Characters/Greykor Vonana: Difference between revisions
Auto-sync: PF2e character exporter. |
Auto-sync: PF2e character exporter. |
||
| (10 intermediate revisions by the same user not shown) | |||
| Line 4: | Line 4: | ||
| name = Greykor Vonana | | name = Greykor Vonana | ||
| portrait = https://foundry.atkennedy.com/modules/pf2e-tokens-characters/assets/portraits/tomb-guardian.webp?1782710941864 | | portrait = https://foundry.atkennedy.com/modules/pf2e-tokens-characters/assets/portraits/tomb-guardian.webp?1782710941864 | ||
| level = | | level = 3 | ||
| size = Medium | | size = Medium | ||
| hp = | | hp = 22/55 | ||
| ac = | | ac = 20 | ||
| perception = + | | perception = +7 | ||
| speed = 25 ft. | | speed = 25 ft. | ||
| fortitude = + | | fortitude = +10 | ||
| reflex = + | | reflex = +7 | ||
| will = + | | will = +9 | ||
| attributes = '''STR''' + | | attributes = '''STR''' +4 | '''DEX''' +0 | '''CON''' +3 | '''INT''' +1 | '''WIS''' +2 | '''CHA''' -1 | ||
| key_ability = STR | | key_ability = STR | ||
| age = 58 | | age = 58 | ||
| hero_points = 0 | | hero_points = 0 | ||
| languages = orcish | | languages = orcish | ||
| wealth = 1 PP, | | wealth = 1 PP, 17 GP, 4 SP, 3 CP | ||
| last_kill = Drillworm (2026-07-25) | |||
| last_downed = Mudwretch (2026-06-29) | | last_downed = Mudwretch (2026-06-29) | ||
}} | }} | ||
== Details == | == Details == | ||
* '''Ancestry:''' <html><img src="https://foundry.atkennedy.com/systems/pf2e/icons/ancestries/dwarf.webp" width | * '''Ancestry:''' <html><img src="https://foundry.atkennedy.com/systems/pf2e/icons/ancestries/dwarf.webp" width="20" alt="Dwarf" style="vertical-align:middle;" /></html> Dwarf | ||
* '''Heritage:''' <html><img src="https://foundry.atkennedy.com/systems/pf2e/icons/features/ancestry/anvil-dwarf.webp" width | * '''Heritage:''' <html><img src="https://foundry.atkennedy.com/systems/pf2e/icons/features/ancestry/anvil-dwarf.webp" width="20" alt="Anvil Dwarf" style="vertical-align:middle;" /></html> Anvil Dwarf | ||
* '''Background:''' Alloysmith | * '''Background:''' Alloysmith | ||
* '''Class:''' Guardian | * '''Class:''' Guardian | ||
* '''Key Ability:''' STR | * '''Key Ability:''' STR | ||
* '''XP:''' | * '''XP:''' 323 | ||
* '''Hero Points:''' 0 | |||
* '''Languages:''' orcish | * '''Languages:''' orcish | ||
| Line 41: | Line 43: | ||
; '''Edicts''' | ; '''Edicts''' | ||
: Persecute all religious people. | : Persecute all religious people. | ||
: Report all religious people, stop them if I can. | |||
Report all religious people, stop them if I can. | |||
; '''Anathema''' | ; '''Anathema''' | ||
: Don't worship gods or higher power. | : Don't worship gods or higher power. | ||
| Line 76: | Line 77: | ||
<b>⚔ Defense & Saves</b> | <b>⚔ Defense & Saves</b> | ||
<div class="mw-collapsible-content"> | <div class="mw-collapsible-content"> | ||
* '''HP:''' | * '''HP:''' 22/55 | ||
* '''AC:''' | * '''AC:''' 20 | ||
* '''Perception:''' + | * '''Perception:''' +7 ({{color|#2e8b57|'''Trained'''}}) | ||
* '''Speed:''' 25 ft. (land) | * '''Speed:''' 25 ft. (land) | ||
* '''Fortitude:''' + | * '''Fortitude:''' +10 ({{color|#4682b4|'''Expert'''}}) | ||
* '''Reflex:''' + | * '''Reflex:''' +7 ({{color|#4682b4|'''Expert'''}}) | ||
* '''Will:''' + | * '''Will:''' +9 ({{color|#4682b4|'''Expert'''}}) | ||
</div> | |||
</div> | |||
<div class="toccolours mw-collapsible mw-collapsed"> | |||
<b>🗡 Attacks</b> | |||
<div class="mw-collapsible-content"> | |||
{| class="wikitable" | |||
! !! Weapon !! Traits !! Attack Bonus !! Damage | |||
|- | |||
| <html><img src="https://foundry.atkennedy.com/systems/pf2e/icons/equipment/weapons/javelin.webp" width="24" alt="Javelin" style="vertical-align:middle;" /></html> || Javelin ({{color|#2e8b57|'''Trained'''}}) || Thrown || +5/+0/-5 || 1d6+4 piercing | |||
|- | |||
| <html><img src="https://foundry.atkennedy.com/systems/pf2e/icons/equipment/weapons/clan-dagger.webp" width="24" alt="Clan Dagger" style="vertical-align:middle;" /></html> || Clan Dagger ({{color|#2e8b57|'''Trained'''}}) || Agile, Dwarf, Parry, Versatile-B || +9/+5/+1 || 1d4+4 piercing | |||
|- | |||
| <html><img src="https://foundry.atkennedy.com/icons/weapons/hammers/hammer-war-rounding.webp" width="24" alt="Warhammer" style="vertical-align:middle;" /></html> || Warhammer ({{color|#2e8b57|'''Trained'''}}) || Shove || +9/+4/-1 || 1d8+4 bludgeoning | |||
|} | |||
</div> | </div> | ||
</div> | </div> | ||
| Line 93: | Line 109: | ||
! STR !! DEX !! CON !! INT !! WIS !! CHA | ! STR !! DEX !! CON !! INT !! WIS !! CHA | ||
|- | |- | ||
| + | | +4 || +0 || +3 || +1 || +2 || -1 | ||
|} | |} | ||
</div> | </div> | ||
| Line 108: | Line 124: | ||
| Arcana || +1 || {{color|#708090|'''Untrained'''}} | | Arcana || +1 || {{color|#708090|'''Untrained'''}} | ||
|- | |- | ||
| Athletics || + | | Athletics || +11 || {{color|#4682b4|'''Expert'''}} | ||
|- | |- | ||
| Crafting || + | | Crafting || +6 || {{color|#2e8b57|'''Trained'''}} | ||
|- | |- | ||
| Deception || | | Deception || -1 || {{color|#708090|'''Untrained'''}} | ||
|- | |- | ||
| Diplomacy || | | Diplomacy || -1 || {{color|#708090|'''Untrained'''}} | ||
|- | |- | ||
| Intimidation || | | Intimidation || -1 || {{color|#708090|'''Untrained'''}} | ||
|- | |- | ||
| Medicine || + | | Medicine || +7 || {{color|#2e8b57|'''Trained'''}} | ||
|- | |- | ||
| Nature || + | | Nature || +7 || {{color|#2e8b57|'''Trained'''}} | ||
