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Irven Capercaillie and the Book of Grievances


TheRaconteur

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Irven Capercaillieimage.png.12c126759fe22ff5893cf22fba3cb798.png
Gnome (Wellspring) • Hermit (Nature) • Witch (The Resentment) 1
Small • Lawful Neutral • Humanoid


"Ooooh no, why would I mind? Go ahead."
[Character Sheet]


Abilities
• Strength 08 (-1) 
• Dexterity 14 (+2)
• Constitution 14 (+2) 
• Intelligence 18 (+4) 
• Wisdom 12 (+1) 
• Charisma 12 (+1)

Boosts
• Ancestry: Int, Con, Cha, - Str
• Background: Int, Dex
• Class: Int
• Free: Con, Wis, Dex, Int


Adventuring & Combat
HP 16/16
Perception +4 • Trained 3 • Wis +1 • Item 0 • Senses Darkvision
Speed 25ft.
Class DC 17 • Trained 3 • Base 10 • Int 4 • Item 0


Armor and Shields
AC 16 • Trained 3 • Base 10 • Dex 1 • Item 2
Shield • Bulk 0 • +0 AC, Hard 0, HP 0 (0)


Saving Throws 
 Fortitude +5 • Trained 3 • Con 2 • Item 0
 Reflex +5 • Trained 3 • Dex 2 • Item 0
 Will +6 • Expert 5 • Wil +1 • Item 0

Weapon Proficiencies
• Trained: Simple


Skills
Acrobatics +2 • Untrained 0 • Dex 2 • Item 0
Arcana +7 • Trained 3 • Int 4 • Item 0
Athletics +2 • Trained 3 • Str -1 • Item 0 • Armor -0
Crafting +7 • Trained 3 • Int 4 • Item 0
Deception +1 • Untrained 0 • Cha 1 • Item 0
Diplomacy +4 • Trained 3 • Cha 1 • Item 0
Intimidation +1 • Untrained 0 • Cha 1 • Item 0
Lore: Naval Warfare +7 • Trained 3 • Int 4 • Item 0
Lore: Hilllands +7 • Trained 3 • Int 4 • Item 0
Medicine +4 • Trained 3 • Wis +1 • Item 0
Nature + 4 • Trained 3 • Wis +1 • Item 0
Occultism +7 • Trained 3 • Int 4 • Item 0
Performance +1 • Untrained 0 • Cha 1 • Item 0
Religion +1 • Untrained 0 • Wis +1 • Item 0
Society +4 • Untrained 0 • Int 4 • Item 0
Stealth +5 • Trained 3 • Dex 2 • Item 0 • Armor -0
Survival +4 • Trained 0 • Wis 1 • Item 0
Thievery +2 • Untrained 0 • Dex 2 • Item 0

Languages: Common,


Actions and Powers

Patron's PuppetCasting free action

Trigger Your turn begins.

At your unspoken plea, your patron temporarily assumes control over your familiar. You Command your familiar, allowing it to take its normal actions this turn. Your Command does not have the auditory or concentrate traits; your patron simply moves its agent directly.
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Evil EyeUncommon Cantrip Curse Hex Manipulate Witch

Range 30 feet; Targets 1 creature
Defense Will; Duration sustained up to 1 minute

Your patron's resentment manifests in a baleful, envious gaze. The target becomes sickened 1 if it fails a Will save (or sickened 2 on a critical failure). This condition value can't be reduced below 1 while the spell is active and you can see the target.
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DarkvisionYou can see in darkness and dim light just as well as you can see in bright light, though your vision in darkness is in black and white.
FamiliarYour patron has sent you a familiar, a mystical creature that teaches you magic and facilitates your spells. This familiar follows the rules beginning on page 212, though as it’s a direct conduit between you and your patron, it’s more powerful than typical familiars. Your familiar gains two additional familiar abilities: one of these is a unique ability based on your patron and is always selected, and the other is an additional familiar ability that can be selected daily as normal. Your familiar gains another extra ability at 6th, 12th, and 18th levels.

