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About Faen CymbrilFaen Cymbril Rogue 2
AC 18; Fort +5, Ref +9, Will +6
Precision Damage
Skills
Str +1, Dex +3, Con +1, Int +4, Wis +1, Cha +0 Items
13 gp 4sp 9cp Free Archetype
Innate Spells
You send out a pulse that registers the presence of magic. You receive no information beyond the presence or absence of magic. You can choose to ignore magic you're fully aware of, such as the magic items and ongoing spells of you and your allies. You detect illusion magic only if that magic's effect has a lower rank than the rank of your detect magic spell. However, items that have an illusion aura but aren't deceptive in appearance (such as an invisibility potion) typically are detected normally. Heightened (3rd) You learn the rank or level of the most powerful magical effect the spell detects, as determined by the GM.
Shield
You raise a magical shield of force. This counts as using the Raise a Shield action, giving you a +1 circumstance bonus to AC until the start of your next turn, but it doesn't require a hand to use. While the spell is in effect, you can use the Shield Block reaction with your magic shield. The shield has Hardness 5. You can use the spell's reaction to reduce damage from any spell or magical effect, even if it doesn't deal physical damage. After you use Shield Block, the spell ends and you can't cast it again for 10 minutes. Heightened (+2) The shield's Hardness increases by 5. Cantrips
You point your finger and project a bolt of magical energy that stutters in and out of phase until it reaches the target. Make a ranged spell attack roll against your target's AC; if the target has any circumstance bonuses to AC (such as from a shield or cover), reduce that bonus by 2 for this attack. On a success, you deal 3d4 piercing damage. On a critical success, the target takes double damage. Heightened (+1) The bolt's damage increases by 1d4. Mage Hand
Message
You mouth words quietly, but instead of coming out of your mouth, they're transferred directly to the ears of the target. While others can't hear your words any better than if you normally mouthed them, the target can hear your words as if they were standing next to you. The target can give a brief response as a reaction, or as a free action on their next turn if they wish, but they must be able to see you and be within range to do so. If they respond, their response is delivered directly to your ear, just like the original message. Heightened (3rd) The spell's range increases to 500 feet. Daze
You push into the target's mind and daze it with a mental jolt. The jolt deals 1d6 mental damage, with a basic Will save. If the target critically fails the save, it is also stunned 1. Heightened (+2) The damage increases by 1d6. Feats
Quick Identification You can Identify Magic swiftly. You take only 1 minute when using Identify Magic to determine the properties of an item, ongoing effect, or location, rather than 10 minutes. If you're a master, it takes a 3-action activity, and if you're legendary, it takes 1 action. Arcane Sense
Your study of magic allows you to instinctively sense its presence. You can cast 1st-rank detect magic at will as an arcane innate spell. If you're a master in Arcana, the spell is heightened to 3rd rank; if you're legendary, it is heightened to 4th rank. Arcane Tattoos
Nimble Dodge
You deftly dodge out of the way, gaining a +2 circumstance bonus to AC against the triggering attack. Trick Magic Item
You examine a magic item you normally couldn't use in an effort to fool it and activate it temporarily. For example, this might allow a fighter to cast a spell from a wand or allow a wizard to cast a spell that's not on the arcane list using a scroll. You must know what activating the item does, or you can't attempt to trick it. Attempt a check using the skill matching the item's magic tradition, or matching a tradition that has the spell on its list, if you're trying to cast a spell from the item. The relevant skills are Arcana for arcane, Nature for primal, Occultism for occult, Religion for divine, or any of the four for an item that has the magical trait and not a tradition trait. The GM determines the DC based on the item's level (possibly adjusted depending on the item or situation). If you activate a magic item that requires a spell attack modifier or spell DC and you don’t have proficiency in the relevant statistic, use your level as your proficiency bonus and the highest of your Intelligence, Wisdom, or Charisma modifiers. If you're a master in the appropriate skill for the item's tradition, you instead use the trained proficiency bonus; if you're legendary, you instead use the expert proficiency bonus. Success For the rest of the current turn, you can spend actions to activate the item as if you could normally use it.
