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Characters/Greykor Vonana

From TheRaspyDragon

Greykor Vonana

Greykor Vonana
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Level 5
Size Medium
Key Ability STR
Hero Points 0
Defenses & Combat
HP 90/90
AC 25
Saving Throws Fort +13, Ref +10, Will +12
Perception +10
Speed 25 ft.
Combat Record
Last Kill Kobold Warrior (2026-09-27)
Last Downed By Mudwretch (2026-06-29)
Attributes
STR +4
Languages orcish

Details

  • Ancestry: Dwarf Dwarf
  • Heritage: Anvil Dwarf Anvil Dwarf
  • Background: Alloysmith
  • Class: Guardian
  • Key Ability: STR
  • XP: 740
  • Hero Points: 0
  • Languages: orcish

Identity

  • Age: 58
  • Height: 4' 4"
  • Weight: 162 lbs

Personality & Beliefs

Beliefs
I am a Paladin.
Edicts
Persecute all religious people.
Report all religious people, stop them if I can.
Anathema
Don't worship gods or higher power.
Catchphrases
"I used to be a minotaur in a previous life"

Appearance

Greykor has the look of a man who spends more time with a hammer than a comb. His skin is the color of deep earth, permanently stained at the knuckles and forearms with the soot of the forge and the metallic dust of his trade. He possesses a barrel-chested build, with shoulders that seem almost too wide for the tunnel doorways he frequents.

His beard is a thick, dark mahogany, meticulously braided with dull iron rings to keep it from catching fire or snagging in his armor—a practical choice over a vain one. His eyes are a sharp, piercing flint-grey, often squinted from years of staring into white-hot crucibles. A thin, jagged scar runs through his left eyebrow, a souvenir from the same geyser accident that took his pinky toe. He moves with a slight, rhythmic limp, and there is a constant, faint scent of sulfur and toasted charcoal that seems to follow him wherever he goes.oes.

Biography

Born beneath the crushing rock of Aetoc, Greykor was the fourth of six children in the chaotic Vonana household. While most Dwarven clans are pillars of tradition and honor, the Vonanas were... flexible. His father, Darrak, was a charismatic entertainer—a teller of tall tales—while his mother, Barbena, was a wanderer with a penchant for "unclaimed" goods. They were neutral evil, looking out for themselves above all else, yet they loved their children in their own twisted, practical way.

Greykor’s childhood ended abruptly when his mother was caught smuggling unauthorized gemstones past the watchful gaze of the Steel Eye’s spies near Mount Hoki. She was imprisoned, leaving Darrak to raise six children alone in a cramped, modest burrow. It was a loud, crowded house, but Darrak managed to keep them fed, mostly through charm and petty grifts.

Greykor was different from his parents; he craved stability. One day, while wandering the industrial districts, he stumbled upon an old Alloysmith named Thrumbar melting down gold stamped with the seal of Erallin the Immense—embezzling from the Dragon Emperor himself. Instead of turning the smith in or blackmailing him, Greykor simply helped him hide the evidence before a patrol arrived. In exchange for his silence, Thrumbar took Greykor as an apprentice. It was during this time, amidst the heat of the forge, that Greykor witnessed a cloaked figure cast a spell over a set of ingots. The metal turned transparent as glass before solidifying back to steel. He never learned what the spell did, but it taught him that metal holds secrets.

As he grew, Greykor watched his siblings drift. His older brother, Gardain, became a criminal enforcer and was left crippled by a botched job. His other brother, Kildak, became a merchant who drove himself into ruin with bad investments. When Kildak came begging for money, Greykor—tired of enabling the family’s vices—refused, and Kildak has hated him ever since. Fortunately, his sisters fared better: Werydd became a successful priest, Finellen a laborer, and Jillian a fellow artisan.

Seeing his family crumble due to a lack of discipline, Greykor decided he would not just hammer metal; he would be the metal. He began training as a Guardian, using his knowledge of alloys to craft heavy plating that could withstand the crushing pincers of subterranean Cave Fishers. He fought not for glory, but to test his craft: "If I am to protect my kin, my steel must not yield." Because Aetoc is isolated, the only place to meet off-worlders is near the volcanic spaceport of Mount Hoki. It was here he met Gladan Shuv, a human barbarian from the stars. Despite their differences, Gladan’s simple, good nature appealed to Greykor, and they remain close friends.

