas- Lesser Bestial Mutagen, Lesser Cognitive Mutagen, Lesser Juggernaut Mutagen, Lesser Quicksilver mutagen, Lesser Serene Mutagen, Minor Elixir of Life
Mental characteristics
Education
Scholar
Poshzhuket trained in Alchemy at Hashek University, where her natural bond to magic informed her theories to the existence of a physical magic substance. Assurance
Assurance - Feat 1
TRAIT
Requirements
trained in at least one skill
Description
Even in the worst circumstances, you can perform basic tasks.
Applications Choose a skill you’re trained in. You can forgo rolling a skill check for that skill to instead receive a result of 10 + your proficiency bonus (do not apply any other bonuses, penalties, or modifiers). Special You can select this feat multiple times. Each time, choose a different skill and gain the benefits for that skill.
Applications Choose a skill you’re trained in. You can forgo rolling a skill check for that skill to instead receive a result of 10 + your proficiency bonus (do not apply any other bonuses, penalties, or modifiers). Special You can select this feat multiple times. Each time, choose a different skill and gain the benefits for that skill.
Employment
Alchemist
Alchemist
Alchemist
class
Pathfinder 2e, Class, Alchemist
Hit Points
8Key Ability
IntelligenceAdvancement
Level | Benefits | |||
---|---|---|---|---|
1st | Ancestry and background | initial proficiencies | alchemy | formula book |
2nd | Alchemist feat | skill feat | ||
3rd | General feat | skill increase Trained-Expert | ||
4th | Alchemist feat | skill feat | ||
5th | 4x Ability boosts | ancestry feat | field discovery | skill increase Trained-Expert |
6th | Alchemist feat | skill feat | ||
7th | Alchemical weapon expertise | general feat | iron will | perpetual infusions |
8th | Alchemist feat | skill feat | ||
9th | Alchemical expertise | alertness | ancestry feat | double brew |
10th | 4x Ability boosts | alchemist feat | skill feat | |
11th | General feat | juggernaut | perpetual potency | skill increase Trained-Master |
12th | Alchemist feat | skill feat | ||
13th | Ancestry feat | greater field discovery | light armor expertise | skill increase Trained-Master |
14th | Alchemist feat | skill feat | ||
15th | 4x Ability boosts | alchemical alacrity | evasion | general feat |
16th | Alchemist feat | skill feat | ||
17th | Alchemical mastery | ancestry feat | perpetual perfection | skill increase Trained-Legendary |
18th | Alchemist feat | skill feat | ||
19th | General feat | light armor mastery | skill increase Trained-Legendary | |
20th | 4x Ability boosts | alchemist feat | skill feat |
- Mutagenist
Mutagenist
Mutagenist's Field - Research FieldTRAIT
Requirements AlchemistDescription You focus on bizarre mutagenic transformations that sacrifice one aspect of a creature’s physical or psychological being in order to strengthen another.
Applications You start with the formulas for two 1st-level mutagens in your formula book, in addition to your other formulas. Mutagenic Flashback Frequency once per day You experience a brief resurgence of a mutagen. Choose one mutagen you’ve consumed since your last daily preparations. You gain the effects of that mutagen for 1 minute.
Intellectual Characteristics
Skills
Trained
- Acedemia Lore
- Earn Income
Earn IncomeDOWNTIME
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.
- Recall Knowledge
Recall KnowledgeSINGLE 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.
- 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.
- Earn Income
- Arcana
- Borrow a Spell
Borrow a SpellEXPLORATION
Requirements You prpare spells from a spellbookDescription you can attempt to prepare a spell from someone else’s spellbook.
Applications The GM sets the DC for the check based on the spell’s level and rarity; it’s typically a bit easier than Learning the Spell. Degrees of Performance- Success You prepare the borrowed spell as part of your normal spell preparation.
- FailureYou fail to prepare the spell, but the spell slot remains available for you to prepare a different spell. You can’t try to prepare this spell until the next time you prepare spells.
- Decipher Writing
Decipher WritingEXPLORATION
Description You attempt to decipher complicated writing or literature on an obscure topic.