Spells: Your familiar is the source and repository of the spells your patron has bestowed upon you, and you must commune with your familiar to prepare your spells each day using your witch spellcasting. Your familiar starts off knowing 10 cantrips, five 1st-rank spells, and one additional spell determined by your patron’s initial lesson. You choose these spells from the common spells of the tradition determined by your patron or from other spells of that tradition you gain access to. Each time you gain a level, your patron teaches your familiar two new spells of any rank for which you have spell slots, chosen from common spells of your tradition or others you gain access to. Feats can also grant your familiar additional spells.

Learning Spells: Your familiar can learn new spells independently of your patron. It can learn any spell on your tradition’s spell list by physically consuming a written version of that spell over the course of 1 hour. This can be a scroll of that spell, or you can prepare a written version using the Learn a Spell exploration activity. You and your familiar can use the Learn a Spell activity to teach your familiar a spell from another witch’s familiar. Both familiars must be present for the entirety of the activity, the spell must be on your spellcasting tradition’s spell list, and you must pay the usual cost for that activity, typically in the form of an offering to the other familiar’s patron. You can’t prepare spells from another witch’s familiar.

Undying: If your familiar dies, your patron replaces it during your next daily preparations. The new familiar might be a duplicate or reincarnation of your former familiar or a new entity altogether, but it knows the same spells your former familiar knew regardless. Your familiar’s death doesn’t affect any spells you have already prepared.

Witch SpellcastingUsing your familiar as a conduit, your patron provides you the power to cast spells. You are a spellcaster, and you can cast spells of your patron’s tradition using the Cast a Spell activity. As a witch, when you cast spells, your incantations might rhyme, your gestures might be as simple as an ominous pointing finger or a complex folk sign, and your familiar might even echo your words or movements slightly as your patron’s magic surges.

At 1st level, you can prepare up to two 1st-rank spells and five cantrips each morning from the spells your familiar knows (see page 181). Prepared spells remain available to you until you cast them or until you prepare your spells again. The number of spells you can prepare each day is called your spell slots.

As you increase in level as a witch, the number of spells you can prepare each day increases, as does the highest rank of spell you can cast.

Some of your spells require you to attempt a spell attack to see how effective they are, or have your enemies roll against your spell DC (typically by attempting a saving throw). Since your key attribute is Intelligence, your spell attack modifier and spell DC use your Intelligence modifier.

Heightening Spells

When you get spell slots of 2nd-rank and higher, you can fill those slots with stronger versions of lower-rank spells. This increases the spell’s rank, heightening it to match the spell slot. Many spells have specific improvements when they are heightened to certain ranks.

Cantrips

Some of your spells are cantrips. A cantrip is a special type of spell that doesn’t use spell slots. You can cast a cantrip at will, any number of times per day. A cantrip is always automatically heightened to half your level rounded up—this is usually equal to the highest rank of witch spell slot you have. For example, as a 1st-level witch, your cantrips are 1st-rank spells, and as a 5th level witch, your cantrips are 3rd-rank spells.

Familiar of Ongoing MiseryYour familiar seems hostile to all creatures other than you, hissing at them if they get too near. When you Cast or Sustain a hex, your familiar can curse a creature within 15 feet of it, prolonging the duration of any negative conditions affecting it by 1 round. This is a curse effect. This prolongs only conditions with a timed duration (such as "1 round" or "until the end of your next turn") and doesn't prevent conditions from being removed by other means. 


Feats

Ancestry 0 • Gnome ObsessionGnome

You might have a flighty nature, but when a topic captures your attention, you dive into it headfirst. You gain the Additional Lore feat and the Assurance feat for the chosen Lore. As gnome obsessions can come and go quickly, you can retrain Gnome Obsession to a different Lore subcategory in 1 day of downtime.