However, the work is dangerous. During a contract to protect a shipment of Gemstone Crab shells, Greykor’s caravan was ambushed. In the chaos, Greykor held the line. He survived, but a splash of superheated mineral rain from a geyser melted through his boot, taking the pinky toe of his left foot. Not all his interactions with off-worlders were as successful as his friendship with Gladan. As his reputation as a smith grew, he was commissioned by a human Witch named Aias Colton to forge a ritual focus. Greykor, arrogant in his skill, used an experimental alloy. The focus shattered during Aias’s ritual, causing a magical backlash that ruined weeks of work. Aias is now a powerful and successful figure who holds a bitter grudge.

Later, Greykor had a run-in with a human Cleric named Zara Starfollower. During a tavern brawl, Greykor "protected" Zara by shoving her into a supply closet and accidentally jamming the lock. She missed her transport ship because of it. Zara is alive and well; she doesn't actively hate Greykor, but he counts her as an enemy out of sheer embarrassment. Recently, Greykor has felt the walls of the tunnels closing in. Seeking direction, he visited a soot-stained diviner in the lower markets. The oracle cast bones into a pool of molten lead and gave him a choice: "Go forth into the void, or wait for a boon that may never come."

Greykor chose to move. He packed his heavy shield, checked the straps on his armor—ignoring the phantom ache in his foot—and prepared to leave the tunnels. He is a Guardian looking for someone worth protecting, trying to outrun the selfish legacy of the Vonana name.

Campaign Notes

1 Boon of Earth

⚔ Defense & Saves

  • HP: 90/90
  • AC: 25
  • Perception: +10 (Trained)
  • Speed: 25 ft. (land)
  • Fortitude: +13 (Expert)
  • Reflex: +10 (Expert)
  • Will: +12 (Expert)
  • Resistances: Physical 3

🗡 Attacks

Weapon Traits Attack Bonus Damage
Clan Dagger Clan Dagger (Expert) Agile, Dwarf, Parry, Versatile-B +13/+9/+5 1d4+4 piercing
Warhammer Warhammer (Expert) Shove +13/+8/+3 2d8+4 bludgeoning

📊 Ability Scores

STR DEX CON INT WIS CHA
+4 +1 +4 +2 +3 -1

🎓 Skills

Skill Modifier Proficiency
Acrobatics +8 Trained
Arcana +2 Untrained
Athletics +13 Expert
Crafting +11 Expert
Deception -1 Untrained
Diplomacy -1 Untrained
Intimidation -1 Untrained
Medicine +10 Trained
Nature +10 Trained
Occultism +2 Untrained
Performance -1 Untrained
Plane Of Metal +9 Trained
Religion +10 Trained
Society +9 Trained
Stealth +1 Untrained
Survival +10 Trained
Thievery +1 Untrained

💰 Wealth & Carry

Coin Total Value Bulk Invested
1 PP, 96 GP, 77 SP, 3 CP 239.29 gp 7.6 / 9 enc / 14 max 1/10

