All characters

Garbak

Level 7 Death Warden Dwarf Outskirt Dweller (No Adjustment) Fighter Torag

Size
Medium
Key attribute
Strength
Hero points
3 / 3

Exported on 2026-10-28 from Foundry VTT 14.368, pf2e 8.5.0

Attributes

Strength½
+4
How
  • +1 Dwarf (ancestry)
  • +1 Outskirt Dweller (No Adjustment) (background)
  • +1 Fighter (key attribute)
  • +1 Level 1 boost
  • +½ Level 5 boost
Dexterity
+2
How
  • +1 Level 1 boost
  • +1 Level 5 boost
Constitution
+3
How
  • +1 Dwarf (ancestry)
  • +1 Level 1 boost
  • +1 Level 5 boost
Intelligence
+0
How
    Wisdom
    +4
    How
    • +1 Dwarf (ancestry)
    • +1 Outskirt Dweller (No Adjustment) (background)
    • +1 Level 1 boost
    • +1 Level 5 boost
    Charisma
    -1
    How
    • -1 Dwarf (flaw)

    Defenses

    Armor ClassT
    24
    10 + DEX 1 + Trained 9 + Breastplate 4
    • +2 circumstance: Steel Shield (raised)
    Shield
    +2
    Steel ShieldHardness 5HP 20/20 (BT 10)
    Hit points
    108 / 108
    Dwarf HP 10 + Fighter HP × 7 70 + CON × 7 21 + Toughness 7
    FortitudeE
    +15
    CON 3 + Expert 11 + Mountain Shrine Enlightenment 1
    • +2 circumstance: Spellguard Shield
    ReflexE
    +14
    DEX 2 + Expert 11 + Bridge Shrine Enlightenment 1
    • +2 circumstance: Spellguard Shield
    WillE
    +16
    WIS 4 + Expert 11 + Garden Shrine Enlightenment 1
    • +2 circumstance: Spellguard Shield
    Resistances & immunities
    None
    Conditions
    None
    Active effects
    Lamp Lighter Boon, Bridge Shrine Enlightenment, Garden Shrine Enlightenment, Mountain Shrine Enlightenment

    Perception, speed & class DC

    PerceptionM
    +17
    WIS 4 + Master 13
    • +1 circumstance: Ghost Scarf (Seek or initiative vs haunt)
    InitiativeM
    +19
    WIS 4 + Master 13 + Battlefield Surveyor 2
    • +1 circumstance: Ghost Scarf (Seek or initiative vs haunt)
    • +1 status: Seasonal Boon (Outskirt Dweller)
    Speed
    20 ft
    Dwarf speed 20
    Class DCT
    23
    10 + STR 4 + Trained 9
    Senses
    Darkvision
    Languages
    Common, Dwarven

    Skills

    SkillModRankBreakdown
    Acrobatics +2 U
    DEX 2 + Untrained 0
    Arcana +0 U
    INT 0 + Untrained 0
    Athletics +15 E
    STR 4 + Expert 11
    Crafting +12 E
    INT 0 + Expert 11 + Effect: Lamp Lighter Boon 1
    Deception -1 U
    −CHA 1 + Untrained 0
    Diplomacy -1 U
    −CHA 1 + Untrained 0
    Intimidation -1 U
    −CHA 1 + Untrained 0
    Medicine +14 T
    WIS 4 + Trained 9 + Effect: Lamp Lighter Boon 1
    Nature +13 T
    WIS 4 + Trained 9
    Occultism +0 U
    INT 0 + Untrained 0
    Performance -1 U
    −CHA 1 + Untrained 0
    Religion +4 U
    WIS 4 + Untrained 0
    Society +1 U
    INT 0 + Untrained 0 + Effect: Lamp Lighter Boon 1
    Stealth +2 U
    DEX 2 + Untrained 0
    • +1 item: Root Boots (in forest)
    Survival +15 E
    WIS 4 + Expert 11
    • +1 circumstance: Terrain Expertise (Forest)
    Thievery +2 U
    DEX 2 + Untrained 0
    Hunting Lore +9 T
    INT 0 + Trained 9
    Willowshore Lore +0 U
    INT 0 + Untrained 0