|- | |- | ||
| Occultism || +1 || {{color|#708090|'''Untrained'''}} | | Occultism || +1 || {{color|#708090|'''Untrained'''}} | ||
|- | |- | ||
| Performance || | | Performance || -1 || {{color|#708090|'''Untrained'''}} | ||
|- | |- | ||
| Plane Of Metal || + | | Plane Of Metal || +6 || {{color|#2e8b57|'''Trained'''}} | ||
|- | |- | ||
| Religion || + | | Religion || +7 || {{color|#2e8b57|'''Trained'''}} | ||
|- | |- | ||
| Society || + | | Society || +6 || {{color|#2e8b57|'''Trained'''}} | ||
|- | |- | ||
| Stealth || +0 || {{color|#708090|'''Untrained'''}} | | Stealth || +0 || {{color|#708090|'''Untrained'''}} | ||
|- | |- | ||
| Survival || + | | Survival || +7 || {{color|#2e8b57|'''Trained'''}} | ||
|- | |- | ||
| Thievery || +0 || {{color|#708090|'''Untrained'''}} | | Thievery || +0 || {{color|#708090|'''Untrained'''}} | ||
| Line 147: | Line 163: | ||
! Coin !! Total Value !! Bulk !! Invested | ! Coin !! Total Value !! Bulk !! Invested | ||
|- | |- | ||
| 1 PP, | | 1 PP, 17 GP, 4 SP, 3 CP || 80.03 gp || 7.0 / 9 enc / 14 max || 0/10 | ||
|} | |} | ||
</div> | </div> | ||
| Line 156: | Line 172: | ||
<div class="mw-collapsible-content"> | <div class="mw-collapsible-content"> | ||
=====Heritage===== | =====Heritage===== | ||
; <html><img src="https://foundry.atkennedy.com/systems/pf2e/icons/features/ancestry/anvil-dwarf.webp" width | ; <html><img src="https://foundry.atkennedy.com/systems/pf2e/icons/features/ancestry/anvil-dwarf.webp" width="20" alt="Anvil Dwarf" style="vertical-align:middle;" /></html> '''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. | : 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. | ||
| Line 162: | Line 178: | ||
; '''Alloysmith''' | ; '''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. | : 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. | |||
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. | ||
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===== | =====Feats===== | ||
; <html><img src="https://foundry.atkennedy.com/icons/sundries/books/book-red-exclamation.webp" width | ; <html><img src="https://foundry.atkennedy.com/icons/sundries/books/book-red-exclamation.webp" width="20" alt="Battle Medicine" style="vertical-align:middle;" /></html> '''Battle Medicine''' <small>(general, healing, manipulate, skill)</small> | ||
: '''Requirements''' You're holding or wearing a healer's toolkit. | : '''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. | |||
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. | ; <html><img src="https://foundry.atkennedy.com/icons/sundries/books/book-red-exclamation.webp" width="20" alt="Canny Acumen (Reflex)" style="vertical-align:middle;" /></html> '''Canny Acumen (Reflex)''' <small>(general)</small> | ||
; <html><img src="https://foundry.atkennedy.com/icons/sundries/books/book-red-exclamation.webp" width="20" | : 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. | ||
; <html><img src="https://foundry.atkennedy.com/icons/sundries/books/book-red-exclamation.webp" width="20" alt="Cavalier Dedication" style="vertical-align:middle;" /></html> '''Cavalier Dedication''' <small>(archetype, dedication)</small> | |||
: 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). | : 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. | |||
'''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. | ; <html><img src="https://foundry.atkennedy.com/systems/pf2e/icons/equipment/weapons/clan-dagger.webp" width="20" alt="Clan Dagger" style="vertical-align:middle;" /></html> '''Clan Dagger''' <small>(dwarf)</small> | ||
; <html><img src="https://foundry.atkennedy.com/systems/pf2e/icons/equipment/weapons/clan-dagger.webp" width | |||
: 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. | : 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. | ||
; <html><img src="https://foundry.atkennedy.com/icons/sundries/books/book-red-exclamation.webp" width | ; <html><img src="https://foundry.atkennedy.com/icons/sundries/books/book-red-exclamation.webp" width="20" alt="Defensive Advance" style="vertical-align:middle;" /></html> '''Defensive Advance''' <small>(champion, flourish, guardian)</small> | ||
: 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. | : 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. | |||
You can use Defensive Advance while Burrowing, Climbing, Flying, or Swimming instead of Striding if you have the corresponding movement type. | ; <html><img src="https://foundry.atkennedy.com/icons/sundries/books/book-red-exclamation.webp" width="20" alt="Diehard" style="vertical-align:middle;" /></html> '''Diehard''' <small>(general)</small> | ||
; <html><img src="https://foundry.atkennedy.com/icons/equipment/chest/breastplate-helmet-metal.webp" width | : It takes more to kill you than most. You die from the Dying condition at dying 5, rather than dying 4. | ||
; <html><img src="https://foundry.atkennedy.com/icons/equipment/chest/breastplate-helmet-metal.webp" width="20" alt="Guardian's Armor" style="vertical-align:middle;" /></html> '''Guardian's Armor''' <small>(guardian)</small> | |||
: 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. | : 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. | ||
; <html><img src="https://foundry.atkennedy.com/icons/skills/melee/shield-block-bash-yellow.webp" width | ; <html><img src="https://foundry.atkennedy.com/icons/skills/melee/shield-block-bash-yellow.webp" width="20" alt="Guardian's Techniques" style="vertical-align:middle;" /></html> '''Guardian's Techniques''' <small>(guardian)</small> | ||