✨ Feats & Features

Heritage
Anvil Dwarf Anvil Dwarf
You are a descendant of a famed crafter and have your own amazing talent. Other dwarves might consider this a blessing from your ancestors or from the Forgefather himself, depending on where you grew up. You become trained in Crafting (or another skill if you were already trained in Crafting) and gain the Specialty Crafting skill feat, but you can pick two different specialties instead of one.
Background Features
Alloysmith
Blacksmithing might be an ancient profession, but you are its cutting edge. You've studied the properties of different metals, experimented with them by combining them, exposing them to different elements and processes, and have even delved into the metaphysical nature of metal in your quest to master it. You might have taken up adventuring to acquire more funding and materials or to test your designs.
Choose two attribute boosts. One must be to Strength or Intelligence, and one is a free attribute boost.
You're trained in the Crafting skill and the Plane of Metal Lore skill. You gain the Specialty Crafting skill feat with the blacksmithing specialty.
Feats
Aggressive Block Aggressive Block (fighter, guardian)
Trigger You use the Shield Block reaction, and the opponent that triggered Shield Block is adjacent to you and is your size or smaller.
You push back as you block, knocking your foe away or off balance. You use your shield to push the triggering creature, either automatically Shoving it 5 feet or causing it to become Off-Guard until the start of your next turn. The triggering creature chooses whether to be moved or become off-guard. If it chooses to be moved, you choose the direction. If the Shove would cause it to hit a solid object, enter a square of difficult terrain, or enter another creature's space, it must become off-guard instead of being moved.
Battle Medicine Battle Medicine (general, healing, manipulate, skill)
Requirements You're holding or wearing a healer's toolkit.
You can patch up wounds, even in combat. Attempt a Medicine check with the same DC as for Treat Wounds and restore the corresponding amount of HP; this doesn't remove the wounded condition. As with Treat Wounds, you can attempt checks against higher DCs if you have the minimum proficiency rank. The target is then immune to your Battle Medicine for 1 day. This does not make them immune to, or otherwise count as, Treat Wounds.
Canny Acumen (Reflex) Canny Acumen (Reflex) (general)
Your avoidance or observation is beyond the ken of most in your profession. Choose Fortitude saves, Reflex saves, Will saves, or Perception. You become an expert in your choice. At 17th level, you become a master in your choice.
Cavalier Dedication Cavalier Dedication (archetype, dedication)
You gain a young animal companion that serves as your mount. You can choose from animal companions with the mount special ability, as well as any additional options from your pledge (see Cavalier Pledges journal), as determined by your GM. You must choose an animal companion that's at least one size larger than you, but if the animal usually starts as Small, you can begin with a Medium version of that animal (changing no statistics other than its size).
Special If you have pledged yourself to a cause, you can take a second dedication feat closely tied to that cause even if you haven't taken two additional Cavalier feats. For instance, if you pledged yourself to fight crime with a group of vigilantes, you could take the vigilante dedication without first completing the cavalier archetype. The GM determines what archetypes, if any, are valid choices.
Clan Dagger Clan Dagger (dwarf)
You get one Clan Dagger of your clan for free, as it was given to you at birth. Selling this dagger is a terrible taboo and earns you the disdain of other dwarves.
Defensive Advance Defensive Advance (champion, flourish, guardian)
With the protection of your shield, you dive into battle! You Raise your Shield and Stride. If you end your movement within melee reach of at least one enemy, you can make a melee Strike against that enemy.
You can use Defensive Advance while Burrowing, Climbing, Flying, or Swimming instead of Striding if you have the corresponding movement type.
Defy the Darkness Defy the Darkness (dwarf)
Using ancient dwarven methods developed to fight enemies wielding magical darkness, you've honed your darkvision and sworn not to use such magic yourself. You gain greater darkvision, enabling you to see through magical darkness even if it normally hampers darkvision (such as the darkness created by a 4th-rank Darkness spell). You can't cast spells with the darkness trait, use item activations with the darkness trait, or use any other ability with the darkness trait.
Diehard Diehard (general)
It takes more to kill you than most. You die from the Dying condition at dying 5, rather than dying 4.
Guardian's Armor Guardian's Armor (guardian)
Even when you are struck, your armor protects you from some harm. While wearing medium or heavy armor, you gain resistance to physical damage equal to 1 + half your level. In addition, you can rest normally while wearing medium and heavy armor.
Guardian's Techniques Guardian's Techniques (guardian)
As a guardian, you have learned certain techniques to help keep your allies safe.
==== Ever Ready ====
You always gain a reaction whenever you roll initiative for combat, but you can use it only for reactions from guardian feats or class features. The GM might still rule that you can use other reactions before your first turn based on the situation, as normal.
==== Intercept Attack ====
You keep your charges safe from harm, even if it means you get hurt yourself. You gain the Intercept Attack reaction.
Impressive Mount Impressive Mount (archetype)
