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Ryfte

Ryfte

 
Ixy "Needles" Keller
The Verminator
Ixy
"Sure I can clean out your cellar. Can I keep whatever I find in their nests?"
Ancestry: GoblinCommon, Humanoid

Hit Points 6

Size: Small

Speed: 25 feet

Ability Boosts: Dexterity, Charisman, Free

Ability Flaw(s): Wisdom

Languages Common, Goblin, Additional languages equal to your Intelligence modifier (if it's positive). Choose from Draconic, Dwarven, Gnoll, Gnomish, Halfling, Orcish, and any other languages to which you have access (such as the languages prevalent in your region).

Darkvision: You 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.

Heritage: Tailed GoblinYou have a powerful tail, likely because you descend from a community of monkey goblins. You gain a +2 circumstance bonus to Athletics checks to Climb, you gain Combat Climber as a bonus feat, and you reduce the number of free hands required to Climb or Trip by one.

LO: CG

Class: Rogue 1
Archetype: None
Background: Street UrchinYou eked out a living by picking pockets on the streets of a major city, never knowing where you'd find your next meal. While some folk adventure for the glory, you do so to survive.

Choose two ability boosts. One must be to Dexterity or Constitution, and one is a free ability boost.

You're trained in the Thievery skill and a Lore skill for the city you lived in as a street urchin. You gain the Pickpocket skill feat.

CRB

Deity: ----
Alignment: Neutral Good
Gender: Female
Age: 23 years
Height: 2' 4"
Weight: 31 lbs
Eyes: Pale Gray, Highly Reflective
Skin: Pale, Gray, Indigo tinted
Hair: Thin layer of black fur
Hit Points: 15
Armor Class: 18
Size: Small
Speed: 25 ft
Senses: Darkvision
Perception: +4 T
 
STR
10 (+0)
Athletics T
+3
 
 

 
 
 
 
DEX
18 (+4)
Acrobatics T
+7
Stealth T
+7
Thievery
+7
Reflex T
+9

 
 
 
CON
12 (+1)
Fortitude T
+4
 
 

 
 
 
 
INT
14 (+2)
Arcana
+2
Crafting T
+5
Lore: <city>T
+5
Occultism
+5
Society
+5

 
 
WIS
08 (-1)
Medicine
-1
Nature T
+2
Religion
-1
Survival T
+2
Willpower E
+4

 
 
CHA
16(+3)
Deception
+6
Diplomacy 
+6
Intimidation
+6
Performance
+6

 
 
 
 
Proficiencies
Features
Feats
Armor: Light Armor T, Unarmored Defense T
Weapons: Simple T, Rapier T, Sap T, Shortbow T, Shortsword T, Unarmed Attacks T
Languages: Common, Goblin
Rogue's RacketEldritch Trickster Racket

When it comes to a big heist, every rogue worth their salt knows that magic can throw meticulous plans into chaos, whether in the form of arcane wards or pesky divinations. You dabble in magic just enough to help handle these problems by jury-rigging spells and throwing a bit of your own magic into the mix. You might be a solitary thief, performing burglaries that can't be explained by skill alone, or a specialist called in by other rogues to deal with magical security measures. You might even be on the up-and-up, hired to test magical defenses or even build them yourself.

Choose a multiclass archetype that has a basic, expert, and master spellcasting feat. You gain that archetype's dedication feat as a bonus feat even though you don't meet its level prerequisite, though you must meet its other prerequisites. For you, the Magical Trickster rogue feat has a prerequisite of 2nd level instead of 4th level. You can choose the spellcasting ability score for the multiclass archetype you chose as your key ability score.

APG
Class ProficienciesPerception E
Saves:
- Fortitude T
- Reflex E
- Will E
Skills: Trained in Stealth, One determined by racked, and 7 + Int mod skills
Attacks:
- Simple Weapons T
- Rapier, Sap, Shortbow, and Shortsword T
- Unarmed Attack T
Defenses:
- Light Armor T
- Unarmored Defense T
Class DC
- Rogue T
Bloodline: Elemental (Air)Elemental: Air

A genie ancestor or some other elemental influence has imbued your blood with primal fury, affecting how the bloodline spells and granted spells marked with an asterisk (*), as well as your blood magic, function.

Spell List primal
Bloodline Skills Intimidation, Nature
Granted Spells cantrip produce flame*, 1st: burning hands*, 2nd: resist energy, 3rd: fireball*, 4th: freedom of movement, 5th: elemental form, 6th: repulsion, 7th: energy aegis, 8th: prismatic wall, 9th: storm of vengeance
Bloodline Spells initial: elemental toss*, advanced: elemental motion, greater: elemental blast*
Blood Magic Elemental energy surrounds you or a target. Either you gain a +1 status bonus to Intimidation checks for 1 round, or a target takes 1 damage per spell level. The damage is bludgeoning or fire, according to your elemental type (see below). If the spell already deals that type of damage, combine it with the spell's initial damage before determining weaknesses and resistances.
Elemental Type
At 1st level, choose the type of elemental that infiuenced your bloodline: air, earth, fire, or water. If your element is air, you buffet your foes with powerful winds; if it's earth, you toss huge chunks of rock; if it's fire, you incinerate your foes with fiame; and if it's water, you inundate your foes with torrents of water. For fire, all marked spells deal fire damage. For other elements, they deal bludgeoning damage. Replace any existing elemental traits with the trait of the element you chose.

CRB

Surprise AttackSpecial Feature Level 1

You spring into combat faster than foes can react. On the first round of combat, if you roll Deception or Stealth for initiative, creatures that haven’t acted are flat-footed to you.

CRB

Heritage: Tailed GoblinYou have a powerful tail, likely because you descend from a community of monkey goblins. You gain a +2 circumstance bonus to Athletics checks to Climb, you gain Combat Climber as a bonus feat, and you reduce the number of free hands required to Climb or Trip by one.

LO: CG
Sneak AttackSpecial Feature Level 1

When your enemy can’t properly defend itself, you take advantage to deal extra damage. If you Strike a creature that has the flat-footed condition with an agile or finesse melee weapon, an agile or finesse unarmed attack, a ranged weapon attack, or a ranged unarmed attack, you deal an extra 1d6 precision damage. For a ranged attack with a thrown melee weapon, that weapon must also be agile or finesse.

As your rogue level increases, so does the number of damage dice for your sneak attack. Increase the number of dice by one at 5th, 11th, and 17th levels.

CRB

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.

