BUILD YOUR OWN WORLD Like what you see? Become the Master of your own Universe!

Remove these ads. Join the Worldbuilders Guild

Venta Atortiu

Dyar Venta Atorbatiu

Venta has a round face, with shaved red hair and narrow blue eyes. She wears travel-stained clothing and several small tools hang from her belt. Venta seeks revenge against the sister who betrayed her.

Physical Description

Body Features

Skills

  • Athletics
    • Climb
      Climb
      SINGLE ACTION

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

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

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

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

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

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

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

      Forced Movement

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

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

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

      Falling

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

      Description You hide a small object on your person (such as a weapon of light Bulk). 
      Applications When you try to sneak a concealed object past someone who might notice it, the GM rolls your Stealth check and compares it to this passive observer’s Perception DC. Once the GM rolls your check for a concealed object, that same result is used no matter how many passive observers you try to sneak it past. If a creature is specifically searching you for an item, it can attempt a Perception check against your Stealth DC (finding the object on success).   You can also conceal an object somewhere other than your person, such as among undergrowth or in a secret compartment within a piece of furniture. In this case, characters Seeking in an area compare their Perception check results to your Stealth DC to determine whether they find the object.   Degrees of Performance Success The object remains undetected. Failure The searcher finds the object
    • Hide
    • Sneak
      Sneak
      SINGLE ACTION

      Description You can attempt to move to another place while becoming or staying undetected. 
      Applications Stride up to half your Speed. (You can use Sneak while Burrowing, Climbing, Flying, or Swimming instead of Striding if you have the corresponding movement type; you must move at half that Speed.) If you’re undetected by a creature and it’s impossible for that creature to observe you (for a typical creature, this includes when you’re invisible, the observer is blinded, or you’re in darkness and the creature can’t see in darkness), for any critical failure you roll on a check to Sneak, you get a failure instead. You also continue to be undetected if you lose cover or greater cover against or are no longer concealed from such a creature. At the end of your movement, the GM rolls your Stealth check in secret and compares the result to the Perception DC of each creature you were hidden from or undetected by at the start of your movement. If you have cover or greater cover from the creature throughout your Stride, you gain the +2 circumstance bonus from cover (or +4 from greater cover) to your Stealth check. Because you’re moving, the bonus increase from Taking Cover doesn’t apply. You don’t get to roll against a creature if, at the end of your movement, you neither are concealed from it nor have cover or greater cover against it. You automatically become observed by such a creature. Degrees of Performance
      • Success You’re undetected by the creature during your movement and remain undetected by the creature at the end of it. You become observed as soon as you do anything other than Hide, Sneak, or Step. If you attempt to 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. The GM might allow you to perform a particularly unobtrusive action without being noticed, possibly requiring another Stealth check. If you speak or make a deliberate loud noise, you become hidden instead of undetected. If a creature uses Seek and you become hidden to it as a result, you must Sneak if you want to become undetected by that creature again.
      • Failure A telltale sound or other sign gives your position away, though you still remain unseen. You’re hidden from the creature throughout your movement and remain so.
      • Critical Failure You’re spotted! You’re observed by the creature throughout your movement and remain so. If you’re invisible and were hidden from the creature, instead of being observed you’re hidden throughout your movement and remain so.
  • Apparel & Accessories

    Armor

    Weapons

    Gear

    Alchemical Items

    Specialized Equipment

    Mental characteristics

    Education

    Noble

    Venta Inherited her Dyar title and a substantial fortune from her father Balen Atortiu.

    Employment

    Alchemist

      Alchemist
    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

     
    • Alchemical Crafting
      Alchemical Crafting - Skill Feat 1, General Feat 1
      TRAIT

      Requirements Trained in Crafting
      Description 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.
      Alchemical Crafting
    • Advanced Alchemy
      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.
      Advanced Alchemy
    • Quick Alchemy
      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.
      Quick Alchemy
    • Alchemical Familiar
      Alchemical Familiar - Alchemist 1
      TRAIT

      Requirements Alchemist
      Description 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 .  
      Alchemical Familiar- Batui
    Mutagenist
    Mutagenist's Field - Research Field
    TRAIT