You've trained your mount to become a powerful force on the battlefield. The mount you gained through the Cavalier Dedication feat becomes a mature animal companion, granting it additional capabilities.
Your mount has greater independence. During an encounter, even if you don't use the Command an Animal action, your mount can still use 1 action that round on your turn to Stride or Strike. It can do this at any point during your turn, as long as you aren't currently taking an action. If it does, that's all the actions it gets that round—you can't Command it later.
Quick Repair Quick Repair (general, skill)
For you, the Repair activity loses the exploration trait and takes 1 minute instead of 10 minutes. If you're a master in Crafting, it takes 3 actions. If you're legendary, it takes 1 action.
Shield Block Shield Block (general)
Trigger While you have your shield raised, you would take physical damage (bludgeoning, piercing, or slashing) from an attack.
You snap your shield in place to ward off a blow. Your shield prevents you from taking an amount of damage up to the shield's Hardness. You and the shield each take any remaining damage, possibly breaking or destroying the shield.
Shield Block Shield Block (champion, commander, druid, exemplar, fighter, guardian, inventor)
You gain the Shield Block general feat, a reaction that lets you reduce damage with your shield.
Shielding Taunt Shielding Taunt (flourish, guardian)
Requirements You are wielding a shield.
By banging loudly on your shield, you get the attention of even the most stubborn of foes. Raise a Shield, and then Taunt a creature. Your Taunt gains the auditory trait.
Specialty Crafting (Blacksmithing) Specialty Crafting (Blacksmithing) (general, skill)
Your training focused on Crafting one particular kind of item. Select one of the specialties listed below; you gain a +1 circumstance bonus to Crafting checks to Craft items of that type. If you are a master in Crafting, this bonus increases to +2. If it's unclear whether the specialty applies, the GM decides. Some specialties might apply only partially. For example, if you were making a morningstar and had specialty in woodworking, the GM might give you half your bonus because the item requires both blacksmithing and woodworking.
Specialty
Applicable Items
Alchemy*
Alchemical items such as elixirs
Artistry
Fine art, including jewelry
Blacksmithing
Durable metal goods, including metal armor
Bookmaking
Books and paper
Glassmaking
Glass, including glassware and windows
Leatherworking
Leather goods, including leather armor
Pottery
Ceramic goods
Shipbuilding
Ships and boats
Stonemasonry
Stone goods and structures
Tailoring
Clothing
Weaving
Textiles, baskets, and rugs
Woodworking
Wooden goods and structures
  • You must have the Alchemical Crafting skill feat to Craft alchemical items.
Specialty Crafting (Stonemasonry) Specialty Crafting (Stonemasonry) (general, skill)
Your training focused on Crafting one particular kind of item. Select one of the specialties listed below; you gain a +1 circumstance bonus to Crafting checks to Craft items of that type. If you are a master in Crafting, this bonus increases to +2. If it's unclear whether the specialty applies, the GM decides. Some specialties might apply only partially. For example, if you were making a morningstar and had specialty in woodworking, the GM might give you half your bonus because the item requires both blacksmithing and woodworking.
Specialty
Applicable Items
Alchemy*
Alchemical items such as elixirs
Artistry
Fine art, including jewelry
Blacksmithing
Durable metal goods, including metal armor
Bookmaking
Books and paper
Glassmaking
Glass, including glassware and windows
Leatherworking
Leather goods, including leather armor
Pottery
Ceramic goods
Shipbuilding
Ships and boats
Stonemasonry
Stone goods and structures
Tailoring
Clothing
Weaving
Textiles, baskets, and rugs
Woodworking
Wooden goods and structures
  • You must have the Alchemical Crafting skill feat to Craft alchemical items.
Specialty Crafting (Woodworking) Specialty Crafting (Woodworking) (general, skill)
Your training focused on Crafting one particular kind of item. Select one of the specialties listed below; you gain a +1 circumstance bonus to Crafting checks to Craft items of that type. If you are a master in Crafting, this bonus increases to +2. If it's unclear whether the specialty applies, the GM decides. Some specialties might apply only partially. For example, if you were making a morningstar and had specialty in woodworking, the GM might give you half your bonus because the item requires both blacksmithing and woodworking.
Specialty
Applicable Items
Alchemy*
Alchemical items such as elixirs
Artistry
Fine art, including jewelry
Blacksmithing
Durable metal goods, including metal armor
Bookmaking
Books and paper
Glassmaking
Glass, including glassware and windows
Leatherworking
Leather goods, including leather armor
Pottery
Ceramic goods
Shipbuilding
Ships and boats
Stonemasonry
Stone goods and structures
Tailoring
Clothing
Weaving
Textiles, baskets, and rugs
Woodworking
Wooden goods and structures
  • You must have the Alchemical Crafting skill feat to Craft alchemical items.
Taunt Taunt (guardian)
Often, the best way to protect your allies is to have the enemy want to attack you instead. You gain the Taunt action.
Tough To Kill Tough To Kill (guardian)
The protectiveness of your armor ensures that even if you fall, you take longer to die. You gain the Diehard general feat. If you already have the Diehard feat, you can retrain it when you get Tough to Kill. Additionally, the first time each day you'd be reduced to Dying 3 or higher, you stay at dying 2 instead.
Unbreakable Expertise Unbreakable Expertise (guardian)
With training, you understand how to best block hits with your armor. Your proficiency rank with medium armor and heavy armor increases to expert.
Unburdened Iron Unburdened Iron (dwarf)