Ancestry 0 • Fey FellowshipGnome

Your enhanced fey connection (either through your blood or via prolonged contact with their kind) affords you a warmer reception from creatures of the First World as well as tools to foil their tricks or withstand their magic. You gain a +2 circumstance bonus to both Perception checks and saving throws against fey. In addition, whenever you meet a fey creature in a social situation, you can immediately attempt a Diplomacy check to Make an Impression on that creature rather than needing to converse for 1 minute. You take a –5 penalty to the check. If you fail, you can engage in 1 minute of conversation and attempt a new check at the end of that time rather than accepting the failure or critical failure result.

Skill Feat 0 • Additional Lore (Naval Warfare)General Skill

Your knowledge has expanded to encompass a new field. Choose a Lore skill subcategory. You become trained in it. At 3rd, 7th, and 15th levels, you gain an additional skill increase you can apply only to the chosen Lore subcategory.

Special You can select this feat more than once. Each time you must select a new subcategory of Lore and you gain the additional skill increases to that subcategory for the listed levels.
 

Skill Feat 0 Assurance (Lore: Naval Warfare)Fortune General Skill

Prerequisites trained in at least one skill

Even in the worst circumstances, you can perform basic tasks. Choose a skill you're trained in. You can forgo rolling a skill check for that skill to instead receive a result of 10 + your proficiency bonus (do not apply any other bonuses, penalties, or modifiers).

Special You can select this feat multiple times. Each time, choose a different skill and gain the benefits for that skill.

Free 0 •  Dubious KnowledgeGeneral Skill

Prerequisites trained in a skill with the Recall Knowledge action

You're a treasure trove of information, but not all of it comes from reputable sources. When you fail (but don't critically fail) a Recall Knowledge check using any skill, you learn the correct answer and an erroneous answer, but you don't have any way to differentiate which is which. This can occur as not knowing something is significant, but not whether it's good or bad.


Prepared Spells

Focus

  • Evil EyeUncommon Cantrip Curse Hex Manipulate Witch

    Range 30 feet; Targets 1 creature
    Defense Will; Duration sustained up to 1 minute

    Your patron's resentment manifests in a baleful, envious gaze. The target becomes sickened 1 if it fails a Will save (or sickened 2 on a critical failure). This condition value can't be reduced below 1 while the spell is active and you can see the target.
     
    action_single_black.png?v=dm-1Uncommon Cantrip Curse Hex Manipulate Witch

    Range 30 feet; Targets 1 creature
    Defense Will; Duration sustained up to 1 minute

    Your patron's resentment manifests in a baleful, envious gaze. The target becomes sickened 1 if it fails a Will save (or sickened 2 on a critical failure). This condition value can't be reduced below 1 while the spell is active and you can see the target.
  • Patron's PuppetCasting free action

    Trigger Your turn begins.

    At your unspoken plea, your patron temporarily assumes control over your familiar. You Command your familiar, allowing it to take its normal actions this turn. Your Command does not have the auditory or concentrate traits; your patron simply moves its agent directly.
     
    image.png.f9520eb1532f2b6edbaac495867e41f5.pngCasting free action

    Trigger Your turn begins.

    At your unspoken plea, your patron temporarily assumes control over your familiar. You Command your familiar, allowing it to take its normal actions this turn. Your Command does not have the auditory or concentrate traits; your patron simply moves its agent directly.

Cantrips

  • Detect MagicCantrip Concentrate Detection Manipulate

    Area 30-foot emanation

    You send out a pulse that registers the presence of magic. You receive no information beyond the presence or absence of magic. You can choose to ignore magic you're fully aware of, such as the magic items and ongoing spells of you and your allies. You detect illusion magic only if that magic's effect has a lower rank than the rank of your detect magic spell. However, items that have an illusion aura but aren't deceptive in appearance (such as an invisibility potion) typically are detected normally.

