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Player Name
ClassRangerSpeciesBlightLevel1Tier1
Character Namehibi
body d6reflex d6presence d6
Mind d6Sense d6Will 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: The Survivalist(Endure)
Active Rests: Gain a third [Rest] action when resting in the wilderness. This action is TN 8.
The Survivalist is an expert at spending long stretches of time fending for themselves, often alone. They know how to take advantage of all that nature has to offer and how to keep themselves—and those around them—safe from the dangers it holds.
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
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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
Blight
Subspecies
Trait #1
Kin: You can speak with plants.
Trait #2
Rooted: You automatically heal 1 injury during a [Rest or Downtime] when resting outside. Checks made to heal you without magic related to your makeup are done with disadvantage.
Trait #3
Cursed: You gain a weapon point. It has the Vampyric modifier. If you choose to invest more weapon points into this it increases as normal. You take 1 injury or 2 strain at the start of a [Rest] if you haven't activated this modifier since your last [Rest].
Descriptor 1
Helpful
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: Ā 4 Ā Ā 7
Downtime: Ā 1 Ā 4 Ā 7 Ā 10 Ā 13
Projects, Training & Rituals