: As a guardian, you have learned certain techniques to help keep your allies safe. | : As a guardian, you have learned certain techniques to help keep your allies safe. | ||
: ==== Ever Ready ==== | |||
==== 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 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. | : You keep your charges safe from harm, even if it means you get hurt yourself. You gain the Intercept Attack reaction. | ||
; <html><img src="https://foundry.atkennedy.com/icons/sundries/books/book-red-exclamation.webp" width="20" alt="Shield Block" style="vertical-align:middle;" /></html> '''Shield Block''' <small>(general)</small> | |||
==== Intercept Attack ==== | |||
You keep your charges safe from harm, even if it means you get hurt yourself. You gain the Intercept Attack reaction. | |||
; <html><img src="https://foundry.atkennedy.com/icons/sundries/books/book-red-exclamation.webp" width | |||
: '''Trigger''' While you have your shield raised, you would take physical damage (bludgeoning, piercing, or slashing) from an attack. | : '''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. | |||
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. | ; <html><img src="https://foundry.atkennedy.com/icons/equipment/shield/round-wooden-boss-gold-brown.webp" width="20" alt="Shield Block" style="vertical-align:middle;" /></html> '''Shield Block''' <small>(champion, commander, druid, exemplar, fighter, guardian, inventor)</small> | ||
; <html><img src="https://foundry.atkennedy.com/icons/equipment/shield/round-wooden-boss-gold-brown.webp" width | |||
: You gain the Shield Block general feat, a reaction that lets you reduce damage with your shield. | : You gain the Shield Block general feat, a reaction that lets you reduce damage with your shield. | ||
; <html><img src="https://foundry.atkennedy.com/icons/sundries/books/book-red-exclamation.webp" width | ; <html><img src="https://foundry.atkennedy.com/icons/sundries/books/book-red-exclamation.webp" width="20" alt="Shielding Taunt" style="vertical-align:middle;" /></html> '''Shielding Taunt''' <small>(flourish, guardian)</small> | ||
: '''Requirements''' You are wielding a shield. | : '''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. | |||
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. | ; <html><img src="https://foundry.atkennedy.com/icons/sundries/books/book-red-exclamation.webp" width="20" alt="Specialty Crafting (Blacksmithing)" style="vertical-align:middle;" /></html> '''Specialty Crafting (Blacksmithing)''' <small>(general, skill)</small> | ||
; <html><img src="https://foundry.atkennedy.com/icons/sundries/books/book-red-exclamation.webp" width | |||
: 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. | : 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 | |||
Specialty | : Applicable Items | ||
Applicable Items | : Alchemy* | ||
: Alchemical items such as elixirs | |||
Alchemy* | : Artistry | ||
Alchemical items such as elixirs | : Fine art, including jewelry | ||
: Blacksmithing | |||
Artistry | : Durable metal goods, including metal armor | ||
Fine art, including jewelry | : Bookmaking | ||
: Books and paper | |||
Blacksmithing | : Glassmaking | ||
Durable metal goods, including metal armor | : Glass, including glassware and windows | ||
: Leatherworking | |||
Bookmaking | : Leather goods, including leather armor | ||
Books and paper | : Pottery | ||
: Ceramic goods | |||
Glassmaking | : Shipbuilding | ||
Glass, including glassware and windows | : Ships and boats | ||
: Stonemasonry | |||
Leatherworking | : Stone goods and structures | ||
Leather goods, including leather armor | : Tailoring | ||
: Clothing | |||
Pottery | : Weaving | ||
Ceramic goods | : Textiles, baskets, and rugs | ||
: Woodworking | |||
Shipbuilding | : Wooden goods and structures | ||
Ships and boats | :* You must have the Alchemical Crafting skill feat to Craft alchemical items. | ||
; <html><img src="https://foundry.atkennedy.com/icons/sundries/books/book-red-exclamation.webp" width="20" alt="Specialty Crafting (Stonemasonry)" style="vertical-align:middle;" /></html> '''Specialty Crafting (Stonemasonry)''' <small>(general, skill)</small> | |||
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. | |||
; <html><img src="https://foundry.atkennedy.com/icons/sundries/books/book-red-exclamation.webp" width | |||
: 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. | : 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 | |||
Specialty | : Applicable Items | ||
Applicable Items | : Alchemy* | ||
: Alchemical items such as elixirs | |||
Alchemy* | : Artistry | ||
Alchemical items such as elixirs | : Fine art, including jewelry | ||
: Blacksmithing | |||
Artistry | : Durable metal goods, including metal armor | ||
Fine art, including jewelry | : Bookmaking | ||
: Books and paper | |||
Blacksmithing | : Glassmaking | ||
Durable metal goods, including metal armor | : Glass, including glassware and windows | ||
: Leatherworking | |||
Bookmaking | : Leather goods, including leather armor | ||
Books and paper | : Pottery | ||
: Ceramic goods | |||
Glassmaking | : Shipbuilding | ||
Glass, including glassware and windows | : Ships and boats | ||
: Stonemasonry | |||