    Heightened (3rd) You learn the rank or level of the most powerful magical effect the spell detects, as determined by the GM.
    Heightened (4th) As 3rd rank, but you also pinpoint the source of the highest-rank magic. Like for an imprecise sense, you don't learn the exact location, but can narrow down the source to within a 5-foot cube (or the nearest if larger than that).
    image.png.f4d362d5661d776794d4e64525245870.png
  • GuidanceCantrip Concentrate

    Range 30 feet; Targets 1 creature
    Duration until the start of your next turn

    You ask for the guidance of supernatural entities, granting the target a +1 status bonus to one attack roll, Perception check, saving throw, or skill check the target attempts before the duration ends. The target chooses which roll to use the bonus on before rolling. If the target uses the bonus, the spell ends. Either way, the target is then temporarily immune for 1 hour.
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  • Needle DartsSpell Attack +7, Damage 3d4

    Attack Cantrip Concentrate Manipulate Metal

    Range 60 feet; Targets 1 creature
    Defense AC

    You shape needles out of a piece of metal in your possession and send them flying in a tight group toward one target. Make a spell attack roll against your target's AC. The needles deal 3d4 piercing damage and might cause bleeding. The needles impart any special properties of the metal that forms them; for instance, cold iron needles deal additional damage to creatures with weakness to cold iron. All the needles are made of the same metal, and the metal returns to you after the attack.
    Critical Success The target takes double damage and 1 persistent bleed damage.
    Success The target takes full damage.
    Heightened (+1) You send one additional needle, increasing the regular damage by 1d4 and increasing the persistent bleed damage on a critical hit by 1.
     
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  • ShieldCantrip Concentrate Force

    Duration until the start of your next turn

    You raise a magical shield of force. This counts as using the Raise a Shield action, giving you a +1 circumstance bonus to AC until the start of your next turn, but it doesn't require a hand to use. While the spell is in effect, you can use the Shield Block reaction with your magic shield. The shield has Hardness 5. You can use the spell's reaction to reduce damage from any spell or magical effect, even if it doesn't deal physical damage. After you use Shield Block, the spell ends and you can't cast it again for 10 minutes.

    Heightened (+2) The shield's Hardness increases by 5.
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  • Void WarpDamage 2d4

    Cantrip Concentrate Manipulate Void

    Range 30 feet; Targets 1 living creature
    Defense Fortitude

    You call upon the Void to harm life force. The target takes 2d4 void damage with a basic Fortitude save. On a critical failure, the target is also enfeebled 1 until the start of your next turn.

    Heightened (+1) The damage increases by 1d4.
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1st Level

  • Mystic ArmorConcentrate Manipulate

    Duration until your next daily preparations

    You ward yourself with shimmering magical energy, gaining a +1 item bonus to AC and a maximum Dexterity modifier of +5. While wearing mystic armor, you use your unarmored proficiency to calculate your AC.

    Heightened (4th) You gain a +1 item bonus to saving throws.
    Heightened (6th) The item bonus to AC increases to +2, and you gain a +1 item bonus to saving throws.
    Heightened (8th) The item bonus to AC increases to +2, and you gain a +2 item bonus to saving throws.
    Heightened (10th) The item bonus to AC increases to +3, and you gain a +3 item bonus to saving throws.
    image.png.f4d362d5661d776794d4e64525245870.png
  • SleepConcentrate Incapacitation Manipulate Mental Sleep

    Range 30 feet; Area 5-foot burst
    Defense Will

    Each creature in the area becomes drowsy, possibly nodding off. A creature that falls unconscious from this spell doesn't fall prone or release what it's holding. This spell doesn't prevent creatures from waking up due to a successful Perception check, limiting its utility in combat.

    Critical Success The creature is unaffected.
    Success The creature takes a –1 status penalty to Perception checks for 1 round.
    Failure The creature falls unconscious. If it's still unconscious after 1 minute, it wakes up automatically.
    Critical Failure The creature falls unconscious. If it's still unconscious after 1 hour, it wakes up automatically.
    Heightened (4th) The creatures fall unconscious for 1 round on a failure or 1 minute on a critical failure. They fall prone and release what they're holding, and they can't attempt Perception checks to wake up. When the duration ends, the creature is sleeping normally instead of automatically waking up.
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Spellbook

Innate Haunting HymmAuditory Cantrip Evocation Sonic

Cast somatic, verbal
Area 15-foot cone
Saving Throw Fortitude

You echo a jarring hymn that only creatures in the area can hear. The hymn deals 1d8 sonic damage, with a basic Fortitude save. If a target critically fails the save, it's also deafened for 1 minute.