CRB

CastingSorcerer - Primal

Cantrips
- Produce Flame ==> Air instead of fire and does bludgeoning damage.
- Needle Darts

 
 

 
Combat ClimberGeneral, Skill
Feat Source Awarded Feat Level 1

Prerequisites trained in Athletics
Your techniques allow you to fight as you climb. You’re not flat-footed while Climbing and can Climb with a hand occupied. You must still use another hand and both legs to Climb.

CRB

Sorcerer DedicationSorcerer Dedication
ArchetypeDedicationMulticlass
Feat Source Archetype Feat Level 2

Prerequisites Charisma 14
Choose a bloodline. You become trained in the bloodline’s two skills; for each of these skills in which you were already trained, you become trained in a skill of your choice. You cast spells like a sorcerer. You gain access to the Cast a Spell activity. You gain a spell repertoire with two common cantrips from the spell list associated with your bloodline, from the spells granted by your bloodline, or any other cantrips of that tradition you learn or discover. You’re trained in spell attack rolls and spell DCs for your tradition’s spells. Your key spellcasting ability for sorcerer archetype spells is Charisma, and they are sorcerer spells of your bloodline’s tradition. You don’t gain any other abilities from your choice of bloodline.

Special You cannot select another dedication feat until you have gained two other feats from the sorcerer archetype.
CRB
City ScavengerCity Scavenger
Goblin
Feat Source Ancestry Feat Level 1

You know that the greatest treasures often look like refuse, and you scoff at those who throw away perfectly good scraps. You gain a +1 circumstance bonus to checks to Subsist, and you can use Society or Survival when you Subsist in a settlement.

When you Subsist in a city, you also gather valuable junk that silly longshanks threw away. You can Earn Income using Society or Survival in the same time as you Subsist, without spending any additional days of downtime. You also gain a +1 circumstance bonus to this check.

Special If you have the irongut goblin heritage, increase the bonuses to +2.
CRB

PickpocketGeneralSkill
Feat Source Awarded Feat Level 1

Prerequisites trained in Thievery
You can Steal or Palm an Object that’s closely guarded, such as in a pocket, without taking the –5 penalty. You can’t steal objects that would be extremely noticeable or time consuming to remove (like worn shoes or armor or actively wielded objects). If you’re a master in Thievery, you can attempt to Steal from a creature in combat or otherwise on guard. When doing so, Stealing requires 2 manipulate actions instead of 1, and you take a –5 penalty.
CRB
Nimble DodgeRogue
Feat Source Class Feat Level 1

Requirements You are not encumbered.
Trigger A creature targets you with an attack and you can see the attacker.
You deftly dodge out of the way, gaining a +2 circumstance bonus to AC against the triggering attack.
CRB
spacer.png
StreetwiseGeneralSkill
Feat Source Skill Feat Level 1

Prerequisites trained in Society
You know about life on the streets and feel the pulse of your local settlement. You can use your Society modifier instead of your Diplomacy modifier to Gather Information. In any settlement you frequent regularly, you can use the Recall Knowledge action with Society to know the same sorts of information that you could discover with Diplomacy to Gather Information. The DC is usually significantly higher, but you know the information without spending time gathering it. If you fail to recall the information, you can still subsequently attempt to Gather Information normally.
CRB
Very SneakyGoblin
Feat Source Ancestry Feat Level 1

Taller folk rarely pay attention to the shadows at their feet, and you take full advantage of this. You can move 5 feet farther when you take the Sneak action, up to your Speed. In addition, as long as you continue to use Sneak actions and succeed at your Stealth check, you don’t become observed if you don’t have cover or greater cover and aren’t concealed at the end of the Sneak action, as long as you have cover or greater cover or are concealed at the end of your turn.

CRB

 
 
OFFENSES
WEAPON
Produce Flame T
Needle Darts T
Dagger T
Shortbow T
 
ATTACK
+6
+6
+7
+7
 
DAMAGE
1d4+3 Fire
3d4 P
1d4 P
1d6 P
 
RANGE
30'
60'
---
60'
 
RELOAD
---
---
---
0
 
BULK
---
---
---
---
 
HANDS
1
1
1
---
 
GROUP
Cantrip
Cantrip
---
Bow
 
TRAITS
2xDmg + 1d4 persistent Fire on Crit
2xDmg + Bleeding 1 on Crit
Agile, Finesse, Thrown 10', Versatile S
Deadly D10
 
 
 
INVENTORY
P
0
G
3
D
0
C
5
Item Name
location
Value
Bulk
Item Name
location
Value
Bulk
Backpack
Worn, Back
1 sp
---
Rope
Worn, On Pack
5 sp
L
Flint and Steel
Stored, Pack
5 cp
---
Soap
Stored, Pack
2 cp
---
Waterskin (4)
Worn, Shoulder (1), Pack (3)
5 cp
L (4)
Torch (5)
Stored, Pack
5 sp
L (5)
Bedroll
Worn, Below Pack
2 cp
L
Artisan's Tools: Bowyer's
Stored, Back
4 gp
2
Clothing, Explorer's
Worn
1 sp
L
Rations (2 weeks)
Stored, Pack
8 sp
L (2)
Chalk (10)
Stored, Pockets
1 cp
---
 
Current Bulk: 3.8 Encumbered: 5 Maximum:  10
MISCELLANEOUS MECHANICS
Climbing: Due to the combat climber feat and being a tailed goblin Ixy can climb without using her hands at all, she can use her feet and tail.
 
Ryfte

Ryfte

 
Ixy "Needles" Keller
The Verminator
Ixy
"Sure I can clean out your cellar. Can I keep whatever I find in their nests?"
Ancestry: GoblinCommon, Humanoid

Hit Points 6

Size: Small

Speed: 25 feet

Ability Boosts: Dexterity, Charisman, Free

Ability Flaw(s): Wisdom

Languages Common, Goblin, Additional languages equal to your Intelligence modifier (if it's positive). Choose from Draconic, Dwarven, Gnoll, Gnomish, Halfling, Orcish, and any other languages to which you have access (such as the languages prevalent in your region).

Darkvision: You 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.

Heritage: Tailed GoblinYou have a powerful tail, likely because you descend from a community of monkey goblins. You gain a +2 circumstance bonus to Athletics checks to Climb, you gain Combat Climber as a bonus feat, and you reduce the number of free hands required to Climb or Trip by one.

LO: CG

Class: Rogue 1
Archetype: None
Background: Street UrchinYou eked out a living by picking pockets on the streets of a major city, never knowing where you'd find your next meal. While some folk adventure for the glory, you do so to survive.

Choose two ability boosts. One must be to Dexterity or Constitution, and one is a free ability boost.

You're trained in the Thievery skill and a Lore skill for the city you lived in as a street urchin. You gain the Pickpocket skill feat.