You've learned techniques first devised by your ancestors during their ancient wars, allowing you to comfortably wear massive suits of armor. Ignore the reduction to your Speed from any armor you wear.
In addition, any time you're taking a penalty to your Speed for some other reason (such as from the Encumbered condition or from a spell), deduct 5 feet from the penalty. For example, the encumbered condition normally gives a –10-foot penalty to Speed, but this feat would reduce it to a –5-foot penalty. If your Speed is taking multiple penalties, pick only one penalty to reduce.
Weapon Expertise Weapon Expertise (champion, druid, exemplar, guardian, investigator, kineticist, magus, oracle, psychic, sorcerer, swashbuckler, witch, wizard)
Champion, Exemplar, Investigator, Magus You've dedicated yourself to learning the intricacies of your weapons. Your proficiency ranks for simple weapons, martial weapons, and unarmed attacks increase to expert.
Druid, Kineticist You've improved your combat skill. Your proficiency rank for simple weapons and unarmed attacks increases to expert.
Guardian Sometimes, the best defense is a good offense. Your proficiency ranks for simple weapons, martial weapons, and unarmed attacks increase to expert.
Oracle You've dedicated yourself to learning the intricacies of your weapons. Your proficiency ranks for simple weapons and unarmed attacks increase to expert.
Psychic Training and magic improved your weapon technique. Your proficiency rank for simple weapons and unarmed attacks increases to expert.
Sorcerer You've improved your combat skill. Your proficiency ranks for simple weapons and unarmed attacks increase to expert.
Swashbuckler You've dedicated yourself to learning the intricacies of your weapons. Your proficiency ranks for simple weapons, martial weapons, and unarmed attacks increase to expert. You gain access to the critical specialization effects of all weapons for which you have expert proficiency.
Witch, Wizard Through sheer experience, you've improved your technique with your weapons. Your proficiency ranks for simple weapons and unarmed attacks increase to expert.
Actions
Administer First Aid Administer First Aid (manipulate)
Requirements You're wearing or holding a Healer's Toolkit.
You perform first aid on an adjacent creature that is Dying or Bleeding. 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. The DC is usually the DC of the effect that caused the bleed.
Success If you're trying to stabilize, the target loses the dying condition (but remains Unconscious). If you're trying to stop bleeding, the target benefits from an assisted recovery with the lowered DC for particularly appropriate help.
Critical Failure If you were trying to stabilize, the target's dying value increases by 1. If you were trying to stop bleeding, the target immediately takes an amount of damage equal to its persistent bleed damage.
Balance Balance (move)
Requirements You are in a square that contains a narrow surface, uneven ground, or another similar feature.
You move across a narrow surface or uneven ground, attempting an {Acrobatics} check against its Balance DC. You are Off-Guard while on a narrow surface or uneven ground.
Critical Success You move up to your Speed.
Success You move up to your Speed, treating it as difficult terrain (every 5 feet costs 10 feet of movement).
Failure You must remain stationary to keep your balance (wasting the action) or you fall. If you fall, your turn ends.
Critical Failure You fall and your turn ends.
=== Sample Balance Tasks ===
  • Untrained tangled roots, uneven cobblestones
  • Trained wooden beam
  • Expert deep, loose gravel
  • Master tightrope, smooth sheet of ice
  • Legendary razor's edge, chunks of floor falling in midair
Climb Climb (move)
Requirements You have both hands free
You attempt an {Athletics} check to move a maximum distance of 5 feet up, down, or across an incline. You're Off-Guard while climbing unless you have a climb Speed. The GM determines the DC based on the nature of the incline and environmental circumstances; you might get an automatic critical success on an incline that's trivial to climb. If your land Speed is 40 feet or higher, increase the maximum distance by 5 feet for every 20 feet of Speed above 20 feet.
Critical Success You move along the incline, increasing the maximum distance by 5 feet.
Success You move along the incline.
Critical Failure You fall. If you began the climb on stable ground, you fall and land Prone.
=== Sample Climb Tasks ===
  • Untrained ladder, steep slope, low-branched tree
  • Trained rigging, rope, typical tree
  • Expert wall with small handholds and footholds
  • Master ceiling with handholds and footholds, rock wall
  • Legendary smooth surface
Grab an Edge Grab an Edge (manipulate)
Trigger You fall from or past an edge or handhold.
Requirements Your hands are not tied behind your back or otherwise Restrained.
When you fall off or past an edge or other handhold, you can try to grab it, potentially stopping your fall. You must succeed at your choice of an Acrobatics check or a Reflex save, usually at the Climb DC. If you grab the edge or handhold, you can then Climb up using Athletics.
Critical Success You grab the edge or handhold, whether or not you have a hand free, typically by using a suitable held item to catch yourself (catching a battle axe on a ledge, for example). You still take damage from the distance fallen so far, but you treat the fall as though it were 30 feet shorter.
Success If you have at least one hand free, you grab the edge or handhold, stopping your fall. You still take damage from the distance fallen so far, but you treat the fall as though it were 20 feet shorter. If you have no hands free, you continue to fall as if you had failed the check.