Leatherworking | : Stone goods and structures | ||
Leather goods, including leather armor | : Tailoring | ||
: Clothing | |||
Pottery | : Weaving | ||
Ceramic goods | : Textiles, baskets, and rugs | ||
: Woodworking | |||
Shipbuilding | : Wooden goods and structures | ||
Ships and boats | :* You must have the Alchemical Crafting skill feat to Craft alchemical items. | ||
; <html><img src="https://foundry.atkennedy.com/icons/sundries/books/book-red-exclamation.webp" width="20" alt="Specialty Crafting (Woodworking)" style="vertical-align:middle;" /></html> '''Specialty Crafting (Woodworking)''' <small>(general, skill)</small> | |||
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. | |||
; <html><img src="https://foundry.atkennedy.com/icons/sundries/books/book-red-exclamation.webp" width | |||
: 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. | : 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 | |||
Specialty | : Applicable Items | ||
Applicable Items | : Alchemy* | ||
: Alchemical items such as elixirs | |||
Alchemy* | : Artistry | ||
Alchemical items such as elixirs | : Fine art, including jewelry | ||
: Blacksmithing | |||
Artistry | : Durable metal goods, including metal armor | ||
Fine art, including jewelry | : Bookmaking | ||
: Books and paper | |||
Blacksmithing | : Glassmaking | ||
Durable metal goods, including metal armor | : Glass, including glassware and windows | ||
: Leatherworking | |||
Bookmaking | : Leather goods, including leather armor | ||
Books and paper | : Pottery | ||
: Ceramic goods | |||
Glassmaking | : Shipbuilding | ||
Glass, including glassware and windows | : Ships and boats | ||
: Stonemasonry | |||
Leatherworking | : Stone goods and structures | ||
Leather goods, including leather armor | : Tailoring | ||
: Clothing | |||
Pottery | : Weaving | ||
Ceramic goods | : Textiles, baskets, and rugs | ||
: Woodworking | |||
Shipbuilding | : Wooden goods and structures | ||
Ships and boats | :* You must have the Alchemical Crafting skill feat to Craft alchemical items. | ||
; <html><img src="https://foundry.atkennedy.com/icons/creatures/magical/construct-iron-stomping-yellow.webp" width="20" alt="Taunt" style="vertical-align:middle;" /></html> '''Taunt''' <small>(guardian)</small> | |||
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. | |||
; <html><img src="https://foundry.atkennedy.com/icons/creatures/magical/construct-iron-stomping-yellow.webp" width | |||
: Often, the best way to protect your allies is to have the enemy want to attack you instead. You gain the Taunt action. | : Often, the best way to protect your allies is to have the enemy want to attack you instead. You gain the Taunt action. | ||
; <html><img src="https://foundry.atkennedy.com/icons/sundries/books/book-red-exclamation.webp" width | ; <html><img src="https://foundry.atkennedy.com/icons/skills/wounds/injury-eyes-blood-red-pink.webp" width="20" alt="Tough To Kill" style="vertical-align:middle;" /></html> '''Tough To Kill''' <small>(guardian)</small> | ||
: 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. | |||
; <html><img src="https://foundry.atkennedy.com/icons/sundries/books/book-red-exclamation.webp" width="20" alt="Unburdened Iron" style="vertical-align:middle;" /></html> '''Unburdened Iron''' <small>(dwarf)</small> | |||
: 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. | : 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. | |||
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. | |||
=====Actions===== | =====Actions===== | ||
; <html><img src="https://foundry.atkennedy.com/systems/pf2e/icons/actions/TwoActions.webp" width | ; <html><img src="https://foundry.atkennedy.com/systems/pf2e/icons/actions/TwoActions.webp" width="20" alt="Administer First Aid" style="vertical-align:middle;" /></html> '''Administer First Aid''' <small>(manipulate)</small> | ||
: '''Requirements''' You're wearing or holding a Healer's Toolkit. | : '''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. | |||
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. | |||
* '''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). | : '''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. | ||
* '''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. | : '''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. | ||
; <html><img src="https://foundry.atkennedy.com/systems/pf2e/icons/actions/Reaction.webp" width="20" alt="Grab an Edge" style="vertical-align:middle;" /></html> '''Grab an Edge''' <small>(manipulate)</small> | |||
'''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. | : '''Trigger''' You fall from or past an edge or handhold. | ||
: '''Requirements''' Your hands are not tied behind your back or otherwise Restrained. | |||
'''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. | : 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. | ||
; <html><img src="https://foundry.atkennedy.com/systems/pf2e/icons/actions/Reaction.webp" width="20" | : '''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. | |||
; <html><img src="https://foundry.atkennedy.com/systems/pf2e/icons/actions/Reaction.webp" width="20" alt="Intercept Attack" style="vertical-align:middle;" /></html> '''Intercept Attack''' <small>(guardian)</small> | |||
: '''Trigger''' An ally within 10 feet of you takes physical damage. | : '''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. | |||