CRB

Deity: ----
Alignment: Neutral Good
Gender: Female
Age: 23 years
Height: 2' 4"
Weight: 31 lbs
Eyes: Pale Gray, Highly Reflective
Skin: Pale, Gray, Indigo tinted
Hair: Thin layer of black fur
Hit Points: 15
Armor Class: 18
Size: Small
Speed: 25 ft
Senses: Darkvision
Perception: +4 T
 
STR
10 (+0)
Athletics T
+3
 
 

 
 
 
 
DEX
18 (+4)
Acrobatics T
+7
Stealth T
+7
Thievery
+7
Reflex T
+9

 
 
 
CON
12 (+1)
Fortitude T
+4
 
 

 
 
 
 
INT
14 (+2)
Arcana
+2
Crafting T
+5
Lore: <city>T
+5
Occultism
+5
Society
+5

 
 
WIS
08 (-1)
Medicine
-1
Nature T
+2
Religion
-1
Survival T
+2
Willpower E
+4

 
 
CHA
16(+3)
Deception
+6
Diplomacy 
+6
Intimidation
+6
Performance
+6

 
 
 
 
Proficiencies
Features
Feats
Armor: Light Armor T, Unarmored Defense T
Weapons: Simple T, Rapier T, Sap T, Shortbow T, Shortsword T, Unarmed Attacks T
Languages: Common, Goblin
Rogue's RacketEldritch Trickster Racket

When it comes to a big heist, every rogue worth their salt knows that magic can throw meticulous plans into chaos, whether in the form of arcane wards or pesky divinations. You dabble in magic just enough to help handle these problems by jury-rigging spells and throwing a bit of your own magic into the mix. You might be a solitary thief, performing burglaries that can't be explained by skill alone, or a specialist called in by other rogues to deal with magical security measures. You might even be on the up-and-up, hired to test magical defenses or even build them yourself.

Choose a multiclass archetype that has a basic, expert, and master spellcasting feat. You gain that archetype's dedication feat as a bonus feat even though you don't meet its level prerequisite, though you must meet its other prerequisites. For you, the Magical Trickster rogue feat has a prerequisite of 2nd level instead of 4th level. You can choose the spellcasting ability score for the multiclass archetype you chose as your key ability score.

APG
Class ProficienciesPerception E
Saves:
- Fortitude T
- Reflex E
- Will E
Skills: Trained in Stealth, One determined by racked, and 7 + Int mod skills
Attacks:
- Simple Weapons T
- Rapier, Sap, Shortbow, and Shortsword T
- Unarmed Attack T
Defenses:
- Light Armor T
- Unarmored Defense T
Class DC
- Rogue T
Bloodline: Elemental (Air)Elemental: Air

A genie ancestor or some other elemental influence has imbued your blood with primal fury, affecting how the bloodline spells and granted spells marked with an asterisk (*), as well as your blood magic, function.

Spell List primal
Bloodline Skills Intimidation, Nature
Granted Spells cantrip produce flame*, 1st: burning hands*, 2nd: resist energy, 3rd: fireball*, 4th: freedom of movement, 5th: elemental form, 6th: repulsion, 7th: energy aegis, 8th: prismatic wall, 9th: storm of vengeance
Bloodline Spells initial: elemental toss*, advanced: elemental motion, greater: elemental blast*
Blood Magic Elemental energy surrounds you or a target. Either you gain a +1 status bonus to Intimidation checks for 1 round, or a target takes 1 damage per spell level. The damage is bludgeoning or fire, according to your elemental type (see below). If the spell already deals that type of damage, combine it with the spell's initial damage before determining weaknesses and resistances.
Elemental Type
At 1st level, choose the type of elemental that infiuenced your bloodline: air, earth, fire, or water. If your element is air, you buffet your foes with powerful winds; if it's earth, you toss huge chunks of rock; if it's fire, you incinerate your foes with fiame; and if it's water, you inundate your foes with torrents of water. For fire, all marked spells deal fire damage. For other elements, they deal bludgeoning damage. Replace any existing elemental traits with the trait of the element you chose.

CRB

Surprise AttackSpecial Feature Level 1

You spring into combat faster than foes can react. On the first round of combat, if you roll Deception or Stealth for initiative, creatures that haven’t acted are flat-footed to you.

CRB

Heritage: Tailed GoblinYou have a powerful tail, likely because you descend from a community of monkey goblins. You gain a +2 circumstance bonus to Athletics checks to Climb, you gain Combat Climber as a bonus feat, and you reduce the number of free hands required to Climb or Trip by one.

LO: CG
Sneak AttackSpecial Feature Level 1

When your enemy can’t properly defend itself, you take advantage to deal extra damage. If you Strike a creature that has the flat-footed condition with an agile or finesse melee weapon, an agile or finesse unarmed attack, a ranged weapon attack, or a ranged unarmed attack, you deal an extra 1d6 precision damage. For a ranged attack with a thrown melee weapon, that weapon must also be agile or finesse.

As your rogue level increases, so does the number of damage dice for your sneak attack. Increase the number of dice by one at 5th, 11th, and 17th levels.

CRB

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.

CRB

CastingSorcerer - Primal

Cantrips
- Produce Flame ==> Air instead of fire and does bludgeoning damage.
- Needle Darts

 
 

 
Combat ClimberGeneral, Skill
Feat Source Awarded Feat Level 1

Prerequisites trained in Athletics
Your techniques allow you to fight as you climb. You’re not flat-footed while Climbing and can Climb with a hand occupied. You must still use another hand and both legs to Climb.

CRB

Sorcerer DedicationSorcerer Dedication
ArchetypeDedicationMulticlass
Feat Source Archetype Feat Level 2

Prerequisites Charisma 14
Choose a bloodline. You become trained in the bloodline’s two skills; for each of these skills in which you were already trained, you become trained in a skill of your choice. You cast spells like a sorcerer. You gain access to the Cast a Spell activity. You gain a spell repertoire with two common cantrips from the spell list associated with your bloodline, from the spells granted by your bloodline, or any other cantrips of that tradition you learn or discover. You’re trained in spell attack rolls and spell DCs for your tradition’s spells. Your key spellcasting ability for sorcerer archetype spells is Charisma, and they are sorcerer spells of your bloodline’s tradition. You don’t gain any other abilities from your choice of bloodline.

Special You cannot select another dedication feat until you have gained two other feats from the sorcerer archetype.
CRB
City ScavengerCity Scavenger
Goblin
Feat Source Ancestry Feat Level 1

You know that the greatest treasures often look like refuse, and you scoff at those who throw away perfectly good scraps. You gain a +1 circumstance bonus to checks to Subsist, and you can use Society or Survival when you Subsist in a settlement.