    Strikes

    Melee

    WeaponAttackRankDamageTraits
    Clan Dagger +15 / +11 / +7 E 1d4+6 piercing AgileDwarfParryVersatile B
    Breakdown
    Expert 11 + STR 4
    Damage: 1d4 + STR 4 + Weapon Specialization 2
    Warhammer +18 / +13 / +8 M 2d8+7 bludgeoning Shove
    Breakdown
    Master 13 + STR 4 + Potency rune 1
    Damage: 2d8 + STR 4 + Weapon Specialization 3
    Fist +15 / +11 / +7 E 1d4+6 bludgeoning AgileFinesseNonlethalUnarmed
    Breakdown
    Expert 11 + STR 4 (not stacking: DEX +2)
    Damage: 1d4 + STR 4 + Weapon Specialization 2

    Ranged

    WeaponAttackRankDamageTraits
    Thunderstone (Moderate)20 ft +14 / +9 / +4 E 2d4+2 sonic AlchemicalBombConsumableSonicSplash
    Breakdown
    Expert 11 + DEX 2 + Item bonus 1
    Damage: 2d4 + Weapon Specialization 2
    Delicate Clay Vial20 ft +14 / +9 / +4 E 2d8+2 vitality AlchemicalBombConsumableSplashVitality
    Breakdown
    Expert 11 + DEX 2 + Item bonus 1
    Damage: 2d8 + Weapon Specialization 2

    Weapon proficiencies

    • E Unarmed
    • E Simple
    • E Martial
    • T Advanced

    Armor proficiencies

    • T Unarmored
    • T Light
    • T Medium
    • T Heavy

    Feats & abilities

    LevelAncestry, skill & generalClass
    1
    Heritage
    Death Warden DwarfYour ancestors were tomb guardians, and their power to ward off death passed on to you. If you roll a success on a saving throw against an…

    Your ancestors were tomb guardians, and their power to ward off death passed on to you. If you roll a success on a saving throw against an effect that has the void trait or was created by an undead creature, you get a critical success instead.

    Look up on Archives of Nethys

    Ancestry ability
    Clan DaggerYou get one Clan Dagger of your clan for free, as it was given to you at birth. Selling this dagger is a terrible taboo and earns you the d…

    You get one Clan Dagger of your clan for free, as it was given to you at birth. Selling this dagger is a terrible taboo and earns you the disdain of other dwarves.

    Look up on Archives of Nethys

    Background
    Outskirt Dweller (No Adjustment)While Willowshore is a lovely small town, even a population of 200 is a bit much for you. Whether you grew up in the town's outskirts, or y…

    While Willowshore is a lovely small town, even a population of 200 is a bit much for you. Whether you grew up in the town's outskirts, or you grew frustrated and overwhelmed with town life and decided to move to the fringes, you're only really at home when you're surrounded by nature. You don't look down on those who live in town, and you might be among the hunters, trappers, fishers, or herbalists who provide important support to those who lack such forestry skills. Your home is on the outskirts of Willowshore and might not even be represented by an actual building on the map. With the GM's permission, you might even dwell in a small building further out in the Willowshore hinterlands, but no further than a couple of miles from town.

    During the Reenactment Festival, you likely showed up late and weren't intending to stay for long, but your friends and allies (the other PCs) convinced you to stick around.

    You were chosen to be an abductee during the Reenactment Festival at the last minute when someone else had to back out (perhaps as a result of overindulging during the feast), and your friends (the other PCs) convinced you to join them on what would be a fun, shared experience. And since it involves sleeping out under the stars in the woods, well, that's a pretty lovely way to end an evening!

    Choose two attribute boosts. One must be to Dexterity or Wisdom, and one is a free attribute boost.

    You're trained in the Nature skill and the Hunting Lore skill. You gain the Terrain Expertise (forest) skill feat.