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. | ||
; <html><img src="https://foundry.atkennedy.com/systems/pf2e/icons/actions/OneAction.webp" width="20" alt="Leap" style="vertical-align:middle;" /></html> '''Leap''' <small>(move)</small> | |||
'''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. | : You take a short horizontal or vertical jump. Jumping a greater distance requires using the Athletics skill for a High Jump or Long Jump. | ||
; <html><img src="https://foundry.atkennedy.com/systems/pf2e/icons/actions/ | :* '''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. | |||
; <html><img src="https://foundry.atkennedy.com/systems/pf2e/icons/actions/TwoActions.webp" width="20" alt="Long Jump" style="vertical-align:middle;" /></html> '''Long Jump''' <small>(move)</small> | |||
: 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. | : 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. | |||
'''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. | |||
'''Failure''' You make a normal horizontal Leap. | ; <html><img src="https://foundry.atkennedy.com/systems/pf2e/icons/actions/OneAction.webp" width="20" alt="Raise a Shield" style="vertical-align:middle;" /></html> '''Raise a Shield''' | ||
'''Critical Failure''' You make a normal horizontal Leap, then fall and land Prone. | |||
; <html><img src="https://foundry.atkennedy.com/systems/pf2e/icons/actions/OneAction.webp" width | |||
: '''Requirements''' You are wielding 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. | |||
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. | ; <html><img src="https://foundry.atkennedy.com/systems/pf2e/icons/actions/OneAction.webp" width="20" alt="Stand" style="vertical-align:middle;" /></html> '''Stand''' <small>(move)</small> | ||
; <html><img src="https://foundry.atkennedy.com/systems/pf2e/icons/actions/OneAction.webp" width | |||
: You stand up from Prone. | : You stand up from Prone. | ||
; <html><img src="https://foundry.atkennedy.com/systems/pf2e/icons/actions/OneAction.webp" width | ; <html><img src="https://foundry.atkennedy.com/systems/pf2e/icons/actions/OneAction.webp" width="20" alt="Step" style="vertical-align:middle;" /></html> '''Step''' <small>(move)</small> | ||
: '''Requirements''' Your Speed is at least 10 feet. | : '''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 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. | ||
; <html><img src="https://foundry.atkennedy.com/systems/pf2e/icons/actions/OneAction.webp" width="20" alt="Take Cover" style="vertical-align:middle;" /></html> '''Take Cover''' | |||
You can't Step into difficult terrain, and you can't Step using a Speed other than your land Speed. | |||
; <html><img src="https://foundry.atkennedy.com/systems/pf2e/icons/actions/OneAction.webp" width | |||
: '''Requirements''' You are benefiting from cover, are near a feature that allows you to take cover, or are Prone. | : '''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. | |||
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. | ; <html><img src="https://foundry.atkennedy.com/systems/pf2e/icons/actions/OneAction.webp" width="20" alt="Taunt" style="vertical-align:middle;" /></html> '''Taunt''' <small>(concentrate, guardian)</small> | ||
; <html><img src="https://foundry.atkennedy.com/systems/pf2e/icons/actions/OneAction.webp" width | |||
: 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. | : 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. | |||
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 | ||
Effect: Taunt | |||
</div> | </div> | ||
| Line 399: | Line 363: | ||
! !! Item !! Qty !! Bulk !! Level !! Price | ! !! Item !! Qty !! Bulk !! Level !! Price | ||
|- | |- | ||
| <html><img src="https://foundry.atkennedy.com/icons/weapons/hammers/hammer-war-rounding.webp" width | | <html><img src="https://foundry.atkennedy.com/icons/weapons/hammers/hammer-war-rounding.webp" width="24" alt="Warhammer" style="vertical-align:middle;" /></html> || <html><span title="1d8 bludgeoning • Martial Hammer • Traits: Shove • 1 gp | ||
This weapon has a wooden shaft ending in a large, heavy metal head. The head of the hammer might be single-sided or double-sided, but it's always capable of delivering powerful bludgeoning blows." style="cursor:help; border-bottom:1px dotted;">Warhammer</span></html> || 1 || 1 || 0 || 1 gp | |||
|} | |} | ||
| Line 406: | Line 371: | ||
! !! Item !! Qty !! Bulk !! Level !! Price | ! !! Item !! Qty !! Bulk !! Level !! Price | ||
|- | |- | ||
| <html><img src="https://foundry.atkennedy.com/systems/pf2e/icons/equipment/armor/chainmail.webp" width | | <html><img src="https://foundry.atkennedy.com/systems/pf2e/icons/equipment/armor/chainmail.webp" width="24" alt="Chain Mail" style="vertical-align:middle;" /></html> || <html><span title="AC +4 • Medium • Dex Cap +1 • Str 3 • Check -2 • Speed -5 ft. • Traits: Flexible, Noisy • 6 gp | ||
A suit of chain mail consists of several pieces of armor composed of small metal rings linked together in a protective mesh. It typically includes a chain shirt, leggings, a pair of arms, and a coif, collectively protecting most of the body." style="cursor:help; border-bottom:1px dotted;">Chain Mail</span></html> || 1 || 2 || 0 || 6 gp | |||
|- | |- | ||