Versatile Human
Mastermind Racket
If you successfully identify a creature using Recall Knowledge, that creature is off-guard against your attacks until the start of your next turn; if you critically succeed, it’s off-guard against your attacks for 1 minute. You’re trained in Society and one of the following skills of your choice: Arcana, Nature, Occultism, or Religion. You can choose Intelligence as your key attribute. Sneak Attack
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. Surprise Attack
Trap Finder
Personality:
Faen is a practical sort. Her upbringing was all about get on doing what you need to do to survive. She'd like to not have to worry about where the next meal comes from. She has her father's skills, but isn't too keen on taking other's riches. Her mother's teachings open up another world for her, that sort of scares and exhilerates her. She wants to challenge herself, find out who she is, and what she an accomplish in this world. Background:
Faen's father was a tinker, her mother a hedge mage. The travelled the outskirts of Brevoy on caravans or when fortune struck, their own wagon. As she grew, Faen was taught how to fight by her father and the other caravaners, and her mother taught her her arts vigorously. Many times when the other children were laughting and running about the caravan, Faen was stuck in a wagon, nose in a book or scroll. In her late teens, Faen's mother fell sick and the family took up residence in New Stetven, in a ramshackle tenement. One evening, reading beside her resting mother, Faen heard a commotion. She found her father in a struggle with three armed men. Faen joined the fray and she and her father dispatched two of the men. The last, ran Faen's father through the back and ran with a bag of the family's possessions. Kneeling to tend to her father, Faen looked up and noticed a distinct tattoo on the fleeing man's neck: a crimson devil. Faen's fathe died that evening, and her mother passes also to the Boneyard none to soon later that month. With what meager funds she had left, Faen arranged funerals for her parents, then travelled south to re-join the caravans, always on the lookout for that man. She had all of her friends looking as well. A few months passed, when a friend whispered in the ear that he'd seen a man with a similar tattoo down in a town called Nivakta's Crossing. Faen travelled there , entered the lone tavern there, The Lusty Wench. She approached the barkeep, also the Mayor it turns out, and asked abouth the tattooed man. nodding, the mayor revealed the mans name, Rekkik. He was a thug and a thief, and not welcome in the 'Wench. A few coins exchanged for Rekkik's location and the Mayor's assurance that Faen could retreat here should things with Rekkik go awry. On the way out, she chatted briefly with on of the doormen, apologizing with a few coins that she might be brining some trouble to the door. She favored him with a genuine smile and a pat on the arm, then noticed the table of obvious travellers, now conversing with the mayor; hearing mention of travelling West and a place called Oleg's. Might me a good place to hide, in need be she thought to herself. With the Mayor's information, it was easy to find Rikkik....sitting on a stoop behind a dilapidated warehouse, sipping at a bottle. Faen walked right up to him and struck the bottle away, demanding what was hers. Overcoming his first surprise, Rikkik attacked....but he was quite drunk so it was easy for Faen to disarm him then twist an arm behind his back , forcing his face into the dirt. The pain and embarrassment was enough and Rikkik revealed what she sought was in his pack off to the side. Releasing him, she kicked him in the face, leaving him unconcsous as she retrieved the hierloom tools. Standing over him, she felt disgust and some hate But couldn't bring herself to kill the man. Walking away, she heard a shout behind her. A man had come out of the warehouse and seen her with Rikkik. Damn was all she had time to think before the man ran at her. Running , she looked over her shoulder to see two other men join the chase. Shouting, she just made the porch of the Lusty Wench , when she was grabbed by the shoulder and spun about. A quick twist and she was free....but it was one against three....and her doorman was no where to be seen. She caught a high strike with a sap by one of the men, but another kicked her in the chest sending her backward through the Lusty Wench's front door... Actions Reference:
Administer First Aid (Medicine) Manipulate Requirements You're wearing or holding a healer's toolkit. You perform first aid on an adjacent creature that is dying or bleeding. If a creature is both dying and bleeding, choose which ailment you're trying to treat before you roll. You can Administer First Aid again to attempt to remedy the other effect. • Stabilize Attempt a Medicine check on a creature that has 0 Hit Points and the dying condition. The DC is equal to 5 + that creature's recovery roll DC (typically 15 + its dying value). • Stop Bleeding Attempt a Medicine check on a creature that is taking persistent bleed damage. The DC is usually the DC of the effect that caused the bleed. Success If you're trying to stabilize, the target loses the dying condition (but remains unconscious). If you're trying to stop bleeding, the target benefits from an assisted recovery with the lowered DC for particularly appropriate help. Critical Failure If you were trying to stabilize, the target's dying value increases by 1. If you were trying to stop bleeding, the target immediately takes an amount of damage equal to its persistent bleed damage. Affix a Talisman
You spend 10 minutes affixing a talisman to an item, placing the item on a stable surface and using the repair kit with both hands. You can also use this activity to remove a talisman. Attaching more than one talisman to an item deactivates all the talismans. They must be removed and re-affixed before they can be used again. Aid
You try to help your ally with a task. To use this reaction, you must first prepare to help, usually by using an action during your turn. You must explain to the GM exactly how you're trying to help, and they determine whether you can Aid your ally. When you use your Aid reaction, attempt a skill check or attack roll of a type decided by the GM. The typical DC is 15, but the GM might adjust this DC for particularly hard or easy tasks. The GM can add any relevant traits to your preparatory action or to your Aid reaction depending on the situation, or even allow you to Aid checks other than skill checks and attack rolls. Critical Success You grant your ally a +2 circumstance bonus to the triggering check. If you're a master with the check you attempted, the bonus is +3, and if you're legendary, it's +4.
Arrest a Fall
You attempt your choice of an Acrobatics check or Reflex save to slow your fall. The DC is typically 15, but it might be higher due to air turbulence or other circumstances.
Avert Gaze
Avoid Notice
Balance (Acrobatics)
You move across a narrow surface or uneven ground, attempting an Acrobatics check against its Balance DC. You are off-guard while on a narrow surface or uneven ground. Critical Success You move up to your Speed.
Borrow an Arcane Spell (Arcana)
Burrow
Climb (Athletics)
You attempt an Athletics check to move a maximum distance of 5 feet up, down, or across an incline. You're off-guard while climbing unless you have a climb Speed. The GM determines the DC based on the nature of the incline and environmental circumstances; you might get an automatic critical success on an incline that's trivial to climb. If your land Speed is 40 feet or higher, increase the maximum distance by 5 feet for every 20 feet of Speed above 20 feet. Critical Success You move along the incline, increasing the maximum distance by 5 feet.
Coerce (Intimidation)
Critical Success The target gives you the information you seek or agrees to follow your directives so long as they aren't likely to harm the target in any way. The target continues to comply for an amount of time determined by the GM but not exceeding 1 day, at which point the target becomes unfriendly (if it wasn't already unfriendly or hostile). However, the target is too scared of you to retaliate - at least in the short term.
Command an Animal (Nature)
You automatically fail if the animal is hostile or unfriendly to you. If the animal is helpful to you, increase your degree of success by one step. You might be able to Command an Animal more easily with a feat like Ride. Most animals know the Drop Prone, Leap, Seek, Stand, Stride, and Strike basic actions. If an animal knows an activity, such as a horse's Gallop, you can Command the Animal to perform the activity, but you must spend as many actions on Command an Animal as the activity's number of actions. You can also spend multiple actions to Command the Animal to perform that number of basic actions on its next turn; for instance, you could spend 3 actions to Command an Animal to Stride three times or to Stride twice and then make a Strike.
Conceal an Object (Stealth)
You can also conceal an object somewhere other than your person, such as among undergrowth or in a secret compartment within a piece of furniture. In this case, characters Seeking in an area compare their Perception check results to your Stealth DC to determine whether they find the object.