    Seasonal Boon (Outskirt Dweller)

    You can add one of the following two adjustments to any background to further modify your choice to match your vision for your PC.

    Family: You and one (or more) other PCs are close family members (siblings, parent/child, married, etc.) If you take this adjustment, the other PC(s) who are your family must also take this adjustment. Choose one of the following to replace the skill feat you otherwise would've gained from your background. (You and your sibling need not share the same choice—a sibling who wants to keep their background's skill feat can pick "Typical" from the list.)

    • Bickering: You have a long-standing feud with your sibling(s). Whenever your sibling(s) critically fail a significant skill check or attack roll and you witness their failure, you gain a +1 status bonus to your saving throws until the end of your next turn as you secretly (or perhaps not so secretly) delight in their failure. Effect: Bickering Family

    • Close-Knit: You and your sibling(s) work well together, and you go all-out to help them when they're badly hurt. When you provide Aid or Administer First Aid to your sibling(s), the DC is 5 lower than normal.

    • Typical: You have a standard relationship with your sibling(s); don't change your background's skill feat.

    Foundling: You aren't a native to Willowshore, but you did grow up in the town. You might have adoptive parents, or you could've grown up on the streets. Choose one of the following to replace the bonus feat you otherwise would've gained from your background.

    • Bitter: You appreciate the town of Willowshore but still resent the conditions that resulted in you being abandoned or left in the town. You gain the Intimidating Glare skill feat.

    • Mysterious: You keep secrets, and very few in Willowshore (if anyone) know your history before you settled in the town, in part because you've taken to learning about Willowshore by watching rather than engaging in conversation. You gain the Streetwise skill feat.

    • Outgoing: You're grateful for the sense of belonging the townsfolk of Willowshore have extended to you and always do your best to repay that kindness. Once per week when you attempt a skill check to resolve a downtime activity that could benefit Willowshore (several of these activities are detailed in the adventures, and your GM can always make the call if another activity would qualify) and you fail that check, you instead succeed at the check, or if you critically fail at that check, you instead simply fail that check.

    Look up on Archives of Nethys

    Ancestry feat
    Unburdened IronYou've learned techniques first devised by your ancestors during their ancient wars, allowing you to comfortably wear massive suits of armo…

    You've learned techniques first devised by your ancestors during their ancient wars, allowing you to comfortably wear massive suits of armor. Ignore the reduction to your Speed from any armor you wear.

    In addition, any time you're taking a penalty to your Speed for some other reason (such as from the Encumbered condition or from a spell), deduct 5 feet from the penalty. For example, the encumbered condition normally gives a –10-foot penalty to Speed, but this feat would reduce it to a –5-foot penalty. If your Speed is taking multiple penalties, pick only one penalty to reduce.

    Look up on Archives of Nethys

    Attribute boostsSTR, CON, WIS, DEX
    Class feat
    Sudden ChargeWith 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, yo…

    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.

    Look up on Archives of Nethys

    Class feature
    Reactive StrikeEver watchful for weaknesses, you can quickly attack foes that leave an opening in their defenses. You gain the Reactive Strike reaction.

    Ever watchful for weaknesses, you can quickly attack foes that leave an opening in their defenses. You gain the Reactive Strike reaction.

    Look up on Archives of Nethys

    Class feature
    Shield BlockYou gain the Shield Block general feat, a reaction that lets you reduce damage with your shield.

    You gain the Shield Block general feat, a reaction that lets you reduce damage with your shield.

    Look up on Archives of Nethys

    2
    Skill feat
    Hefty HaulerYou can carry more than your frame implies. Increase your maximum and encumbered Bulk limits by 2.

    You can carry more than your frame implies. Increase your maximum and encumbered Bulk limits by 2.

    Look up on Archives of Nethys

    Class feat
    Reactive ShieldTrigger An enemy hits you with a melee Strike. Requirements You are wielding a shield. You can snap your shield into place just as you woul…

    Trigger An enemy hits you with a melee Strike.

