Ancestry Feats and Abilities
Heritage 1st: Fleet (You move more quickly on foot. Your Speed increases by 5 feet)
1st: Natural Ambition (You were raised to be ambitious and always reach for the stars, leading you to progress quickly in your chosen field. You gain a 1st-level class feat for your class. You must meet the prerequisites, but you can select the feat later in the character creation process in order to determine which prerequisites you meet.)
Skill Feats
Background: Experienced Tracker (can follow a trail without pause. You can Track while moving at full Speed by taking a –5 penalty to your Survival check. If you’re a master in Survival, you don’t take the –5 penalty. If you’re legendary in Survival, you no longer need to roll a new Survival check every hour when tracking, though you still need to roll whenever there are significant changes in the trail.)
Class Feats and Abilities
1st: RAGE [one-action] Requirements You aren’t fatigued or raging.
You tap into your inner fury and begin raging. You gain a number of temporary Hit Points equal to your level plus
your Constitution modifier. This frenzy lasts for 1 minute, until there are no enemies you can perceive, or until you fall
unconscious, whichever comes first. You can’t voluntarily stop raging. While you are raging:
• You deal 2 additional damage with melee weapons and unarmed attacks. This additional damage is halved if
your weapon or unarmed attack is agile.
• You take a –1 penalty to AC.
• You can’t use actions with the concentrate trait unless they also have the rage trait. You can Seek while raging.
After you stop raging, you lose any remaining temporary Hit Points from Rage, and you can’t Rage again for 1 minute.
1st: Acute Vision (When you are raging, your visual senses improve, granting you darkvision.)
1st: SUDDEN CHARGE [two-actions] (BARBARIAN, FLOURISH, OPEN)
With a quick sprint, you dash up to your foe and swing. Stride twice. If you end your movement within melee reach of at least one enemy, you can make a melee Strike against that enemy. You can use Sudden Charge while Burrowing, Climbing, Flying, or Swimming instead of Striding if you have the corresponding movement type.
EQUIPMENT
Combat Gear: Greatsword (2gp, 2B), Shortbow (3 gp, 1B), 10 Arrows (1sp, LB), Hide Armor (2gp, 2B)
Magic Items: Other Gear: Adventurer’s Pack (7sp, 2B): This item is the starter kit for an adventurer, containing the essential items for exploration and survival. The Bulk value is for the entire pack together, but see the descriptions of individual items as necessary. The pack contains the following items: backpack (containing the other goods), bedroll, two belt pouches, 10 pieces of chalk, flint and steel, 50 feet of rope, 2 weeks’ rations, soap, 5 torches, and a waterskin.
1. PFS(2) #-##: title
Boon: description
Reputation(s): +# (faction) (e.g. +4 Vigilant Seal, or sometimes +4 Vigilant Seal, +2 Envoy’s Alliance)
Fame Earned: Fame Spent: Gold Earned: Downtime: (may be additional coin from Earn an Income, might be crafting, might be retraining, might be recovering a dead animal companion, etc)