When you Subsist in a city, you also gather valuable junk that silly longshanks threw away. You can Earn Income using Society or Survival in the same time as you Subsist, without spending any additional days of downtime. You also gain a +1 circumstance bonus to this check.

Special If you have the irongut goblin heritage, increase the bonuses to +2.
CRB

PickpocketGeneralSkill
Feat Source Awarded Feat Level 1

Prerequisites trained in Thievery
You can Steal or Palm an Object that’s closely guarded, such as in a pocket, without taking the –5 penalty. You can’t steal objects that would be extremely noticeable or time consuming to remove (like worn shoes or armor or actively wielded objects). If you’re a master in Thievery, you can attempt to Steal from a creature in combat or otherwise on guard. When doing so, Stealing requires 2 manipulate actions instead of 1, and you take a –5 penalty.
CRB
Nimble DodgeRogue
Feat Source Class Feat Level 1

Requirements You are not encumbered.
Trigger A creature targets you with an attack and you can see the attacker.
You deftly dodge out of the way, gaining a +2 circumstance bonus to AC against the triggering attack.
CRB
spacer.png
StreetwiseGeneralSkill
Feat Source Skill Feat Level 1

Prerequisites trained in Society
You know about life on the streets and feel the pulse of your local settlement. You can use your Society modifier instead of your Diplomacy modifier to Gather Information. In any settlement you frequent regularly, you can use the Recall Knowledge action with Society to know the same sorts of information that you could discover with Diplomacy to Gather Information. The DC is usually significantly higher, but you know the information without spending time gathering it. If you fail to recall the information, you can still subsequently attempt to Gather Information normally.
CRB
Very SneakyGoblin
Feat Source Ancestry Feat Level 1

Taller folk rarely pay attention to the shadows at their feet, and you take full advantage of this. You can move 5 feet farther when you take the Sneak action, up to your Speed. In addition, as long as you continue to use Sneak actions and succeed at your Stealth check, you don’t become observed if you don’t have cover or greater cover and aren’t concealed at the end of the Sneak action, as long as you have cover or greater cover or are concealed at the end of your turn.

CRB

 
 
OFFENSES
WEAPON
Produce Flame T
Needle Darts T
Dagger T
Shortbow T
 
ATTACK
+6
+6
+7
+7
 
DAMAGE
1d4+3 Fire
3d4 P
1d4 P
1d6 P
 
RANGE
30'
60'
---
60'
 
RELOAD
---
---
---
0
 
BULK
---
---
---
---
 
HANDS
1
1
1
---
 
GROUP
Cantrip
Cantrip
---
Bow
 
TRAITS
2xDmg + 1d4 persistent Fire on Crit
2xDmg + Bleeding 1 on Crit
Agile, Finesse, Thrown 10', Versatile S
Deadly D10
 
 
 
INVENTORY
P
0
G
3
D
0
C
5
Item Name
location
Value
Bulk
Item Name
location
Value
Bulk
Backpack
Worn, Back
1 sp
---
Rope
Worn, On Pack
5 sp
L
Flint and Steel
Stored, Pack
5 cp
---
Soap
Stored, Pack
2 cp
---
Waterskin (4)
Worn, Shoulder (1), Pack (3)
5 cp
L (4)
Torch (5)
Stored, Pack
5 sp
L (5)
Bedroll
Worn, Below Pack
2 cp
L
Artisan's Tools: Bowyer's
Stored, Back
4 gp
2
Clothing, Explorer's
Worn
1 sp
L
Rations (2 weeks)
Stored, Pack
8 sp
L (2)
Chalk (10)
Stored, Pockets
1 cp
---
 
Current Bulk: 3.8 Encumbered: 5 Maximum:  10
MISCELLANEOUS MECHANICS
Climbing: Due to the combat climber feat and being a tailed goblin Ixy can climb without using her hands at all, she can use her feet and tail.
 
Ryfte

Ryfte

 
Ixy "Needles" Keller
The Verminator
Ixy
"Sure I can clean out your cellar. Can I keep whatever I find in their nests?"
Ancestry: GoblinCommon, Humanoid

Hit Points 6

Size: Small

Speed: 25 feet

Ability Boosts: Dexterity, Charisman, Free

Ability Flaw(s): Wisdom

Languages Common, Goblin, Additional languages equal to your Intelligence modifier (if it's positive). Choose from Draconic, Dwarven, Gnoll, Gnomish, Halfling, Orcish, and any other languages to which you have access (such as the languages prevalent in your region).

Darkvision: You 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.

Heritage: Tailed GoblinYou have a powerful tail, likely because you descend from a community of monkey goblins. You gain a +2 circumstance bonus to Athletics checks to Climb, you gain Combat Climber as a bonus feat, and you reduce the number of free hands required to Climb or Trip by one.

LO: CG

Class: Rogue 1
Archetype: None
Background: Street UrchinYou eked out a living by picking pockets on the streets of a major city, never knowing where you'd find your next meal. While some folk adventure for the glory, you do so to survive.

Choose two ability boosts. One must be to Dexterity or Constitution, and one is a free ability boost.

You're trained in the Thievery skill and a Lore skill for the city you lived in as a street urchin. You gain the Pickpocket skill feat.

CRB

Deity: ----
Alignment: Neutral Good
Gender: Female
Age: 23 years
Height: 2' 4"
Weight: 31 lbs
Eyes: Pale Gray, Highly Reflective
Skin: Pale, Gray, Indigo tinted
Hair: Thin layer of black fur
Hit Points: 15
Armor Class: 18
Size: Small
Speed: 25 ft
Senses: Darkvision
Perception: +4 T
 
STR
10 (+0)
Athletics T
+3
 
 

 
 
 
 
DEX
18 (+4)
Acrobatics T
+7
Stealth T
+7
Thievery
+7
Reflex T
+9

 
 
 
CON
12 (+1)
Fortitude T
+6
 
 

 
 
 
 
INT
14 (+2)
Arcana
+0
Crafting T
+3
Lore: Breland T
+3
Lore: Goblin T
+3
Lore: Forest T
+3
Occultism
+0
Society T
+3
 
WIS
08 (-1)
Medicine
+1
Nature T
+4
Religion
+1
Survival T
+4
Willpower E
+6

 
 
CHA
16(+3)
Deception
+1
Diplomacy 
+1
Intimidation
+1
Performance
+1

 
 
 
 
Proficiencies
Features
Feats
Armor: Light Armor T, Unarmored Defense T
Weapons: Simple T, Rapier T, Sap T, Shortbow T, Shortsword T, Unarmed Attacks T
Languages: Common, Goblin
Rogue's RacketEldritch Trickster Racket

When it comes to a big heist, every rogue worth their salt knows that magic can throw meticulous plans into chaos, whether in the form of arcane wards or pesky divinations. You dabble in magic just enough to help handle these problems by jury-rigging spells and throwing a bit of your own magic into the mix. You might be a solitary thief, performing burglaries that can't be explained by skill alone, or a specialist called in by other rogues to deal with magical security measures. You might even be on the up-and-up, hired to test magical defenses or even build them yourself.