    Requirements Alchemist
    Description 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
    • Heraldry Lore
      • 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.
      • 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.
    • Arcana
      • Show Spoiler
        Borrow a Spell
        Borrow a Spell
        EXPLORATION

        Requirements You prpare spells from a spellbook
        Description 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 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.
      • 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
    • Crafting
      • Craft
        Craft
        DOWNTIME

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

        Consumables and Ammunition

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

        Getting Formulas

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

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

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

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

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

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

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

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

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

      Changing Attitudes

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

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

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

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

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

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

      Description You cover your tracks, moving up to half your travel Speed. 
      Applications You don’t need to attempt a Survival check to cover your tracks, but anyone tracking you must succeed at a Survival check against your Survival DC if it is higher than the normal DC to Track. In some cases, you might Cover Tracks in an encounter. In this case, Cover Tracks is a single action and doesn’t have the exploration trait.           Degrees of Performance
    • Sense Direction
      Sense Direction
      EXPLORATION

      Description Using the stars, the position of the sun, traits of the geography or flora, or the behavior of fauna, you can stay oriented in the wild. 
      Applications Typically, you attempt a Survival check only once per day, but some environments or changes might necessitate rolling more often. The GM determines the DC and how long this activity takes (usually just a minute or so). More unusual locales or those you’re unfamiliar with might require you to have a minimum proficiency rank to Sense Direction. Without a compass, you take a –2 item penalty to checks to Sense Direction.             Degrees of Performance
      • Critical Success You get an excellent sense of where you are. If you are in an environment with cardinal directions, you know them exactly.
      • Success You gain enough orientation to avoid becoming hopelessly lost. If you are in an environment with cardinal directions, you have a sense of those directions.
       
      • Untrained determine a cardinal direction using the sun.
      • Trained find an overgrown path in a forest.
      • Expert navigate a hedge maze.
      • Master navigate a byzantine labyrinth or relatively featureless desert
      • Legendary navigate an ever-changing dream realm.
    • Subsist
      Subsist
      DOWNTIME

      Description You try to provide food and shelter for yourself, and possibly others as well.
      Applications The GM determines the DC based on the nature of the place where you’re trying to Subsist. You might need a minimum proficiency rank to Subsist in particularly strange environments.   Unlike most downtime activities, you can Subsist after 8 hours or less of exploration, but if you do, you take a –5 penalty. Critical Success Success Failure Critical Failure Degrees of Performance
      • Critical Success You either provide a subsistence living for yourself and one additional creature, or you improve your own food and shelter, granting yourself a comfortable living.
      • Success You find enough food and shelter with basic protection from the elements to provide you a subsistence living.
      • FailureYou’re exposed to the elements and don’t get enough food, becoming fatigued until you attain sufficient food and shelter.
      • Critical Failure You attract trouble, eat something you shouldn’t, or otherwise worsen your situation. You take a –2 circumstance penalty to checks to Subsist for 1 week. You don’t find any food at all; if you don’t have any stored up, you’re in danger of starving or dying of thirst if you continue failing.
    • Track
      Track
      EXPLORATION

      Description You follow tracks, moving at up to half your travel Speed. After a successful check to Track, you can continue following the tracks at half your Speed without attempting additional checks for up to 1 hour. In some cases, you might Track in an encounter. In this case, Track is a single action and doesn’t have the exploration trait, but you might need to roll more often because you’re in a tense situation. The GM determines how often you must attempt this check.
      Applications You attempt your Survival check when you start Tracking, once every hour you continue tracking, and any time something significant changes in the trail. The GM determines the DCs for such checks, depending on the freshness of the trail, the weather, and the type of ground. Degrees of Performance Success You find the trail or continue to follow the one you’re already following. Failure You lose the trail but can try again after a 1-hour delay. Critical Failure You lose the trail and can’t try again for 24 hours.   Untrained the path of a large army following a road Trained relatively fresh tracks of a rampaging bear through the plains Expert a nimble panther’s tracks through a jungle, tracks after the rain Master tracks after a winter snow, tracks of a mouse or smaller creature, tracks left on surfaces that can’t hold prints like bare rock Legendary old tracks through a windy desert’s sands, tracks after a major blizzard or hurricane
  • Current Location
    Ethnicity
    Currently Held Titles
    Year of Birth
    30 SC 22 Years old
    Parents
    Children
    Gender
    Female
    Aligned Organization
    Ruled Locations

