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Player Name
ClassDruidSpeciesBuak - Eastern KingdomLevel1Tier2
Character NameBuak Test
body d10reflex d6presence d6
Mind d6Sense d6Will d6
Crafting
brew (Sense)+
1
build (Mind)+
infuse (Pres)+
unmake (Will)+
Fighting
shoot (Reflex)+
strike (Body)+
throw (Body)+
Knowledge
nature (Will)+
civilization (Mind)+
arcane (Sense)+
spiritual (Mind)+
Social
deceive (Reflex)+
sway (Pres)+
intimidate (Pres)+
intuit (Pres)+
lead (Will)+
Utility
medicine (Mind)+
maneuver (Reflex)+
navigate (Sense)+
overpower (Body)+
perceive (Sense)+
endure (Will)+
prowl (Reflex)+
Other Equipment
Crown
5
Long Term Thinking: Gain advantage on a ritual or crafting long-term project if the clock has 6 or more unfilled slices.
Animal Form: Once per [Rest] you can change into an animal. You spend up to an hour in animal form. You can understand any languages you normally can but cannot speak or Speak. If you leave this form due to injuries you change back and take 1 injury.
Otherworldly Supplies: Once per [Scene] add a magic dice to a tool dice on a crafting or medicine check without spending a strain.
Healing through Healing: Once per [Scene] when you make a successful medicine check to heal someone else, you also heal [Tier] injuries.
Nature’s Shield: Once per [Scene] as an OoTI add your magic dice to a party member’s defense check without spending a strain.
Universal Mediator: Once per [Rest] grant two beings that cannot normally speak to each other the ability to communicate for a scene. You can be one of them.
Otherworldly Assistance: Once per [Rest] when you help a party member, add your magic bonus to your check and theirs without spending a strain.
Potent Form: Once per [Scene] after taking an injury you can force a contested Brew vs Endure as an OoTI. Fighting check results.
Gates & Thin Places: Take a strain to know the general location (~500 ft. radius) of the nearest gate or thin place. You don’t automatically know where it leads.
Subclass Ability:
Name: alchemyBonus + 3
WeaponConduitTool
Special: as
Modifier(s):
Name: Bonus +
WeaponConduitTool
Special:
Modifier(s):
Name: Bonus +
WeaponConduitTool
Special:
Modifier(s):
Name: Bonus +
WeaponConduitTool
Special:
Modifier(s):
Name: Bonus +
WeaponConduitTool
Special:
Modifier(s):
Name: Bonus +
WeaponConduitTool
Special:
Modifier(s):
Strain
Worn Armor
Stays after being "used"
Temporary Armor
Removed after being "used"
Injuries
Minor
TN 5 to heal
Roll 2d4
w/ adv
Crit Check
Major
TN 9 to heal
Roll 2d8
w/ adv
Crit Check
Mortal
TN 13 to heal
Roll 2d12
w/ adv
Crit Check
Wants
Immediate
asdf
Long Term
Fears
Immediate
Long Term
asdf
Species
Buak - Eastern Kingdom
Subspecies
Trait #1
Acclimated to Altitude: [+Attribute Dice] to overpower & endure. Vulnerability to poison damage.
Trait #2
Generalist: Select one trait from another Buak subspecies.
Trait #3
From Behind: An enemy is treated as out of position if they have been injured by a party member since the end of your last turn, or at the start of the scene if this is the first round.
Descriptor 1
Accompanied - Animal Companion lvl 2
Descriptor 2
Accompanied - Animal Companion lvl 1
Descriptor 3
Descriptor 4
Descriptor 5
Titleat Tier 2:
Effects
Titleat Tier 2:
Effects
Titleat Tier 2:
Effects
  • Buy or Sell (Rare or Magical)
  • Heal
  • Infuse
  • Look for Quests
  • Make Money
  • Personal Phrase
  • Relax
  • Repair
  • Ritual
  • Status
  • Train (Advantage for class skills)
  • Long Term Project
2 actions per Rest
5 per Downtime
1 crown for adv before roll
2 crown for adv after roll
Difficulty
Rest:  4   7
Downtime:  1  4  7  10  13
Projects, Training & Rituals
big boi
5
/ 8
asdfs
5
/ 8
Name
chad
Armored: Wear light, medium or heavy armor (Drawbacks still apply) Replace Natural
Aquatic: Can swim w/o movement penalties & breathe underwater.
Bulky: Gains an additional injury box. [+1 Dice] Overpower
Burrowing: Can burrow into anything softer than healthy wood.
Coordination: Once per [Scene] when attacking the same target or attempting something together, one of you has advantage on the check.
Deadly: [+1 dice] to fight all checks.
Defensive: [+1 dice] whenever you make a defensive check
Dexterous: Can handle [1+Tier] tools or weapons. Equipment Dice-Tier 1=2 Tier 2=3 Tier 3=4
Flight: Has the ability to fly.
Hunter: [+Attribute Dice] Prowl & Maneuver. Adv on the first attack of a scene.
Keen: [+attribute dice] Perceive. Once per [Scene] you can direct your animal ally to take 2 actions while still allowing you to take 2 actions as well.
Magic: Select a Medium your ally can Speak to. You must spend a strain when they use magic. Equipment Dice-Tier1=d6 Tier2=d8 Tier3=d10
Mobile: Each move counts as two. [+attribute dice] Maneuver
Natural Weapons: Unarmed attack gains a modifier and equipment dice becomes Tier1=d8 Tier2=d10 Tier3=d12
Resistant: Gains resistance to 1 non weapon damage type (ex. Heat.)
Ridable: Can be ridden by up to 2 medium or 1 large creature(s).
Self-sufficient: Has a strain pool equal to 2+(2×tier). Regains when you do.
Small: Adv on the first Prowl check in a scene. Adv. to fight checks vs large or larger.
Useful: Once per Rest & Downtime your ally can roll the same skill. Combine result.
Tiny: -1 injury box. Adv. on prowl. Adv. to fight checks vs medium or larger creatures.
Tough: -1d6 on crit check
Telepathic: Can communicate silently with you up to long range.
Skills
overpower
+
8
cum
+
10
+
+
+
+
+
Attributes
Bodyd
4
Reflexd
8
Pres.d
6
Sensed
8
Willd
8
Mindd
10
Name:
Skill: Bonus +
Effect
Modifier:
Name:
Skill: Bonus +
Effect
Modifier:
Strain
Bonus Armor
Armor
Injuries
Roll 2d10
Crit Check