Choose a multiclass archetype that has a basic, expert, and master spellcasting feat. You gain that archetype's dedication feat as a bonus feat even though you don't meet its level prerequisite, though you must meet its other prerequisites. For you, the Magical Trickster rogue feat has a prerequisite of 2nd level instead of 4th level. You can choose the spellcasting ability score for the multiclass archetype you chose as your key ability score.

APG
Class ProficienciesPerception E
Saves:
- Fortitude T
- Reflex E
- Will E
Skills: Trained in Stealth, One determined by racked, and 7 + Int mod skills
Attacks:
- Simple Weapons T
- Rapier, Sap, Shortbow, and Shortsword T
- Unarmed Attack T
Defenses:
- Light Armor T
- Unarmored Defense T
Class DC
- Rogue T
Bloodline: Elemental (Air)Elemental: Air

A genie ancestor or some other elemental influence has imbued your blood with primal fury, affecting how the bloodline spells and granted spells marked with an asterisk (*), as well as your blood magic, function.

Spell List primal
Bloodline Skills Intimidation, Nature
Granted Spells cantrip produce flame*, 1st: burning hands*, 2nd: resist energy, 3rd: fireball*, 4th: freedom of movement, 5th: elemental form, 6th: repulsion, 7th: energy aegis, 8th: prismatic wall, 9th: storm of vengeance
Bloodline Spells initial: elemental toss*, advanced: elemental motion, greater: elemental blast*
Blood Magic Elemental energy surrounds you or a target. Either you gain a +1 status bonus to Intimidation checks for 1 round, or a target takes 1 damage per spell level. The damage is bludgeoning or fire, according to your elemental type (see below). If the spell already deals that type of damage, combine it with the spell's initial damage before determining weaknesses and resistances.
Elemental Type
At 1st level, choose the type of elemental that infiuenced your bloodline: air, earth, fire, or water. If your element is air, you buffet your foes with powerful winds; if it's earth, you toss huge chunks of rock; if it's fire, you incinerate your foes with fiame; and if it's water, you inundate your foes with torrents of water. For fire, all marked spells deal fire damage. For other elements, they deal bludgeoning damage. Replace any existing elemental traits with the trait of the element you chose.

CRB

Surprise AttackSpecial Feature Level 1

You spring into combat faster than foes can react. On the first round of combat, if you roll Deception or Stealth for initiative, creatures that haven’t acted are flat-footed to you.

CRB

Heritage: Tailed GoblinYou have a powerful tail, likely because you descend from a community of monkey goblins. You gain a +2 circumstance bonus to Athletics checks to Climb, you gain Combat Climber as a bonus feat, and you reduce the number of free hands required to Climb or Trip by one.

LO: CG
Sneak AttackSpecial Feature Level 1

When your enemy can’t properly defend itself, you take advantage to deal extra damage. If you Strike a creature that has the flat-footed condition with an agile or finesse melee weapon, an agile or finesse unarmed attack, a ranged weapon attack, or a ranged unarmed attack, you deal an extra 1d6 precision damage. For a ranged attack with a thrown melee weapon, that weapon must also be agile or finesse.

As your rogue level increases, so does the number of damage dice for your sneak attack. Increase the number of dice by one at 5th, 11th, and 17th levels.

CRB

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.

CRB

CastingSorcerer - Primal

Cantrips
- Produce Flame ==> Air instead of fire and does bludgeoning damage.
- Needle Darts

 
 

 
Combat ClimberGeneral, Skill
Feat Source Awarded Feat Level 1

Prerequisites trained in Athletics
Your techniques allow you to fight as you climb. You’re not flat-footed while Climbing and can Climb with a hand occupied. You must still use another hand and both legs to Climb.

CRB

ForagerGeneral, Skill
Feat Source Awarded Feat Level 1

Prerequisites trained in Survival
While using Survival to Subsist, if you roll any result worse than a success, you get a success. On a success, you can provide subsistence living for yourself and four additional creatures, and on a critical success, you can take care of twice as many creatures as on a success.

Each time your proficiency rank in Survival increases, double the number of additional creatures you can take care of on a success (to eight if you’re an expert, 16 if you’re a master, or 32 if you’re legendary). You can choose to care for half the number of additional creatures and provide a comfortable living instead of subsistence living.

Multiple smaller creatures or creatures with significantly smaller appetites than a human are counted as a single creature for this feat, and larger creatures or those with significantly greater appetites each count as multiple creatures. The GM determines how much a non-human creature needs to eat.

CRB
Goblin LoreGoblin
Feat Source Ancestry Feat Level 1

You’ve picked up skills and tales from your goblin community. You gain the trained proficiency rank in Nature and Stealth. If you would automatically become trained in one of those skills (from your background or class, for example), you instead become trained in a skill of your choice. You also become trained in Goblin Lore.

CRB
Monastic ArcherMonk, Stance
Feat Source Class Feat Level 1

Requirements You are unarmored and wielding a longbow, shortbow, or a bow with the monk trait.
You enter a specialized stance for a unique martial art centered around the use of a bow. While in this stance, the only Strikes you can make are those using longbows, shortbows, or bows with the monk trait. You can use Flurry of Blows with these bows. You can use your other monk feats or monk abilities that normally require unarmed attacks with these bows when attacking within half the first range increment (normally 50 feet for a longbow and 30 feet for a shortbow), so long as the feat or ability doesn't require a single, specific Strike.

Special When you select this feat, you become trained in the longbow, shortbow, and any simple and martial bows with the monk trait. If you gain the expert strikes class feature, your proficiency rank for these weapons increases to expert, and if you gain the master strikes class feature, your proficiency rank for these weapons increases to master.

APG
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Very SneakyGoblin
Feat Source Ancestry Feat Level 1

Taller folk rarely pay attention to the shadows at their feet, and you take full advantage of this. You can move 5 feet farther when you take the Sneak action, up to your Speed. In addition, as long as you continue to use Sneak actions and succeed at your Stealth check, you don’t become observed if you don’t have cover or greater cover and aren’t concealed at the end of the Sneak action, as long as you have cover or greater cover or are concealed at the end of your turn.