Cover Tracks (Survival)
Craft (Crafting)
You attempt a Crafting check after you spend 2 days of work setting up, or 1 day if you have the item's formula. The GM determines the DC to Craft the item based on its level, rarity, and other circumstances. If your attempt to create the item is successful, you expend the raw materials you supplied. You can pay the remaining portion of the item's Price in materials to complete the item immediately, or you can spend additional downtime days working on it. For each additional day you spend, reduce the value of the materials you need to expend to complete the item. This amount is determined using the Income Earned table, based on your proficiency rank in Crafting and using your own level instead of a task level. After any of these downtime days, you can complete the item by spending the remaining portion of its Price in materials. If the downtime days you spend are interrupted, you can return to finish the item later, continuing where you left off. An example of Crafting appears in the sidebar below. Critical Success Your attempt is successful. Each additional day spent Crafting reduces the materials needed to complete the item by an amount based on your level + 1 and your proficiency rank in Crafting.
Crafting Goods for the Market (Crafting)
Crawl
You move 5 feet by crawling and continue to stay prone. Create Forgery (Society)
You create a forged document, usually over the course of a day or a week. The GM rolls a secret DC 20 Society check. If you need to forge a specific person's handwriting, you need a sample of that person's handwriting. Otherwise, you need only to have seen a similar document, and you gain up to a +4 circumstance bonus to the check (the GM determines the bonus).
Create a Diversion (Deception)
Attempt a single Deception check and compare it to the Perception DCs of the creatures whose attention you're trying to divert. Whether or not you succeed, creatures you attempt to divert gain a +4 circumstance bonus to their Perception DCs against your attempts to Create a Diversion for 1 minute.
Decipher Writing (Arcana)
The DC is determined by the GM based on the state or complexity of the document. The GM might have you roll one check for a short text or a check for each section of a larger text. Critical Success You understand the true meaning of the text.
Decipher Writing (Occultism)
The DC is determined by the GM based on the state or complexity of the document. The GM might have you roll one check for a short text or a check for each section of a larger text. Critical Success You understand the true meaning of the text.
Decipher Writing (Religion)
The DC is determined by the GM based on the state or complexity of the document. The GM might have you roll one check for a short text or a check for each section of a larger text. Critical Success You understand the true meaning of the text.
Decipher Writing (Society)
The DC is determined by the GM based on the state or complexity of the document. The GM might have you roll one check for a short text or a check for each section of a larger text. Critical Success You understand the true meaning of the text.
Defend
Delay
You wait for the right moment to act. The rest of your turn doesn't happen yet. Instead, you're removed from the initiative order. You can return to the initiative order as a free action triggered by the end of any other creature's turn. This permanently changes your initiative to the new position. You can't use reactions until you return to the initiative order. If you Delay an entire round without returning to the initiative order, the actions from the Delayed turn are lost, your initiative doesn't change, and your next turn occurs at your original position in the initiative order. When you Delay, any persistent damage or other negative effects that normally occur at the start or end of your turn occur immediately when you use the Delay action. Any beneficial effects that would end at any point during your turn also end. The GM might determine that other effects end when you Delay as well. Essentially, you can't Delay to avoid negative consequences that would happen on your turn or to extend beneficial effects that would end on your turn. Demoralize (Intimidation)
Critical Success The target becomes frightened 2.
Detect Magic
Disable a Device (Thievery)
Critical Success You disable the device, or you achieve two successes toward disabling a device requiring more than one success. You leave no trace of your tampering, and you can rearm the device later, if that type of device can be rearmed.
Disarm (Athletics)
The target can't be more than one size larger than you. You try to knock an item out of a creature's grasp. Attempt an Athletics check against the target's Reflex DC. Critical Success You knock the item out of the target's grasp. It falls to the ground in the target's space.
Dismiss
Drop Prone
Earn Income (Crafting)
When you take on a job, the GM secretly sets the DC of your skill check. After your first day of work, you roll to determine your earnings. You gain an amount of income based on your result, the task's level, and your proficiency rank (as listed on the Income Earned table). You can continue working at the task on subsequent days without needing to roll again. For each day you spend after the first, you earn the same amount as the first day, up until the task's completion. The GM determines how long you can work at the task. Most tasks last a week or two, though some can take months or even years. Critical Success You do outstanding work. Gain the amount of currency listed for the task level + 1 and your proficiency rank.