    Requirements You are wielding a shield. You can snap your shield into place just as you would take a blow, avoiding the hit at the last second. You immediately use the Raise a Shield action and gain your shield's bonus to AC. The circumstance bonus from the shield applies to your AC when you're determining the outcome of the triggering attack.

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    3
    General feat
    ToughnessYour body can withstand more punishment than most before succumbing. Increase your maximum Hit Points by your level. You reduce the DC of r…

    Your body can withstand more punishment than most before succumbing. Increase your maximum Hit Points by your level. You reduce the DC of recovery checks by 1.

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    Class feature
    BraveryHaving faced countless foes and the chaos of battle, you have learned how to stand strong in the face of fear. Your proficiency rank for Wi…

    Having faced countless foes and the chaos of battle, you have learned how to stand strong in the face of fear. Your proficiency rank for Will saves increases to expert. When you roll a success at a Will save against a fear effect, you get a critical success instead. In addition, anytime you gain the Frightened condition, reduce its value by 1.

    Look up on Archives of Nethys

    4
    Skill feat
    Godless HealingYou recover an additional 5 Hit Points from a successful attempt to Treat your Wounds or use Battle Medicine on you. After you or an ally u…

    You recover an additional 5 Hit Points from a successful attempt to Treat your Wounds or use Battle Medicine on you. After you or an ally use Battle Medicine on you, you become temporarily immune to that Battle Medicine for only 1 hour, instead of 1 day.

    Look up on Archives of Nethys

    Class feat
    Aggressive BlockTrigger You use the Shield Block reaction, and the opponent that triggered Shield Block is adjacent to you and is your size or smaller. You…

    Trigger You use the Shield Block reaction, and the opponent that triggered Shield Block is adjacent to you and is your size or smaller.

    You push back as you block, knocking your foe away or off balance. You use your shield to push the triggering creature, either automatically Shoving it 5 feet or causing it to become Off-Guard until the start of your next turn. The triggering creature chooses whether to be moved or become off-guard. If it chooses to be moved, you choose the direction. If the Shove would cause it to hit a solid object, enter a square of difficult terrain, or enter another creature's space, it must become off-guard instead of being moved.

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    5
    Ancestry feat
    Dwarven DoughtinessYou are naturally calm and collected in the face of imminent danger. At the end of your turn, reduce your Frightened condition by 2 instead…

    You are naturally calm and collected in the face of imminent danger. At the end of your turn, reduce your Frightened condition by 2 instead of 1.

    Look up on Archives of Nethys

    Attribute boostsSTR, DEX, CON, WIS
    Class feature
    Fighter Weapon Mastery (Hammer)Hours spent training with your preferred weapons, learning and developing new combat techniques, have made you particularly effective with…

    Hours spent training with your preferred weapons, learning and developing new combat techniques, have made you particularly effective with your weapons of choice. Choose one weapon group. Your proficiency rank increases to master with the simple weapons, martial weapons, and unarmed attacks in that group, and to expert with the advanced weapons in that group. You gain access to the critical specialization effects of all weapons and unarmed attacks for which you have master proficiency.

    Look up on Archives of Nethys

    6
    Skill feat
    Quick JumpYou can use High Jump and Long Jump as a single action instead of 2 actions. If you do, you don't perform the initial Stride (nor do you fa…

    You can use High Jump and Long Jump as a single action instead of 2 actions. If you do, you don't perform the initial Stride (nor do you fail if you don't Stride 10 feet).

    Look up on Archives of Nethys

    Class feat
    Powerful ShoveYou can push larger foes around with your attack. You can use Aggressive Block or Brutish Shove against a creature up to two sizes larger t…

    You can push larger foes around with your attack. You can use Aggressive Block or Brutish Shove against a creature up to two sizes larger than you.

    When a creature you Shove or knock back with a shield, polearm, or club's critical specialization effect has to stop moving because it would hit an object, it takes damage equal to your Strength modifier (minimum 1).