| <html><img src="https://foundry.atkennedy.com/systems/pf2e/icons/equipment/shields/steel-shield.webp" width | | <html><img src="https://foundry.atkennedy.com/systems/pf2e/icons/equipment/shields/steel-shield.webp" width="24" alt="Steel Shield" style="vertical-align:middle;" /></html> || <html><span title="AC +2 • Hardness 5 • HP 20/20 • 2 gp | ||
Like wooden shields, steel shields come in a variety of shapes and sizes. Though more expensive than wooden shields, they are much more durable. | |||
Hardness HP BT | |||
5 20 10" style="cursor:help; border-bottom:1px dotted;">Steel Shield</span></html> || 1 || 1 || 0 || 2 gp | |||
|} | |} | ||
===== | =====Equipment===== | ||
{| class="wikitable" style="width:100%;" | {| class="wikitable" style="width:100%;" | ||
! !! Item !! Qty !! Bulk !! Level !! Price | ! !! Item !! Qty !! Bulk !! Level !! Price | ||
|- | |- | ||
| <html><img src="https://foundry.atkennedy.com | | <html><img src="https://foundry.atkennedy.com/icons/equipment/leg/tasset-reticulated-steel-gold.webp" width="24" alt="Armored Skirt" style="vertical-align:middle;" /></html> || <html><span title="2 gp | ||
These armor-plated skirts, which are also known as armored kilts, are favored by Knights of Lastwall for their versatility and aesthetic appeal. An armored skirt can be donned with 2 Interact actions when it's worn with light or medium armor, or as part of donning heavy armor. | |||
When worn with a breastplate, chain shirt, chain mail, or scale mail, an armored skirt increases the armor's item bonus to AC by 1, worsens the armor's check penalty by 1, reduces the armor's Dex cap by 1, increases the Strength score required to ignore the check penalty and reduce the Speed penalty by 2, and adds…" style="cursor:help; border-bottom:1px dotted;">Armored Skirt</span></html> || 1 || 1 || 0 || 2 gp | |||
|- | |- | ||
| <html><img src="https://foundry.atkennedy.com/icons/ | | <html><img src="https://foundry.atkennedy.com/icons/containers/bags/pouch-gold-green.webp" width="24" alt="Healer's Toolkit" style="vertical-align:middle;" /></html> || <html><span title="5 gp | ||
This kit of bandages, herbs, and suturing tools is necessary for Medicine checks to Administer First Aid, Treat Disease, Treat Poison, or Treat Wounds. If you wear your healer's toolkit, you can draw and replace its tools as part of the action that uses them." style="cursor:help; border-bottom:1px dotted;">Healer's Toolkit</span></html> || 1 || 1 || 0 || 5 gp | |||
|- | |- | ||
| <html><img src="https://foundry.atkennedy.com/icons/ | | <html><img src="https://foundry.atkennedy.com/icons/tools/smithing/anvil.webp" width="24" alt="Repair Toolkit" style="vertical-align:middle;" /></html> || <html><span title="2 gp | ||
A repair kit allows you to perform simple repairs while traveling. It contains a portable anvil, tongs, woodworking tools, a whetstone, and oils for conditioning leather and wood. You can use a repair kit to Repair items using the Crafting skill. You can draw and replace a worn repair toolkit as part of the action that uses it." style="cursor:help; border-bottom:1px dotted;">Repair Toolkit</span></html> || 1 || 1 || 0 || 2 gp | |||
| <html>< | |||
|} | |} | ||
| Line 433: | Line 400: | ||
! !! Item !! Qty !! Bulk !! Level !! Price | ! !! Item !! Qty !! Bulk !! Level !! Price | ||
|- | |- | ||
| <html><img src="https://foundry.atkennedy.com/icons/containers/bags/pack-leather-white-tan.webp" width | | <html><img src="https://foundry.atkennedy.com/icons/containers/bags/pack-leather-white-tan.webp" width="24" alt="Backpack" style="vertical-align:middle;" /></html> || <html><span title="1 sp | ||
A backpack holds up to 4 Bulk of items and the first 2 Bulk of these items don't count against your Bulk limits. If you're carrying or stowing the pack rather than wearing it on your back, its Bulk is light instead of negligible" style="cursor:help; border-bottom:1px dotted;">Backpack</span></html> || 1 || 0 || 0 || 1 sp | |||
|- | |- | ||
| colspan="6" | | | colspan="6" | | ||
* <html><img src="https://foundry.atkennedy.com/icons/sundries/lights/torch-brown.webp" width | * <html><img src="https://foundry.atkennedy.com/icons/sundries/lights/torch-brown.webp" width="16" alt="Torch" style="vertical-align:middle;" /></html> <html><span title="1 cp | ||
* <html><img src="https://foundry.atkennedy.com/systems/pf2e/icons/equipment/weapons/javelin.webp" width | A torch sheds bright light in a 20-foot radius (and dim light to the next 20 feet) for 1 hour. It can be used as an improvised weapon that deals 1d4 bludgeoning damage plus 1 fire damage." style="cursor:help; border-bottom:1px dotted;">Torch</span></html> ×5 | ||
* <html><img src="https://foundry.atkennedy.com/systems/pf2e/icons/equipment/adventuring-gear/chalk.webp" width | * <html><img src="https://foundry.atkennedy.com/systems/pf2e/icons/equipment/weapons/javelin.webp" width="16" alt="Javelin" style="vertical-align:middle;" /></html> <html><span title="1d6 piercing • Simple Dart • Range 30 ft. • Reload - • Traits: Thrown • 1 sp | ||
* <html><img src="https://foundry.atkennedy.com/systems/pf2e/icons/equipment/adventuring-gear/rations.webp" width="16" | This thin spear is well balanced for throwing but is not designed for melee use." style="cursor:help; border-bottom:1px dotted;">Javelin</span></html> ×5 | ||
* <html><img src="https://foundry.atkennedy.com/systems/pf2e/icons/equipment/weapons/clan-dagger.webp" width | * <html><img src="https://foundry.atkennedy.com/systems/pf2e/icons/equipment/adventuring-gear/chalk.webp" width="16" alt="Chalk" style="vertical-align:middle;" /></html> <html><span title="Other • 1 cp" style="cursor:help; border-bottom:1px dotted;">Chalk</span></html> ×10 | ||