Escape
Critical Success You get free and remove the grabbed, immobilized, and restrained conditions imposed by your chosen target. You can then Stride up to 5 feet.
Feint (Deception)
With a misleading flourish, you leave an opponent unprepared for your real attack. Attempt a Deception check against your target's Perception DC. Critical Success You throw your enemy's defenses against you entirely off. The target is off-guard against melee attacks that you attempt against it until the end of your next turn.
Fly
You move through the air up to your fly Speed. Moving upward (straight up or diagonally) uses the rules for moving through difficult terrain. You can move straight down 10 feet for every 5 feet of movement you spend. If you Fly to the ground, you don't take falling damage. You can use an action to Fly 0 feet to hover in place. If you're airborne at the end of your turn and didn't use a Fly action this round, you fall. Follow the Expert
Force Open (Athletics)
Critical Success You open the door, window, container, or gate and can avoid damaging it in the process.
Gather Information (Diplomacy)
Grab an Edge
When you fall off or past an edge or other handhold, you can try to grab it, potentially stopping your fall. You must succeed at your choice of an Acrobatics check or a Reflex save, usually at the Climb DC. If you grab the edge or handhold, you can then Climb up using Athletics. Critical Success You grab the edge or handhold, whether or not you have a hand free, typically by using a suitable held item to catch yourself (catching a battle axe on a ledge, for example). You still take damage from the distance fallen so far, but you treat the fall as though it were 30 feet shorter.
Grapple (Athletics)
You attempt to grab a creature or object with your free hand. Attempt an Athletics check against the target's Fortitude DC. You can Grapple a target you already have grabbed or restrained without having a hand free. Critical Success Your target is restrained until the end of your next turn unless you move or your target Escapes.
Hide (Stealth)
High Jump (Athletics)
Critical Success You Leap up to 8 feet vertically and 10 feet horizontally.
Hustle
Identify Alchemy (Crafting)
You can identify the nature of an alchemical item with 10 minutes of testing using your alchemist's toolkit. If your attempt is interrupted in any way, you must start over.
Identify Magic (Arcana)
Critical Success You learn all the attributes of the magic, including its name (for an effect), what it does, any means of activating it (for an item or location), and whether it is cursed.
Identify Magic (Nature)
Critical Success You learn all the attributes of the magic, including its name (for an effect), what it does, any means of activating it (for an item or location), and whether it is cursed.
Identify Magic (Occultism)
Critical Success You learn all the attributes of the magic, including its name (for an effect), what it does, any means of activating it (for an item or location), and whether it is cursed.
Identify Magic (Religion)
Critical Success You learn all the attributes of the magic, including its name (for an effect), what it does, any means of activating it (for an item or location), and whether it is cursed.
Impersonate (Deception)
In most cases, creatures have a chance to detect your deception only if they use the Seek action to attempt Perception checks against your Deception DC. If you attempt to directly interact with someone while disguised, the GM rolls a secret Deception check for you against that creature's Perception DC instead. If you're disguised as a specific individual, the GM might give creatures you interact with a circumstance bonus based on how well they know the person you're imitating, or the GM might roll a secret Deception check even if you aren't directly interacting with others.
Interact
Investigate
Leap
Learn a Spell (Arcana)
Critical Success You expend half the materials and learn the spell.
Learn a Spell (Nature)
Critical Success You expend half the materials and learn the spell.
Learn a Spell (Occultism)
Critical Success You expend half the materials and learn the spell.
Learn a Spell (Religion)
Critical Success You expend half the materials and learn the spell.
Lie (Deception)
At the GM's discretion, if a creature initially believes your lie, it might attempt a Perception check later to Sense Motive against your Deception DC to realize it's a lie. This usually happens if the creature discovers enough |