Critical Failure You continue to fall, and if you've fallen 20 feet or more before you use this reaction, you take 10 bludgeoning damage from the impact for every 20 feet fallen.
Intercept Attack Intercept Attack (guardian)
Trigger An ally within 10 feet of you takes physical damage.
You fling yourself in the way of oncoming harm to protect an ally. You can Step, but you must end your movement adjacent to the triggering ally. You take the damage instead of the triggering ally. Apply your own immunities, weaknesses, and resistances to the damage, not the ally's.
Special You can extend this ability to an ally within 15 feet of you if the damage comes from your taunted enemy. If this ally is farther than you can Step to reach, you can Stride instead of Stepping; you still must end the movement adjacent to your ally.
Leap Leap (move)
You take a short horizontal or vertical jump. Jumping a greater distance requires using the Athletics skill for a High Jump or Long Jump.
  • Horizontal Jump 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, or a 10-foot gap if your Speed is 30 feet or more). You can't make a horizontal Leap if your Speed is less than 15 feet.
  • Vertical Jump up to 3 feet vertically and 5 feet horizontally onto an elevated surface.
Long Jump Long Jump (move)
You Stride, then attempt a DC 15 {Athletics} check to make a long jump in the direction you were Striding. If you didn't Stride at least 10 feet, you automatically fail your check. The GM might increase or decrease this DC depending on the situation.
Success You Leap up to a distance equal to your check result rounded down to the nearest 5 feet. You can't jump farther than your land Speed.
Failure You make a normal horizontal Leap.
Critical Failure You make a normal horizontal Leap, then fall and land Prone.
Raise a Shield Raise a Shield
Requirements You are wielding a shield.
You position your shield to protect yourself. When you have Raised a Shield, you gain its listed circumstance bonus to AC. Your shield remains raised until the start of your next turn.
Ready Ready (concentrate)
You prepare to use an action that will occur outside your turn. Choose a single action or free action you can use, and designate a trigger. Your turn then ends. If the trigger you designated occurs before the start of your next turn, you can use the chosen action as a reaction (provided you still meet the requirements to use it). You can't Ready a free action that already has a trigger.
If you have a multiple attack penalty and your readied action is an attack action, your readied attack takes the multiple attack penalty you had at the time you used Ready. This is one of the few times the multiple attack penalty applies when it's not your turn.
Seek Seek (concentrate, secret)
You scan an area for signs of creatures or objects, possibly including secret doors or hazards. Choose an area to scan. The GM determines the area you can scan with one Seek action—almost always 30 feet or less in any dimension. The GM might impose a penalty if you search far away from you or adjust the number of actions it takes to Seek a particularly cluttered area.
The GM attempts a single secret {Perception} check for you and compares the result to the Stealth DCs of any Undetected or Hidden creatures in the area, or the DC to detect each object in the area (as determined by the GM or by someone Concealing the Object). A creature you detect might remain hidden, rather than becoming Observed, if you're using an imprecise sense or if an effect (such as Invisibility) prevents the subject from being observed.
Critical Success Any undetected or hidden creature you critically succeeded against becomes observed by you. You learn the location of objects in the area you critically succeeded against.
Success Any undetected creature you suceeded against becomes hidden from you instead of undetected, and any hidden creature you succeeded against becomes observed by you. You learn the location of any object or get a clue to its whereabouts, as determined by the GM.
Stand Stand (move)
You stand up from Prone.
Step Step (move)
Requirements Your Speed is at least 10 feet.
You carefully move 5 feet. Unlike most types of movement, Stepping doesn't trigger reactions, such as Reactive Strike, that can be triggered by move actions or upon leaving or entering a square.
You can't Step into difficult terrain, and you can't Step using a Speed other than your land Speed.
Take Cover Take Cover
Requirements You are benefiting from cover, are near a feature that allows you to take cover, or are Prone.
You press yourself against a wall or duck behind an obstacle to take better advantage of cover. If you would have standard cover, you instead gain greater cover, which provides a +4 circumstance bonus to AC; to Reflex saves against area effects; and to Stealth checks to Hide, Sneak, or otherwise avoid detection. Otherwise, you gain the benefits of standard cover (a +2 circumstance bonus instead). This lasts until you move from your current space, use an attack action, become Unconscious, or end this effect as a free action.
Taunt Taunt (concentrate, guardian)
With an attention-grabbing gesture, noise, cutting remark, or threatening shout, you attempt to draw an enemy to you instead of your allies. Taunt gains the auditory trait, visual trait, or both, depending on how you draw the target's attention. Even mindless creatures are drawn to your taunts. Choose an enemy within 30 feet to be your taunted enemy. If your taunted enemy takes a hostile action that includes at least one of your allies but doesn't include you, they take a –1 circumstance penalty to their attack rolls and DCs for that action, and they also become Off-Guard until the start of their next turn.
Your enemy remains taunted until the start of your next turn, and you can have only one Taunt in effect at a time. Taunting a new enemy ends this effect on any current target.
Effect: Taunt