* <html><img src="https://foundry.atkennedy.com/icons/containers/ammunition/quiver-simple-brown.webp" width | * <html><img src="https://foundry.atkennedy.com/systems/pf2e/icons/equipment/adventuring-gear/rations.webp" width="16" alt="Rations" style="vertical-align:middle;" /></html> <html><span title="Other • 4 sp" style="cursor:help; border-bottom:1px dotted;">Rations</span></html> ×2 | ||
* <html><img src="https://foundry.atkennedy.com/icons/sundries/survival/rope-wrapped-brown.webp" width | * <html><img src="https://foundry.atkennedy.com/systems/pf2e/icons/equipment/alchemical-items/alchemical-poisons/yellow-musk-vial.webp" width="16" alt="Yellow Musk Poison" style="vertical-align:middle;" /></html> <html><span title="Poison • Traits: Alchemical, Consumable, Inhaled, Mental, Poison • 7 gp | ||
* <html><img src="https://foundry.atkennedy.com/systems/pf2e/icons/equipment/adventuring-gear/waterskin.webp" width | The powdered pollen from a yellow musk creeper addles the mind. | ||
* <html><img src="https://foundry.atkennedy.com/icons/sundries/survival/soap.webp" width | |||
* <html><img src="https://foundry.atkennedy.com/icons/commodities/stone/geode-raw-tan.webp" width | Activate A Interact (Inhaled) | ||
Saving Throw DC 16 Will | |||
Maximum Duration 2 rounds | |||
Stage 1 Fascinated by the poison cloud (1 round) | |||
Stage 2 fascinated by the poison cloud, and can use no actions but to move closer to the cloud's point of origin (1 round)" style="cursor:help; border-bottom:1px dotted;">Yellow Musk Poison</span></html> ×4 | |||
* <html><img src="https://foundry.atkennedy.com/systems/pf2e/icons/equipment/weapons/clan-dagger.webp" width="16" alt="Clan Dagger" style="vertical-align:middle;" /></html> <html><span title="1d4 piercing • Simple Knife • Traits: Agile, Dwarf, Parry, Versatile-B • 2 gp | |||
This broad dagger is carried by dwarves as a weapon, tool, and designation of clan. Losing or having to surrender a clan dagger is considered a mark of embarrassment to most dwarves." style="cursor:help; border-bottom:1px dotted;">Clan Dagger</span></html> | |||
* <html><img src="https://foundry.atkennedy.com/icons/containers/ammunition/quiver-simple-brown.webp" width="16" alt="Bedroll" style="vertical-align:middle;" /></html> <html><span title="2 cp | |||
A rolled up bed." style="cursor:help; border-bottom:1px dotted;">Bedroll</span></html> | |||
* <html><img src="https://foundry.atkennedy.com/icons/sundries/survival/rope-wrapped-brown.webp" width="16" alt="Rope" style="vertical-align:middle;" /></html> <html><span title="5 sp | |||
50 feet of rope." style="cursor:help; border-bottom:1px dotted;">Rope</span></html> | |||
* <html><img src="https://foundry.atkennedy.com/systems/pf2e/icons/equipment/adventuring-gear/waterskin.webp" width="16" alt="Waterskin" style="vertical-align:middle;" /></html> <html><span title="5 cp | |||
When it's full, a waterskin contains roughly 1 day's worth of water for a Small or Medium creature." style="cursor:help; border-bottom:1px dotted;">Waterskin</span></html> | |||
* <html><img src="https://foundry.atkennedy.com/icons/sundries/survival/soap.webp" width="16" alt="Soap" style="vertical-align:middle;" /></html> <html><span title="2 cp | |||
Bar of soap." style="cursor:help; border-bottom:1px dotted;">Soap</span></html> | |||
* <html><img src="https://foundry.atkennedy.com/icons/commodities/stone/geode-raw-tan.webp" width="16" alt="Flint and Steel" style="vertical-align:middle;" /></html> <html><span title="5 cp | |||
Flint and steel are useful in creating a fire if you have the time to catch a spark, though using them is typically too time-consuming to be practical during an encounter. Even in ideal conditions, using flint and steel to light a flame requires using at least 3 actions, and often significantly longer." style="cursor:help; border-bottom:1px dotted;">Flint and Steel</span></html> | |||
|} | |} | ||
| Line 452: | Line 440: | ||
! !! Item !! Qty !! Bulk !! Level !! Price | ! !! Item !! Qty !! Bulk !! Level !! Price | ||
|- | |- | ||
| <html><img src="https://foundry.atkennedy.com/systems/pf2e/icons/equipment/treasure/ | | <html><img src="https://foundry.atkennedy.com/systems/pf2e/icons/equipment/treasure/gems/moderate-semiprecious-stones/bloodstone.webp" width="24" alt="Bloodstone" style="vertical-align:middle;" /></html> || <html><span title="25 sp" style="cursor:help; border-bottom:1px dotted;">Bloodstone</span></html> || 1 || 0 || 0 || 25 sp | ||
|- | |||
| <html><img src="https://foundry.atkennedy.com/systems/pf2e/icons/equipment/treasure/currency/copper-pieces.webp" width="24" alt="Copper Pieces" style="vertical-align:middle;" /></html> || <html><span title="1 cp" style="cursor:help; border-bottom:1px dotted;">Copper Pieces</span></html> || 3 || 1 || 0 || 1 cp | |||
|- | |- | ||
| <html><img src="https://foundry.atkennedy.com/systems/pf2e/icons/equipment/treasure/currency/gold-pieces.webp" width | | <html><img src="https://foundry.atkennedy.com/systems/pf2e/icons/equipment/treasure/currency/gold-pieces.webp" width="24" alt="Gold Pieces" style="vertical-align:middle;" /></html> || <html><span title="1 gp" style="cursor:help; border-bottom:1px dotted;">Gold Pieces</span></html> || 17 || 1 || 0 || 1 gp | ||