CRB
 
OFFENSES
WEAPON
Produce Flame T
Needle Darts T
 
ATTACK
+6
+6
 
DAMAGE
1d4+3 Fire
3d4 P
 
RANGE
30'
60'
 
RELOAD
---
---
BULK
---
---
 
HANDS
1
1
 
GROUP
Cantrip
Cantrip
 
TRAITS
2xDmg + 1d4 persistent Fire on Crit
2xDmg + Bleeding 1 on Crit
 
 
 
INVENTORY
P
0
G
3
D
0
C
5
Item Name
location
Value
Bulk
Item Name
location
Value
Bulk
Backpack
Worn, Back
1 sp
---
Rope
Worn, On Pack
5 sp
L
Flint and Steel
Stored, Pack
5 cp
---
Soap
Stored, Pack
2 cp
---
Waterskin (4)
Worn, Shoulder (1), Pack (3)
5 cp
L (4)
Torch (5)
Stored, Pack
5 sp
L (5)
Bedroll
Worn, Below Pack
2 cp
L
Artisan's Tools: Bowyer's
Stored, Back
4 gp
2
Clothing, Explorer's
Worn
1 sp
L
Rations (2 weeks)
Stored, Pack
8 sp
L (2)
Chalk (10)
Stored, Pockets
1 cp
---
 
Current Bulk: 3.8 Encumbered: 5 Maximum:  10
MISCELLANEOUS MECHANICS
Climbing: Due to the combat climber feat and being a tailed goblin Ixy can climb without using her hands at all, she can use her feet and tail.
 
Ryfte

Ryfte

 
Ixy "Needles" Keller --- Working on updating the sheet still...
The Verminator
Ixy
"Sure I can clean out your cellar. Can I keep whatever I find in their nests?"
Ancestry: GoblinCommon, Humanoid

Hit Points 6

Size: Small

Speed: 25 feet

Ability Boosts: Dexterity, Charisman, Free

Ability Flaw(s): Wisdom

Languages Common, Goblin, Additional languages equal to your Intelligence modifier (if it's positive). Choose from Draconic, Dwarven, Gnoll, Gnomish, Halfling, Orcish, and any other languages to which you have access (such as the languages prevalent in your region).

Darkvision: You 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.

Heritage: Tailed GoblinYou have a powerful tail, likely because you descend from a community of monkey goblins. You gain a +2 circumstance bonus to Athletics checks to Climb, you gain Combat Climber as a bonus feat, and you reduce the number of free hands required to Climb or Trip by one.

LO: CG

Class: Rogue 1
Archetype: None
Background: Street UrchinYou eked out a living by picking pockets on the streets of a major city, never knowing where you'd find your next meal. While some folk adventure for the glory, you do so to survive.

Choose two ability boosts. One must be to Dexterity or Constitution, and one is a free ability boost.

You're trained in the Thievery skill and a Lore skill for the city you lived in as a street urchin. You gain the Pickpocket skill feat.

CRB

Deity: ----
Alignment: Neutral Good
Gender: Female
Age: 23 years
Height: 2' 4"
Weight: 31 lbs
Eyes: Pale Gray, Highly Reflective
Skin: Pale, Gray, Indigo tinted
Hair: Thin layer of black fur
Hit Points: 15
Armor Class: 18
Size: Small
Speed: 25 ft
Senses: Darkvision
Perception: +4 T
 
STR
10 (+0)
Athletics T
+3
 
 

 
 
 
 
DEX
18 (+4)
Acrobatics T
+7
Stealth T
+7
Thievery
+7
Reflex T
+9

 
 
 
CON
12 (+1)
Fortitude T
+6
 
 

 
 
 
 
INT
14 (+2)
Arcana
+0
Crafting T
+3
Lore: Breland T
+3
Lore: Goblin T
+3
Lore: Forest T
+3
Occultism
+0
Society T
+3
 
WIS
08 (-1)
Medicine
+1
Nature T
+4
Religion
+1
Survival T
+4
Willpower E
+6

 
 
CHA
16(+3)
Deception
+1
Diplomacy 
+1
Intimidation
+1
Performance
+1

 
 
 
 
Proficiencies
Features
Feats
Armor: Light Armor T, Unarmored Defense T
Weapons: Simple T, Rapier T, Sap T, Shortbow T, Shortsword T, Unarmed Attacks T
Languages: Common, Goblin
Campaign: Tame CantripTame Cantrip (Primal)
Auditory, 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.

SoM
spacer.png
Class ProficienciesPerception T
Saves:
- Fortitude E
- Reflex E
- Will E
Skills: Trained in 4 + Int mod skills
Attacks:
- Simple Weapons T
- Unarmed Attack T
Defenses:
- Unarmored Defense E
Spells
- N/A
Class DC
- Monk T
Flurry of BlowsFlourish, Monk
Special Feature Level 1

Make two unarmed Strikes. If both hit the same creature, combine their damage for the purpose of resistances and weaknesses. Apply your multiple attack penalty to the Strikes normally. As it has the flourish trait, you can use Flurry of Blows only once per turn.

CRB
spacer.png
Heritage: Tailed GoblinYou have a powerful tail, likely because you descend from a community of monkey goblins. You gain a +2 circumstance bonus to Athletics checks to Climb, you gain Combat Climber as a bonus feat, and you reduce the number of free hands required to Climb or Trip by one.

LO: CG
Powerful FistSpecial Feature Level 1

You know how to wield your fists as deadly weapons. The damage die for your fist increases to 1d6 instead of 1d4. Most people take a –2 circumstance penalty when making a lethal attack with nonlethal unarmed attacks, because they find it hard to use their fists with deadly force. You don’t take this penalty when making a lethal attack with your fist or any other unarmed attacks.

CRB
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.

CRB
 
 

 
Combat ClimberGeneral, Skill
Feat Source Awarded Feat Level 1

Prerequisites trained in Athletics
Your techniques allow you to fight as you climb. You’re not flat-footed while Climbing and can Climb with a hand occupied. You must still use another hand and both legs to Climb.

CRB

ForagerGeneral, Skill
Feat Source Awarded Feat Level 1

Prerequisites trained in Survival
While using Survival to Subsist, if you roll any result worse than a success, you get a success. On a success, you can provide subsistence living for yourself and four additional creatures, and on a critical success, you can take care of twice as many creatures as on a success.