Applications This usually takes 1 minute per page of text, but might take longer (typically an hour per page for decrypting ciphers or the like). The text must be in a language you can read, though the GM might allow you to attempt to decipher text written in an unfamiliar language using Society instead. The DC is determined by the GM based on the state or complexity of the document. The GM might have you roll one check for a short text or a check for each section of a larger text. Degrees of Performance- Critical Success You understand the true meaning of the text.
- Success You understand the true meaning of the text. If it was a coded document, you know the general meaning but might not have a word-for-word translation.
- Failure You can’t understand the text and take a –2 circumstance penalty to further checks to decipher it.
- Critical Failure You believe you understand the text on that page, but you have in fact misconstrued its message.
- Identify Magic
Identify MagicEXPLORATION
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 SpellEXPLORATION
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.
- 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
- Borrow a Spell
- Crafting
- Craft
CraftDOWNTIME
Requirements see belowDescription 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 batchesGetting 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
- Identify Alchemy
Identify AlchemyDOWNTIME
Requirements You have alchemist’s toolsDescription 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
- Repair
RepairEXPLORATION
Requirements You have a repair kitDescription 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.
- Craft
- Deception
- Create a Diversion
Create a DiversionSINGLE 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
FientSINGLE 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
ImpersonateEXPLORATION
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
LieEXPLORATION
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.
- Create a Diversion
- Diplomacy
- Befriend a Local
RequestSINGLE ACTION
Description You can make a request of a creature that’s friendly or helpful to you.
Applications You must couch the request in terms that the target would accept given their current attitude toward you. The GM sets the DC-based on the difficulty of the request. Some requests are unsavory or impossible, and even a helpful NPC would never agree to them. Degrees of Performance- Critical Success The target agrees to your request without qualifications.
- Success The target agrees to your request, but they might demand added provisions or alterations to the request.
- Failure The target refuses the request, though they might propose an alternative that is less extreme.
- Critical Failure Not only does the target refuse the request, but their attitude toward you decreases by one.
Changing Attitudes
Your influence on NPCs is measured with a set of attitudes that reflect how they view your character.- Helpful Willing to help you and responds favorably to your requests.
- Friendly Has a good attitude toward you, but won’t necessarily stick their neck out to help you.
- Indifferent Doesn’t care about you either way. (Most NPCs start out indifferent.)
- Unfriendly Dislikes you and doesn’t want to help you.
- Hostile- Actively works against you—and might attack you just because of their dislike.
- Gather Information
Gather InformationEXPLORATION
Description You canvass local markets, taverns, and gathering places in an attempt to learn about a specific individual or topic.
Applications The GM determines the DC of the check and the amount of time it takes (typically 2 hours, but sometimes more), along with any benefit you might be able to gain by spending coin on bribes, drinks, or gifts. Degrees of Performance- Critical Success You gain relevant information from the next Higher difficulty tier.
- Success You collect information about the individual or topic. The GM determines the specifics.
- Critical FailureYou collect incorrect information about the individual or topic.
Sample Gather Information Tasks
- Untrained talk of the town
- Trained common rumor
- Expert obscure rumor, poorly guarded secret
- Master well-guarded or esoteric information
- Legendary information known only to an incredibly select few, or only to extraordinary beings
- Make an Impression
Make an ImpressionEXPLORATION
Description With at least 1 minute of conversation, during which you engage in charismatic overtures, flattery, and other acts of goodwill, you seek to make a good impression on someone to make them temporarily agreeable.
Applications At the end of the conversation, attempt a Diplomacy check against the Will DC of one target, modified by any circumstances the GM sees fit. Good impressions (or bad impressions, on a critical failure) last for only the current social interaction unless the GM decides otherwise. Degrees of Performance- Critical Success The target’s attitude toward you improves by two steps.
- Success The target’s attitude toward you improves by one step.
- Critical Failure The target’s attitude toward you decreases by one step.
Changing Attitudes
Your influence on NPCs is measured with a set of attitudes that reflect how they view your character.- Helpful Willing to help you and responds favorably to your requests.