Heightened (+2) The damage increases by 1d8.

Cantrips
Detect MagicCantrip Concentrate Detection Manipulate

Area 30-foot emanation

You send out a pulse that registers the presence of magic. You receive no information beyond the presence or absence of magic. You can choose to ignore magic you're fully aware of, such as the magic items and ongoing spells of you and your allies. You detect illusion magic only if that magic's effect has a lower rank than the rank of your detect magic spell. However, items that have an illusion aura but aren't deceptive in appearance (such as an invisibility potion) typically are detected normally.

Heightened (3rd) You learn the rank or level of the most powerful magical effect the spell detects, as determined by the GM.
Heightened (4th) As 3rd rank, but you also pinpoint the source of the highest-rank magic. Like for an imprecise sense, you don't learn the exact location, but can narrow down the source to within a 5-foot cube (or the nearest if larger than that).
, GuidanceCantrip Concentrate

Range 30 feet; Targets 1 creature
Duration until the start of your next turn

You ask for the guidance of supernatural entities, granting the target a +1 status bonus to one attack roll, Perception check, saving throw, or skill check the target attempts before the duration ends. The target chooses which roll to use the bonus on before rolling. If the target uses the bonus, the spell ends. Either way, the target is then temporarily immune for 1 hour.
, Know the WayCantrip Concentrate Detection Manipulate

In your mind's eye, you magically reorient yourself. You immediately know which direction is north (if it exists at your current location), and you can choose a location you were at within the last 24 hours and learn what direction it lies.

Heightened (3rd) You can choose a location you were at within the last week.
Heightened (7th) You can choose a location you were at regardless of how long ago you were there.
, Needle DartsSpell Attack +7, Damage 3d4

Attack Cantrip Concentrate Manipulate Metal

Range 60 feet; Targets 1 creature
Defense AC

You shape needles out of a piece of metal in your possession and send them flying in a tight group toward one target. Make a spell attack roll against your target's AC. The needles deal 3d4 piercing damage and might cause bleeding. The needles impart any special properties of the metal that forms them; for instance, cold iron needles deal additional damage to creatures with weakness to cold iron. All the needles are made of the same metal, and the metal returns to you after the attack.
Critical Success The target takes double damage and 1 persistent bleed damage.
Success The target takes full damage.
Heightened (+1) You send one additional needle, increasing the regular damage by 1d4 and increasing the persistent bleed damage on a critical hit by 1.
, PrestidigitationCantrip Concentrate Manipulate

Range 10 feet; Targets 1 object (cook, lift, or tidy only)
Duration sustained

The simplest magic does your bidding. You can perform simple magical effects for as long as you Sustain the spell. Each time you Sustain the spell, you can choose one of four options.
• Cook Cool, warm, or flavor 1 pound of nonliving material.
• Lift Slowly lift an unattended object of light Bulk or less 1 foot off the ground.
• Make Create a temporary object of negligible Bulk, made of congealed magical substance. The object looks crude and artificial and is extremely fragile - it can't be used as a tool, weapon, or locus or cost for a spell.
• Tidy Color, clean, or soil an object of light Bulk or less. You can affect an object of 1 Bulk with 10 rounds of concentration, and a larger object a 1 minute per Bulk. Prestidigitation can't deal damage or cause adverse conditions. Any actual change to an object (beyond what is noted above) persists only as long as you Sustain the spell.
, Read AuraCantrip Concentrate Detection Manipulate

Cast 1 minute Range 30 feet; Targets 1 object

You focus on the target object, opening your mind to perceive magical auras. When the casting is complete, you know whether that item is magical. You or anyone you advise about the aura gains a +2 circumstance bonus to Identify Magic on the item. If the object is illusory, you detect this only if the effect's rank is lower than the rank of your read aura spell.