|- | |- | ||
| <html><img src="https://foundry.atkennedy.com/systems/pf2e/icons/equipment/treasure/currency/platinum-pieces.webp" width | | <html><img src="https://foundry.atkennedy.com/systems/pf2e/icons/equipment/treasure/currency/platinum-pieces.webp" width="24" alt="Platinum Pieces" style="vertical-align:middle;" /></html> || <html><span title="1 pp" style="cursor:help; border-bottom:1px dotted;">Platinum Pieces</span></html> || 1 || 1 || 0 || 1 pp | ||
|- | |- | ||
| <html><img src="https://foundry.atkennedy.com/systems/pf2e/icons/equipment/treasure/currency/silver-pieces.webp" width | | <html><img src="https://foundry.atkennedy.com/systems/pf2e/icons/equipment/treasure/currency/silver-pieces.webp" width="24" alt="Silver Pieces" style="vertical-align:middle;" /></html> || <html><span title="1 sp" style="cursor:help; border-bottom:1px dotted;">Silver Pieces</span></html> || 4 || 1 || 0 || 1 sp | ||
|} | |} | ||
| Line 464: | Line 454: | ||
</div> | </div> | ||
''Last synced: 2026-07- | ''Last synced: 2026-07-26 13:54'' | ||
[[Category:Characters]] | [[Category:Characters]] | ||
Latest revision as of 18:54, 26 July 2026
Greykor Vonana
| Greykor Vonana | |
|---|---|
![]() |
|
| Level | 3 |
| Size | Medium |
| Key Ability | STR |
| Hero Points | 0 |
| Defenses & Combat | |
| HP | 22/55 |
| AC | 20 |
| Saving Throws | Fort +10, Ref +7, Will +9 |
| Perception | +7 |
| Speed | 25 ft. |
| Combat Record | |
| Last Kill | Drillworm (2026-07-25) |
| Last Downed By | Mudwretch (2026-06-29) |
| Attributes | |
| STR +4 | |
| Languages | orcish |
Details
- Ancestry:
Dwarf - Heritage:
Anvil Dwarf - Background: Alloysmith
- Class: Guardian
- Key Ability: STR
- XP: 323
- 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: 22/55
- AC: 20
- Perception: +7 (Trained)
- Speed: 25 ft. (land)
- Fortitude: +10 (Expert)
- Reflex: +7 (Expert)
- Will: +9 (Expert)
🗡 Attacks
| Weapon | Traits | Attack Bonus | Damage | |
|---|---|---|---|---|
| Javelin (Trained) | Thrown | +5/+0/-5 | 1d6+4 piercing | |
| Clan Dagger (Trained) | Agile, Dwarf, Parry, Versatile-B | +9/+5/+1 | 1d4+4 piercing | |
| Warhammer (Trained) | Shove | +9/+4/-1 | 1d8+4 bludgeoning |
📊 Ability Scores
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| +4 | +0 | +3 | +1 | +2 | -1 |
🎓 Skills
| Skill | Modifier | Proficiency |
|---|---|---|
| Acrobatics | +0 | Untrained |
| Arcana | +1 | Untrained |
| Athletics | +11 | Expert |
| Crafting | +6 | Trained |
| Deception | -1 | Untrained |
| Diplomacy | -1 | Untrained |
| Intimidation | -1 | Untrained |
| Medicine | +7 | Trained |
| Nature | +7 | Trained |
| Occultism | +1 | Untrained |
| Performance | -1 | Untrained |
| Plane Of Metal | +6 | Trained |
| Religion | +7 | Trained |
| Society | +6 | Trained |
| Stealth | +0 | Untrained |
| Survival | +7 | Trained |
| Thievery | +0 | Untrained |
💰 Wealth & Carry
| Coin | Total Value | Bulk | Invested |
|---|---|---|---|
| 1 PP, 17 GP, 4 SP, 3 CP | 80.03 gp | 7.0 / 9 enc / 14 max | 0/10 |
✨ Feats & Features
Heritage
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
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) (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 (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 (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 (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.
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)- 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)- 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.
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 (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 (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) (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) (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) (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 (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 (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.
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.
Actions
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.
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 (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 (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 (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- 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.
Stand (move)- You stand up from Prone.
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- 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 (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 | 1 | 1 | 0 | 1 gp |
Armor & Shields
| Item | Qty | Bulk | Level | Price | |
|---|---|---|---|---|---|
| Chain Mail | 1 | 2 | 0 | 6 gp | |
| Steel Shield | 1 | 1 | 0 | 2 gp |
Equipment
| Item | Qty | Bulk | Level | Price | |
|---|---|---|---|---|---|
| Armored Skirt | 1 | 1 | 0 | 2 gp | |
| Healer's Toolkit | 1 | 1 | 0 | 5 gp | |
| Repair Toolkit | 1 | 1 | 0 | 2 gp |
Bags & Storage
| Item | Qty | Bulk | Level | Price | |
|---|---|---|---|---|---|
| Backpack | 1 | 0 | 0 | 1 sp | |
| |||||
Treasure & Currency
| Item | Qty | Bulk | Level | Price | |
|---|---|---|---|---|---|
| Bloodstone | 1 | 0 | 0 | 25 sp | |
| Copper Pieces | 3 | 1 | 0 | 1 cp | |
| Gold Pieces | 17 | 1 | 0 | 1 gp | |
| Platinum Pieces | 1 | 1 | 0 | 1 pp | |
| Silver Pieces | 4 | 1 | 0 | 1 sp |
Last synced: 2026-07-26 13:54