- Friendly Has a good attitude toward you, but won’t necessarily stick their neck out to help you.
- Indifferent Doesn’t care about you either way. (Most NPCs start out indifferent.)
- Unfriendly Dislikes you and doesn’t want to help you.
- Hostile- Actively works against you—and might attack you just because of their dislike.
- Request
RequestSINGLE ACTION
Description You can make a request of a creature that’s friendly or helpful to you.
Applications You must couch the request in terms that the target would accept given their current attitude toward you. The GM sets the DC-based on the difficulty of the request. Some requests are unsavory or impossible, and even a helpful NPC would never agree to them. Degrees of Performance- Critical Success The target agrees to your request without qualifications.
- Success The target agrees to your request, but they might demand added provisions or alterations to the request.
- Failure The target refuses the request, though they might propose an alternative that is less extreme.
- Critical Failure Not only does the target refuse the request, but their attitude toward you decreases by one.
Changing Attitudes
Your influence on NPCs is measured with a set of attitudes that reflect how they view your character.- Helpful Willing to help you and responds favorably to your requests.
- Friendly Has a good attitude toward you, but won’t necessarily stick their neck out to help you.
- Indifferent Doesn’t care about you either way. (Most NPCs start out indifferent.)
- Unfriendly Dislikes you and doesn’t want to help you.
- Hostile- Actively works against you—and might attack you just because of their dislike.
- Befriend a Local
- Medicine
- Administer First Aid
Administer First AidDOUBLE ACTION
Requirements You have healer’s toolsDescription 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 DiseaseDOWNTIME
Requirements You have healer’s toolsDescription 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 PoisonSINGLE ACTION
Requirements You have healer’s toolsDescription 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 WoundsEXPLORATION
Requirements You have healer’s toolsDescription 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 .
- Administer First Aid
- Nature -
- Command an Animal
Command an AnimalSINGLE 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
Learn a SpellEXPLORATION
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.
- 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
- Command an Animal
- Society -
- Create Forgery
Create ForgeryDOWNTIME
Requirements You must have the proper writing material to create a forgery.Description You create a forged document, usually over the course of a day or a week.
Applications When you Create a Forgery, the GM rolls a secret DC 20 Society check. If you succeed, the forgery is of good enough quality that passive observers can’t notice the fake. Only those who carefully examine the document and attempt a Perception or Society check against your Society DC can do so. If the document’s handwriting doesn’t need to be specific to a person, you need only to have seen a similar document before, and you gain up to a +4 circumstance bonus to your check, as well as to your DC (the GM determines the bonus). To forge a specific person’s handwriting, you need a sample of that person’s handwriting. If your check result was below 20, the forgery has some obvious signs of being fake, so the GM compares your result to each passive observer’s Perception DC or Society DC, whichever is higher. Once the GM rolls your check for a document, that same result is used against all passive observers’ DCs no matter how many creatures passively observe that document. An observer who was fooled on a passive glance can still choose to closely scrutinize the documents on the lookout for a forgery, using different techniques and analysis methods beyond the surface elements you successfully forged with your original check. In that case, the observer can attempt a Perception or Society check against your Society DC (if they succeed, they know your document is a forgery). Degrees of Performance- Success The observer does not detect the forgery..
- FailureThe observer knows your document is a forgery.
- Decipher Writing
- Recall Knowledge
- Subsist
SubsistDOWNTIME
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.
- Create Forgery
Social
Hobbies & Pets
- Alchemical Familiar
Alchemical Familiar - Alchemist 1TRAIT
Requirements AlchemistDescription You have used alchemy to create life, a simple creature formed from alchemical materials, reagents, and a bit of your own blood. This alchemical familiar appears to be a small creature of flesh and blood, though it might have some unusual or distinguishing aspects depending on your creative process. Like other familiars, your alchemical familiar assists you in your laboratory and on adventures.
Applications The familiar uses your Intelligence modifier to determine its Perception, Acrobatics, and Stealth modifiers .
Relationships
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