    Remove these ads. Join the Worldbuilders Guild

    Articles under Venta Atortiu


    Venta Atortiu

    ALCHEMIST HUMAN HUMANOID MUTAGENIST
    Class
    Mutagenist 1
    Size
    Alignment
    Chaotic Neutral
    XP
    Level
      1  
    Hero Points
    Deity
    Skilled Human
    Noble
    30ft
    +2
    Str
    Modifier
    Strength
    Score
    14
    +0
    Dex
    Modifier
    Dexterity
    Score
    10
    +2
    Con
    Modifier
    Constitution
    Score
    14
    +4
    Int
    Modifier
    Intelligence
    Score
    18
    +1
    Wis
    Modifier
    Wisdom
    Score
    12
    +0
    Cha
    Modifier
    Charisma
    Score
    10
    Total
    23
    Base
    10
    Key
    4
    Item
    6
    Prof
    3
    U T E M L
      +2      

     
    Common, Elvish, Dwarven, Abysal, Draconic
    HP
    16/16
    Temp. HP
    0
    Total
    4
    Prof. Mod
    3
    Att. Mod (Wis)
    1
    Item Mod
    0
    U T E M L
      +2      

     
    Total
    13
    AC Base
    10
    Dex Bonus (or AC Cap)
    0
    Item
    0
    Prof
    3
    U T E M L
      +2      

     
    Unarmored
    U T E M L
      +2      

     
    Light
    U T E M L
      +2      

     
    Medium
    U T E M L
    +0        

     
    Heavy
    U T E M L
    +0        

     
    Shield AC
    +0
    Hardness
    0
    Shield HP
    0 / 0
    BT
    0
    Save Total Mod Prof Item Prof. Bonus
    Fortitude (CON) 7 2 5 0 4
    Reflex (DEX) 5 0 5 0 4
    Will (WIS) 4 1 3 0 2
    Simple Weapons
    U T E M L
      +2      

     
    Martial Weapons
    U T E M L
    +0        

     
    Alchemical BombsTrained;
    UnarmedTrained;
    Rapier 1d20+3 1d6 Piercing;
    Sling 1d20+3 1d6 Blugeoning;
    Total Prof. Mod Ability Mod Item Mod Armor Mod
    +0 Acrobatics (dex)   0 0
    +7 Arcana (int) 3 4 0
    +5 Athlethics (str) 3 2 0
    +7 Crafting (int) 3 4 0
    +3 Deception (cha) 3 0 0
    +0 Diplomacy (cha)   0 0
    +3 Intimidation (cha) 3 0 0
    +11 Lore: heraldry 8 +3 0
    +4 Medicine (wis) 3 1 0
    +1 Nature (wis)   1 0
    +7 Occultism (int) 3 4 0
    +0 Performance (cha)   0 0
    +1 Religion (wis)   1 0
    +7 Society (int) 3 4 0
    +3 Stealth (dex) 3 0 0
    +4 Survival (wis) 3 1 0
    +0 Thievery (dex)   0 0
    Courtly Graces, General Training- Dubious Knowledge, Alchemical Crafting, Advanced Alchemy, Quick Alchemy, Alchemical Familiar-Batui
    Studded leather armor, dagger, sling with 20 sling bullets, adventurer’s pack, alchemist’s tools, bandolier, Venta's Manual, 2 sets of caltrops, sheath, 3x Bestial Mutagen, 2x Cognitive Mutagen, 2x Juggernaught Mutagen, 2x Quicksilver Mutagen
    Spell Attack Roll
    Total Key Prof
    4 4 0
    Spell DC
    Total Base Key Prof
    14 10 4 0
    Magic Tradition
    Primal
    Spells Per Day
    Per Day
    Level 1 2 3 4 5 6 7 8 9 10
    Current
    Spellbook
    Formula Book- Bestial Mutagen, Cognitive Mutagen, Juggernaught Mutagen
    © Paizo - PF2e v1.8 Sheet made by Gorkam and Davina, update by Tillerz - Updated: 2024-02-03

    Comments

    Please Login in order to comment!