Each time your proficiency rank in Survival increases, double the number of additional creatures you can take care of on a success (to eight if you’re an expert, 16 if you’re a master, or 32 if you’re legendary). You can choose to care for half the number of additional creatures and provide a comfortable living instead of subsistence living.

Multiple smaller creatures or creatures with significantly smaller appetites than a human are counted as a single creature for this feat, and larger creatures or those with significantly greater appetites each count as multiple creatures. The GM determines how much a non-human creature needs to eat.

CRB
Goblin LoreGoblin
Feat Source Ancestry Feat Level 1

You’ve picked up skills and tales from your goblin community. You gain the trained proficiency rank in Nature and Stealth. If you would automatically become trained in one of those skills (from your background or class, for example), you instead become trained in a skill of your choice. You also become trained in Goblin Lore.

CRB
Monastic ArcherMonk, Stance
Feat Source Class Feat Level 1

Requirements You are unarmored and wielding a longbow, shortbow, or a bow with the monk trait.
You enter a specialized stance for a unique martial art centered around the use of a bow. While in this stance, the only Strikes you can make are those using longbows, shortbows, or bows with the monk trait. You can use Flurry of Blows with these bows. You can use your other monk feats or monk abilities that normally require unarmed attacks with these bows when attacking within half the first range increment (normally 50 feet for a longbow and 30 feet for a shortbow), so long as the feat or ability doesn't require a single, specific Strike.

Special When you select this feat, you become trained in the longbow, shortbow, and any simple and martial bows with the monk trait. If you gain the expert strikes class feature, your proficiency rank for these weapons increases to expert, and if you gain the master strikes class feature, your proficiency rank for these weapons increases to master.

APG
spacer.png
Very SneakyGoblin
Feat Source Ancestry Feat Level 1

Taller folk rarely pay attention to the shadows at their feet, and you take full advantage of this. You can move 5 feet farther when you take the Sneak action, up to your Speed. In addition, as long as you continue to use Sneak actions and succeed at your Stealth check, you don’t become observed if you don’t have cover or greater cover and aren’t concealed at the end of the Sneak action, as long as you have cover or greater cover or are concealed at the end of your turn.

CRB
 
OFFENSES
WEAPON
Powerful Fist T
Longbow T
 
ATTACK
+7
+7
 
DAMAGE
1d6+2 B
1d8 P
 
RANGE
---
100 ft.
 
RELOAD
0
 
BULK
0.1
2
 
HANDS
1
1+
 
GROUP
Brawling
Bow
 
TRAITS
Agile, Finesse, Nonlethal, Unarmed
Deadly d10, Volley 30'
 
 
 
INVENTORY
P
0
G
3
D
0
C
5
Item Name
location
Value
Bulk
Item Name
location
Value
Bulk
Backpack
Worn, Back
1 sp
---
Rope
Worn, On Pack
5 sp
L
Flint and Steel
Stored, Pack
5 cp
---
Soap
Stored, Pack
2 cp
---
Waterskin (4)
Worn, Shoulder (1), Pack (3)
5 cp
L (4)
Torch (5)
Stored, Pack
5 sp
L (5)
Bedroll
Worn, Below Pack
2 cp
L
Artisan's Tools: Bowyer's
Stored, Back
4 gp
2
Clothing, Explorer's
Worn
1 sp
L
Rations (2 weeks)
Stored, Pack
8 sp
L (2)
Chalk (10)
Stored, Pockets
1 cp
---
 
Current Bulk: 3.8 Encumbered: 7 Maximum:  12
MISCELLANEOUS MECHANICS
Climbing: Due to the combat climber feat and being a tailed goblin Ixy can climb without using her hands at all, she can use her feet and tail.
 
Ryfte

Ryfte

Ixy "Needles" Keller --- Working on updating the sheet still...
The Verminator
Ixy
"Sure I can clean out your cellar. Can I keep whatever I find in their nests?"
Ancestry: GoblinCommon, Humanoid

Hit Points 6

Size: Small

Speed: 25 feet

Ability Boosts: Dexterity, Charisman, Free

Ability Flaw(s): Wisdom

Languages Common, Goblin, Additional languages equal to your Intelligence modifier (if it's positive). Choose from Draconic, Dwarven, Gnoll, Gnomish, Halfling, Orcish, and any other languages to which you have access (such as the languages prevalent in your region).

Darkvision: You 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.

Heritage: Tailed GoblinYou have a powerful tail, likely because you descend from a community of monkey goblins. You gain a +2 circumstance bonus to Athletics checks to Climb, you gain Combat Climber as a bonus feat, and you reduce the number of free hands required to Climb or Trip by one.

LO: CG

Class: Rogue 1
Archetype: None
Background: Street UrchinYou eked out a living by picking pockets on the streets of a major city, never knowing where you'd find your next meal. While some folk adventure for the glory, you do so to survive.

Choose two ability boosts. One must be to Dexterity or Constitution, and one is a free ability boost.

You're trained in the Thievery skill and a Lore skill for the city you lived in as a street urchin. You gain the Pickpocket skill feat.

CRB

Deity: ----
Alignment: Neutral Good
Gender: Female
Age: 23 years
Height: 2' 4"
Weight: 31 lbs
Eyes: Pale Gray, Highly Reflective
Skin: Pale, Gray, Indigo tinted
Hair: Thin layer of black fur
Hit Points: 15
Armor Class: 18
Size: Small
Speed: 25 ft
Senses: Darkvision
Perception: +4 T
DESCRIPTION

Ixy is a small, slender goblin lass with gray and black shaded skin with a slight hint of indigo, extra long ears that are quite mobile, and a smile that has an abundance of sharply pointed teeth. In other words; a goblin.

Still, she's a bit of an odd goblin being a guttersnipe with a bit of some odd heritage in her bloodline. Her nose is more pronounced, not nearly as flat for one thing and her skin coloring is unusual with distinctively symmetrical patterns and a pale purplish-blue cast to it. Small breezes seem to swirl about the small woman almost continuously and she possesses an accuracy and precision that would be out of place on most goblins but seems fitting on her.

She's not heavily muscled but clearly a fit goblin, lithe and wiry, that is likely no stranger to physical activities. The callouses on her hands and feet are thick and quite tough from years of hard work of some sort. Her clothing lacks frills or decorations of any sort and is quite simple. Despite that fact it is clearly well maintained and meant to be practical above all other things. All of her clothing is mismatched and looks as if it was chosen in a piecemeal manner.

