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Player Name
ClassRangerSpeciesGoblinLevel1Tier2
Character Nameigor
body d6reflex d8presence d6
Mind d8Sense d10Will d6
Crafting
brew (Sense)+
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
Nature’s Form: Once per [Downtime] take a minute to gain one of the following till the end of your next rest: Swim Speed or Climb Speed; Unarmed Strike Weapon (Bite, Claw, Horn). 1+Tier weapon bonus; [+Tier bonus] to either Maneuver & Prowl, Overcome & Endure, or Perceive & Navigate.
Working Rests: Once per [Rest] you can grant yourself and any party members that join you advantage on 1 rest action.
Fluid Fighting: Once per [Scene] on your turn you can move, aim/focus, or hide as an incidental.
Trapper: Once per [Scene] you can add the Restraining modifier to a weapon, phrase, or self-crafted tool/object and activate it without spending a strain.
MacGuyver: Once per [Scene] you can find/make a temporarily useful tool, add a 1+Tier tool bonus to a check, after which it stops functioning.
Hit & Run: Once per turn after incapacitating an enemy you can make a move action as an incidental.
Trick Shot: Once per [Scene] when you aim/focus & make a called shot, you still get the benefits of aiming/focusing.
Trailblazer: After you succeed on a check to climb, sneak through or otherwise traverse an area, your party members have advantage to do the same. In addition you’re unaffected by natural difficult terrain & after you move through it your party members are also unaffected if they take the same path.
Universal Mediator: Once per [Rest] grant two beings that can’t normally communicate with each other the ability to do so. You can be one of them.
Subclass Ability:
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):
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
Long Term
Fears
Immediate
Long Term
Species
Goblin
Subspecies
Trait #1
Small: +2 to spread across Prowl & Maneuver (+1 to both or +2 to one). -1 to overpower.
Trait #2
Jerry-rigged: Once per [Rest], make a crafting check with advantage. The resulting equipment has a dangerous but workable flaw.
Trait #3
Mutable: Once per [Downtime], you can spend a downtime action to make a Civilization check. If successful, you can select a trait from any other Small Folk.
Descriptor 1
Descriptor 2
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