Heightened (3rd) You can target up to 10 objects.
Heightened (6th) You can target any number of objects.
, ShieldCantrip Concentrate Force

Duration until the start of your next turn

You raise a magical shield of force. This counts as using the Raise a Shield action, giving you a +1 circumstance bonus to AC until the start of your next turn, but it doesn't require a hand to use. While the spell is in effect, you can use the Shield Block reaction with your magic shield. The shield has Hardness 5. You can use the spell's reaction to reduce damage from any spell or magical effect, even if it doesn't deal physical damage. After you use Shield Block, the spell ends and you can't cast it again for 10 minutes.

Heightened (+2) The shield's Hardness increases by 5.
, TameAuditory Cantrip Enchantment Mental

Cast somatic, verbal
Range 10 feet; Targets 1 non-hostile domesticated animal
Saving Throw Will; Duration 1 minute

As you make comforting sounds and gestures, you approach the target in a friendly manner combining caution and confidence. You improve the target's attitude to you by one step (unfriendly to neutral, neutral to friendly, friendly to helpful) for the duration of the spell unless it succeeds at a Will save. Afterward, the target is temporarily immune for 1 day.

This spell works on only domesticated animals; for example, you could use it on guard dogs or stray dogs, but not feral dogs or wolves. If the socialization of the animal is in question, the decision is up to the GM.

Heightened (3rd) The duration becomes 10 minutes.
Heightened (6th) The duration becomes 1 hour.
, Telekinetic HandCantrip Concentrate Manipulate

Range 30 feet; Targets 1 unattended object of light Bulk or less
Duration sustained

You create a floating, magical hand, either invisible or ghostlike, that grasps the target object and levitates it slowly up to 20 feet in any direction. When you Sustain the spell, you can move the object an additional 20 feet. If the object is in the air when the spell ends, the object falls.

Heightened (3rd) You can target an unattended object with a Bulk of 1 or less.
Heightened (5th) The range increases to 60 feet, and you can target an unattended object with a Bulk of 1 or less.
Heightened (7th) The range increases to 60 feet, and you can target an unattended object with a Bulk of 2 or less.
, Void WarpDamage 2d4

Cantrip Concentrate Manipulate Void

Range 30 feet; Targets 1 living creature
Defense Fortitude

You call upon the Void to harm life force. The target takes 2d4 void damage with a basic Fortitude save. On a critical failure, the target is also enfeebled 1 until the start of your next turn.

Heightened (+1) The damage increases by 1d4.

Focus Evil EyeUncommon Cantrip Curse Hex Manipulate Witch

Range 30 feet; Targets 1 creature
Defense Will; Duration sustained up to 1 minute

Your patron's resentment manifests in a baleful, envious gaze. The target becomes sickened 1 if it fails a Will save (or sickened 2 on a critical failure). This condition value can't be reduced below 1 while the spell is active and you can see the target.
,
Patron's PuppetCasting free action

Trigger Your turn begins.

At your unspoken plea, your patron temporarily assumes control over your familiar. You Command your familiar, allowing it to take its normal actions this turn. Your Command does not have the auditory or concentrate traits; your patron simply moves its agent directly.

1st Level EnfeebleConcentrate Manipulate

Range 30 feet; Targets 1 creature
Defense Fortitude; Duration varies

You sap the target's strength, depending on its Fortitude save.

Critical Success The target is unaffected.
Success The target is enfeebled 1 until the start of your next turn.
Failure The target is enfeebled 2 for 1 minute.
Critical Failure The target is enfeebled 3 for 1 minute.
PC1
, Inkshot2d6

Rare Conjuration Poison

Cast verbal, somatic
Range 30 feet
A spray of viscous, toxic ink jets from your fingertip to strike a target creature in the face. Make a spell attack roll against the target. On a hit, you deal 2d6 poison damage, plus you blast the target's eyes, making them dazzled for 1 round as the stinging ink blurs and distorts the creature's vision. On a critical hit, double the poison damage, and the target becomes dazzled for 1 minute by the foul ink.