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    7
    General feat
    Skill Training (Crafting)You become trained in the skill of your choice. Special You can select this feat multiple times, choosing a new skill to become trained in…

    You become trained in the skill of your choice.

    Special You can select this feat multiple times, choosing a new skill to become trained in each time.

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    Class feature
    Weapon SpecializationYou've learned how to inflict greater injuries with the weapons you know best. You deal an additional 2 damage with weapons and unarmed att…

    You've learned how to inflict greater injuries with the weapons you know best. You deal an additional 2 damage with weapons and unarmed attacks in which you are an expert. This damage increases to 3 if you're a master, and 4 if you're legendary.

    Look up on Archives of Nethys

    Class feature
    Battlefield SurveyorWhether taking stock of an enemy army or simply standing guard, you excel at observing your foes. Your proficiency rank for Perception incr…

    Whether taking stock of an enemy army or simply standing guard, you excel at observing your foes. Your proficiency rank for Perception increases to master. In addition, you gain a +2 circumstance bonus to Perception checks for initiative, making you faster to react during combat.

    Look up on Archives of Nethys

    8
    Skill feat
    Class feat
    9
    Ancestry feat
    10
    Skill feat
    Attribute boosts
    Class feat
    11
    General feat
    12
    Skill feat
    Class feat
    13
    Ancestry feat
    14
    Skill feat
    Class feat
    15
    General feat
    Attribute boosts
    16
    Skill feat
    Class feat
    17
    Ancestry feat
    18
    Skill feat
    Class feat
    19
    General feat
    20
    Skill feat
    Attribute boosts
    Class feat

    Bonus & granted feats

    • Terrain Expertise (Forest)from Outskirt Dweller (No Adjustment)Your experience in navigating a certain type of terrain makes you supremely confident while doing so. You gain a +1 circumstance bonus to S…

      Your experience in navigating a certain type of terrain makes you supremely confident while doing so. You gain a +1 circumstance bonus to Survival checks in one of the following types of terrain, chosen when you select this feat: aquatic, arctic, desert, forest, mountain, plains, sky, swamp, or underground.

      Special You can select this feat more than once, choosing a different type of terrain each time.

      Look up on Archives of Nethys

    • Shield Blockfrom Shield BlockTrigger While you have your shield raised, you would take physical damage (bludgeoning, piercing, or slashing) from an attack. You snap you…

      Trigger While you have your shield raised, you would take physical damage (bludgeoning, piercing, or slashing) from an attack.

      You snap your shield in place to ward off a blow. Your shield prevents you from taking an amount of damage up to the shield's Hardness. You and the shield each take any remaining damage, possibly breaking or destroying the shield.

      Look up on Archives of Nethys

    Inventory

    Bulk carried
    9; 2L
    Encumbered above
    11
    Maximum
    16
    PP
    0
    GP
    17
    SP
    19
    CP
    9
    • Clan DaggerWorn · L BulkThis broad dagger is carried by dwarves as a weapon, tool, and designation of clan. Losing or having to surrender a clan dagger is consider…

      This broad dagger is carried by dwarves as a weapon, tool, and designation of clan. Losing or having to surrender a clan dagger is considered a mark of embarrassment to most dwarves.

      Look up on Archives of Nethys

    • WarhammerHeld · 1 BulkThis weapon has a wooden shaft ending in a large, heavy metal head. The head of the hammer might be single-sided or double-sided, but it's…

      This weapon has a wooden shaft ending in a large, heavy metal head. The head of the hammer might be single-sided or double-sided, but it's always capable of delivering powerful bludgeoning blows.

      Look up on Archives of Nethys

    • Thunderstone (Moderate)Worn · L BulkWhen this stone hits a creature or a hard surface, it explodes with a deafening bang. A thunderstone deals the listed sonic damage and soni…

      When this stone hits a creature or a hard surface, it explodes with a deafening bang. A thunderstone deals the listed sonic damage and sonic splash damage, and each creature within 10 feet of the space in which the stone exploded must succeed at a DC 20 Fortitude saving throw with the listed DC or be Deafened until the end of its next turn. Many types of thunderstone grant an item bonus to attack rolls.

