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Shizde Brocheek

Shizde Brocheek

Physical Description

General Physical Condition

Dexterity

Reflex
Expert
Simple Weapons
Trained
Alchemical Weapons
Trained
Reflex
Expert

Constitution

Fortitude
Expert

Special abilities

Ancestry

  • Jinxed HalflingRules Block
    Jinx - Heritage
    DOUBLE ACTION

    Requirements Jinxed Heritage
    Description You can curse another creature with clumsiness.
    Applications
    • Frequency- once per day
    This curse has a range of 30 feet, and you must be able to see your target. The target gets a Will saving throw to resist this jinx, using your class DC or spell DC, whichever is higher. Degrees of Performance
    • Success The target is unaffected and is temporarily immune for 24 hours.
    • Failure The target is clumsy 1 for 1 minute.
    • Critical Failure The target is clumsy 2 for 1 minute.
  • Distracting Shadows Rules Block
    Distracting Shadows - Ancestry Feat 1
    TRAIT

    Requirements Halfling Ancestry
    Description You have learned to remain hidden by using larger folk as a distraction to avoid drawing attention to yourself. 
    Applications You can use creatures that are at least one size larger than you (usually Medium or larger) as cover for the Hide and Sneak actions, though you still can’t use such creatures as cover for other uses, such as the Take Cover action.

Class

  • Advanced Alchemy Rules Block
    Advanced Alchemy - Class Feature 1
    TRAIT

    Requirements Alchemist
    Description 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 Rules Block
    Quick Alchemy - Class Feature 1
    SINGLE ACTION

    Requirements You have alchemist’s tools The formula for the alchemical item you’re creating, and a free hand
    Description
    • Cost 1 batch of infused reagents
    You swiftly mix up a short-lived alchemical item to use at a moment’s notice. You create a single alchemical item of your advanced alchemy level or lower that’s in your formula book without having to spend the normal monetary cost in alchemical reagents or needing to attempt a Crafting check. This item has the infused trait, but it remains potent only until the start of your next turn.
    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.
    • Subtle Delivery Rules Block
      Subtle Delivery - Alchemist 1, Poisoner 4
      TRAIT

      Description You can capably deliver toxins with a Blowgun.
      Applications Your blowgun Strikes can apply injury poisons even if they deal no damage due to a creature’s resistance. Degrees of Performance If you critically succeed at an attack roll using a blowgun loaded with a dart you’ve poisoned and the target rolls a failure on the poison’s initial save, the target critically fails instead.

Apparel & Accessories

Specialized Equipment

Brocheek's Manual of Toxins Gema Rules Block
Infused Reagents - Class Feature 1
TRAIT

Requirements Alchemist
Description You infuse reagents with your own alchemical essence, allowing you to create alchemical items at no cost.
Applications Each day during your daily preparations, you gain a number of batches of infused reagents equal to your level + your Intelligence modifier. You can use these reagents for either advanced alchemy or Quick Alchemy, described below. Together, these infused reagents have light Bulk. As soon as you make your next daily preparations, your infused reagents from the previous day’s preparations are instantly destroyed, and nonpermanent effects of your previous day’s infused items immediately end. While infused reagents are physical objects, they can’t be duplicated, preserved, or created in any way other than your daily preparations. Any such artificial reagents lack the infusion and are useless for advanced alchemy or Quick Alchemy.
A bioproduct derived from her own blood, this enzyme activates many toxic concoctions

Mental characteristics

Education

Bookeeper

Employment

Alchemist

Show spoiler
Alchemist
class

Pathfinder 2e, Class, Alchemist


Hit Points

8

Key Ability

Intelligence

Advancement

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

 
Toxicologist
Show Spoiler
Toxicoligist's Field - Research Field
TRAIT

Requirements Alchemist
Description You specialize in toxins and venoms of all types.
Applications You start with the formulas for two common 1st-level alchemical poisons in your formula book.   in addition to your other formulas. You can apply an injury poison you're holding to a weapon you're wielding as a single action, rather than as a 2-action activity, and you can change the DCs of your infused poisons to your class DC if it's higher.

Intellectual Characteristics

Intelligence

Crafting
Trained
  • 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.
  • Repair
    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.
Accounting Lore
Trained
    Earn Income
  • Recall Knowledge
Society
Trained
  • Create Forgery
    Create Forgery
    DOWNTIME

    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
    Decipher Writing
    EXPLORATION

    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.
  • Eye for Numbers
  • Recall Knowledge
  • 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.

Wisdom

Nature
Trained
  • Command an Animal
    Command an Animal
    SINGLE ACTION

    Description You issue an order to an animal. 
    Applications Attempt a Nature check against the animal’s Will DC. The GM might adjust the DC if the animal has a good attitude toward you, you suggest a course of action it was predisposed toward, or you offer it a treat. You automatically fail if the animal is hostile or unfriendly to you. If the animal is helpful to you, increase your degree of success by one step. You might be able to Command an Animal more easily with a feat like Ride.   Most animals know the Leap, Seek, Stand, Stride, and Strike basic actions. If an animal knows an activity, such as a horse’s Gallop, you can Command the Animal to perform the activity, but you must spend as many actions on Command an Animal as the activity’s number of actions. You can also spend multiple actions to Command the Animal to perform that number of basic actions on its next turn; for instance, you could spend 3 actions to Command an Animal to Stride three times or to Stride twice and then Strike.  

     Commanding Creatures

    Issuing commands to an animal doesn’t always go smoothly. An animal is an independent creature with limited intelligence. Most animals understand only the simplest instructions, so you might be able to instruct your animal to move to a certain square but not dictate a specific path to get there, or command it to attack a certain creature but not to make its attack nonlethal. The GM decides the specifics of the action your animal uses. The animal does what you commanded as soon as it can, usually as its first action on its next turn. If you successfully commanded it multiple times, it does what you said in order. It forgets all commands beyond what it can accomplish on its turn. If multiple people command the same animal, the GM determines how the animal reacts. The GM might also make the DC higher if someone has already tried to Command the Animal that round. Degrees of Performance
    • Success The animal does as you command on its next turn.
    • Failure The animal is hesitant or resistant, and it does nothing.
    • Critical Failure The animal misbehaves or misunderstands, and it takes some other action determined by the GM.
  • Identify Magic
    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.
Perception
Trained
  • Keen Eyes Rules Block
    Keen Eyes - Ancestry Feature
    TRAIT

    Description Your eyes are sharp, allowing you to make out small details about concealed or even invisible creatures that others might miss. 
    Applications You gain a +2 circumstance bonus when using the Seek action to find hidden or undetected creatures within 30 feet of you. When you target an opponent that is concealed from you or hidden from you, reduce the DC of the flat check to 3 for a concealed target or 9 for a hidden one.
Will
Trained

Charisma

Deception
Trained
  • 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.
Diplomacy
Trained
  • Befriend a Local
    Request
    SINGLE 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.
    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.
    .
  • Gather Information
    Gather Information
    EXPLORATION

    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 Impression
    EXPLORATION

    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.
    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.
  • Request
    Request
    SINGLE 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.
    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.
    -
Intimidate
Trained
  • 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.
Current Location
Species
Ethnicity
Professions
Children
Gender
Female
Known Languages

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