The ink stain remains for 1 hour before fading, although vigorous cleansing (or magic such as a prestidigitation cantrip) can remove the ink before then.

Heightened (+1) Increase the base poison damage by 2d6.
, Mystic ArmorConcentrate Manipulate

Duration until your next daily preparations

You ward yourself with shimmering magical energy, gaining a +1 item bonus to AC and a maximum Dexterity modifier of +5. While wearing mystic armor, you use your unarmored proficiency to calculate your AC.

Heightened (4th) You gain a +1 item bonus to saving throws.
Heightened (6th) The item bonus to AC increases to +2, and you gain a +1 item bonus to saving throws.
Heightened (8th) The item bonus to AC increases to +2, and you gain a +2 item bonus to saving throws.
Heightened (10th) The item bonus to AC increases to +3, and you gain a +3 item bonus to saving throws.
, Pocket LibraryDivination Extradimensional

Cast material, somatic, verbal
Duration 24 hours

You collect information from the world's libraries about a particular subject and store it in an extradimensional library. When you Cast this Spell, choose any skill in which you are at least trained that has the Recall Knowledge action.

During the duration of this spell, you can call forth a tome from the extradimensional library when attempting a Recall Knowledge check using your chosen skill. This is part of the action to Recall Knowledge. You must have a hand free to do so. The tome appears in your hand, open to an appropriate page. This grants you a +1 status bonus on the Recall Knowledge check. If you roll a critical failure on this check, you get a failure instead. If the roll is successful and the subject is a creature, you gain additional information or context about the creature. Once you reference a book from your pocket library, the spell ends.

Heightened (3rd) The status bonus increases to +2 and you can reference your pocket library twice before the spell ends.
Heightened (6th) The status bonus increases to +3 you can reference your pocket library three times before the spell ends.
Heightened (9th) The status bonus increases to +4 and you can reference your pocket library four times before the spell ends.
, SleepConcentrate Incapacitation Manipulate Mental Sleep

Range 30 feet; Area 5-foot burst
Defense Will

Each creature in the area becomes drowsy, possibly nodding off. A creature that falls unconscious from this spell doesn't fall prone or release what it's holding. This spell doesn't prevent creatures from waking up due to a successful Perception check, limiting its utility in combat.

Critical Success The creature is unaffected.
Success The creature takes a –1 status penalty to Perception checks for 1 round.
Failure The creature falls unconscious. If it's still unconscious after 1 minute, it wakes up automatically.
Critical Failure The creature falls unconscious. If it's still unconscious after 1 hour, it wakes up automatically.
Heightened (4th) The creatures fall unconscious for 1 round on a failure or 1 minute on a critical failure. They fall prone and release what they're holding, and they can't attempt Perception checks to wake up. When the duration ends, the creature is sleeping normally instead of automatically waking up.
,
Summon FeyConcentrate Manipulate Summon

Range 30 feet
Duration sustained up to 1 minute

You summon a creature that has the fey trait and whose level is –1 to fight for you. Heightened As listed in the summon trait (page 360).


Inventory
Money: 7 GP • 2 SP
Bulk 1/7 • Enc 7 (5 + Str 2) • Max 12 (10 + Str 2)

Adventurer's Pack • Bulk 1 • Backpack, bedroll, belt pouch (2), chalk (10), flint and steel, rope (50 ft.), rations (2 weeks), soap, torches (5), waterskin, lantern (hooded), clothing (explorer's), tent (pup) writing set

Arms and Armor
Dagger • Bulk L • Notes


Appearance
Height • 2'10"
Weight • 67 lbs.
Skin
Hair
Eyes

 


History

 

 


Personality

 

 

Edited by TheRaconteur (see edit history)
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