PERSONALITY
 
BACKGROUND
Growing up in the Gutter
Street urchin life...
Discovering Her Heritage
Magic in her blood...
Making a Better Life
Working and earning a living as a vermin exterminator...
STR
10 (+0)
Athletics T
+3
 
 

 
 
 
 
DEX
18 (+4)
Acrobatics T
+7
Stealth T
+7
Thievery
+7
Reflex T
+9

 
 
 
CON
12 (+1)
Fortitude T
+6
 
 

 
 
 
 
INT
14 (+2)
Arcana
+0
Crafting T
+3
Lore: Breland T
+3
Lore: Goblin T
+3
Lore: Forest T
+3
Occultism
+0
Society T
+3
 
WIS
08 (-1)
Medicine
+1
Nature T
+4
Religion
+1
Survival T
+4
Willpower E
+6

 
 
CHA
16(+3)
Deception
+1
Diplomacy 
+1
Intimidation
+1
Performance
+1

 
 
 
 
Proficiencies
Features
Feats
Armor: Light Armor T, Unarmored Defense T
Weapons: Simple T, Rapier T, Sap T, Shortbow T, Shortsword T, Unarmed Attacks T
Languages: Common, Goblin
Campaign: Tame CantripTame Cantrip (Primal)
Auditory, 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.

SoM
spacer.png
Class ProficienciesPerception T
Saves:
- Fortitude E
- Reflex E
- Will E
Skills: Trained in 4 + Int mod skills
Attacks:
- Simple Weapons T
- Unarmed Attack T
Defenses:
- Unarmored Defense E
Spells
- N/A
Class DC
- Monk T
Flurry of BlowsFlourish, Monk
Special Feature Level 1

Make two unarmed Strikes. If both hit the same creature, combine their damage for the purpose of resistances and weaknesses. Apply your multiple attack penalty to the Strikes normally. As it has the flourish trait, you can use Flurry of Blows only once per turn.

CRB
spacer.png
Heritage: Tailed GoblinYou have a powerful tail, likely because you descend from a community of monkey goblins. You gain a +2 circumstance bonus to Athletics checks to Climb, you gain Combat Climber as a bonus feat, and you reduce the number of free hands required to Climb or Trip by one.

LO: CG
Powerful FistSpecial Feature Level 1

You know how to wield your fists as deadly weapons. The damage die for your fist increases to 1d6 instead of 1d4. Most people take a –2 circumstance penalty when making a lethal attack with nonlethal unarmed attacks, because they find it hard to use their fists with deadly force. You don’t take this penalty when making a lethal attack with your fist or any other unarmed attacks.

CRB
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.

CRB
 
 

 
Combat ClimberGeneral, Skill
Feat Source Awarded Feat Level 1

Prerequisites trained in Athletics
Your techniques allow you to fight as you climb. You’re not flat-footed while Climbing and can Climb with a hand occupied. You must still use another hand and both legs to Climb.

CRB

ForagerGeneral, Skill
Feat Source Awarded Feat Level 1

Prerequisites trained in Survival
While using Survival to Subsist, if you roll any result worse than a success, you get a success. On a success, you can provide subsistence living for yourself and four additional creatures, and on a critical success, you can take care of twice as many creatures as on a success.

Each time your proficiency rank in Survival increases, double the number of additional creatures you can take care of on a success (to eight if you’re an expert, 16 if you’re a master, or 32 if you’re legendary). You can choose to care for half the number of additional creatures and provide a comfortable living instead of subsistence living.

Multiple smaller creatures or creatures with significantly smaller appetites than a human are counted as a single creature for this feat, and larger creatures or those with significantly greater appetites each count as multiple creatures. The GM determines how much a non-human creature needs to eat.

CRB
Goblin LoreGoblin
Feat Source Ancestry Feat Level 1

You’ve picked up skills and tales from your goblin community. You gain the trained proficiency rank in Nature and Stealth. If you would automatically become trained in one of those skills (from your background or class, for example), you instead become trained in a skill of your choice. You also become trained in Goblin Lore.

CRB
Monastic ArcherMonk, Stance
Feat Source Class Feat Level 1

Requirements You are unarmored and wielding a longbow, shortbow, or a bow with the monk trait.
You enter a specialized stance for a unique martial art centered around the use of a bow. While in this stance, the only Strikes you can make are those using longbows, shortbows, or bows with the monk trait. You can use Flurry of Blows with these bows. You can use your other monk feats or monk abilities that normally require unarmed attacks with these bows when attacking within half the first range increment (normally 50 feet for a longbow and 30 feet for a shortbow), so long as the feat or ability doesn't require a single, specific Strike.

Special When you select this feat, you become trained in the longbow, shortbow, and any simple and martial bows with the monk trait. If you gain the expert strikes class feature, your proficiency rank for these weapons increases to expert, and if you gain the master strikes class feature, your proficiency rank for these weapons increases to master.

APG
spacer.png
Very SneakyGoblin
Feat Source Ancestry Feat Level 1

Taller folk rarely pay attention to the shadows at their feet, and you take full advantage of this. You can move 5 feet farther when you take the Sneak action, up to your Speed. In addition, as long as you continue to use Sneak actions and succeed at your Stealth check, you don’t become observed if you don’t have cover or greater cover and aren’t concealed at the end of the Sneak action, as long as you have cover or greater cover or are concealed at the end of your turn.

CRB
 
OFFENSES
WEAPON
Powerful Fist T
Longbow T
 
ATTACK
+7
+7
 
DAMAGE
1d6+2 B
1d8 P
 
RANGE
---
100 ft.
 
RELOAD
0
 
BULK
0.1
2
 
HANDS
1
1+
 
GROUP
Brawling
Bow
 
TRAITS
Agile, Finesse, Nonlethal, Unarmed
Deadly d10, Volley 30'
 
 
 
INVENTORY
P
0
G
3
D
0
C
5
Item Name
location
Value
Bulk
Item Name
location
Value
Bulk
Backpack
Worn, Back
1 sp
---
Rope
Worn, On Pack
5 sp
L
Flint and Steel
Stored, Pack
5 cp
---
Soap
Stored, Pack
2 cp
---
Waterskin (4)
Worn, Shoulder (1), Pack (3)
5 cp
L (4)
Torch (5)
Stored, Pack
5 sp
L (5)
Bedroll
Worn, Below Pack
2 cp
L
Artisan's Tools: Bowyer's
Stored, Back
4 gp
2
Clothing, Explorer's
Worn
1 sp
L
Rations (2 weeks)
Stored, Pack
8 sp
L (2)
Chalk (10)
Stored, Pockets
1 cp
---
 
Current Bulk: 3.8 Encumbered: 7 Maximum:  12
MISCELLANEOUS MECHANICS
Climbing: Due to the combat climber feat and being a tailed goblin Ixy can climb without using her hands at all, she can use her feet and tail.
 
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