🎒 Inventory

Weapons
Item Qty Bulk Level Price
Warhammer Warhammer 1 1 0 1 gp
Armor & Shields
Item Qty Bulk Level Price
Full Plate Full Plate 1 4 2 30 gp
Steel Shield Steel Shield 1 1 0 2 gp
Consumables
Item Qty Bulk Level Price
Bronze Bull Pendant Bronze Bull Pendant 1 0 2 7 gp
Healing Potion (Minor) Healing Potion (Minor) 2 0.1 1 4 gp
Equipment
Item Qty Bulk Level Price
Healer's Toolkit Healer's Toolkit 1 1 0 5 gp
Squire's Tabard Squire's Tabard 1 0.1 2 25 gp
Bags & Storage
Item Qty Bulk Level Price
Backpack Backpack 1 0 0 1 sp
  • Repair Toolkit Repair Toolkit
  • Torch Torch
  • Chalk Chalk ×10
  • Rations Rations ×2
  • Yellow Musk Poison Yellow Musk Poison ×4
  • Clan Dagger Clan Dagger
  • Bedroll Bedroll
  • Rope Rope
  • Yellow Musk Poison Yellow Musk Poison ×2
  • Waterskin Waterskin
  • Soap Soap
  • Flint and Steel Flint and Steel
Treasure & Currency
Item Qty Bulk Level Price
Copper Pieces Copper Pieces 3 1 0 1 cp
Gold Pieces Gold Pieces 96 1 0 1 gp
Platinum Pieces Platinum Pieces 1 1 0 1 pp
Silver Pieces Silver Pieces 77 1 0 1 sp

Last synced: 2026-09-29 04:00