      You gain a +1 item bonus to attack rolls. The bomb deals 2d4 sonic damage and 2 sonic splash damage, and the DC is 20.

      Look up on Archives of Nethys

    • BreastplateWorn · 2 BulkThough referred to as a breastplate, this type of armor consists of several pieces of plate or Half Plate armor that protect the torso, che…

      Though referred to as a breastplate, this type of armor consists of several pieces of plate or Half Plate armor that protect the torso, chest, neck, and sometimes the hips and lower legs. It strategically grants some of the protection of plate while allowing greater flexibility and speed.

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    • Climbing KitWorn · 1 BulkThis satchel includes 50 feet of rope, pulleys, a dozen pitons, a hammer, a grappling hook, and one set of crampons. Climbing kits allow yo…

      This satchel includes 50 feet of rope, pulleys, a dozen pitons, a hammer, a grappling hook, and one set of crampons. Climbing kits allow you to attach yourself to the wall you're Climbing, moving half as quickly as usual (minimum 5 feet) but letting you attempt a DC 5 Flat whenever you critically fail to prevent a fall. A single kit has only enough materials for one climber; each climber needs their own kit. If you wear your climbing kit, you can access it as part of a Climb action.

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    • CrowbarWorn · L BulkWhen Forcing Open an object that doesn't have an easy grip, a crowbar makes it easier to gain the necessary leverage. Without a crowbar, pr…

      When Forcing Open an object that doesn't have an easy grip, a crowbar makes it easier to gain the necessary leverage. Without a crowbar, prying something open takes a -2 item penalty to the Athletics check to Force Open.

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    • CompassWorn · — BulkA compass helps you Sense Direction or navigate, provided you're in a location with uniform magnetic fields. Without a compass, you take a…

      A compass helps you Sense Direction or navigate, provided you're in a location with uniform magnetic fields. Without a compass, you take a -2 item penalty to these checks (similar to using a shoddy item).

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    • Healer's ToolkitWorn · 1 BulkThis kit of bandages, herbs, and suturing tools is necessary for Medicine checks to Administer First Aid, Treat Disease, Treat Poison, or T…

      This kit of bandages, herbs, and suturing tools is necessary for Medicine checks to Administer First Aid, Treat Disease, Treat Poison, or Treat Wounds. If you wear your healer's toolkit, you can draw and replace it as part of the action that uses it.

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    • Alarm SnareWorn · — BulkYou create an alarm snare by rigging one or more noisy objects to a trip wire or pressure plate. When you create an alarm snare, you design…

      You create an alarm snare by rigging one or more noisy objects to a trip wire or pressure plate. When you create an alarm snare, you designate a range between 100 to 500 feet at which it can be heard. When a Small or larger creature enters the square, the snare makes a noise loud enough that it can be heard by all creatures in the range you designated.

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    • Hunting Spider Poison ×2Worn · 2L BulkPoison from the glands of a Hunting Spider.

      Poison from the glands of a Hunting Spider.

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    • Bravo's Brew (Lesser)Worn · L BulkActivate A Interact This flask of foaming beer grants courage. For the next hour after drinking this elixir, you gain a +1 item bonus to Wi…

      Activate A Interact

      This flask of foaming beer grants courage. For the next hour after drinking this elixir, you gain a +1 item bonus to Will saves, or +2 when attempting Will saves against fear.

      Effect: Bravo's Brew (Lesser)

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    • Pearl, irregular freshwater ×2Stowed · — Bulk
    • BackpackWorn · 1 BulkA backpack holds up to 4 Bulk of items and the first 2 Bulk of these items don't count against your Bulk limits. If you're carrying or stow…

      A backpack holds up to 4 Bulk of items and the first 2 Bulk of these items don't count against your Bulk limits. If you're carrying or stowing the pack rather than wearing it on your back, its Bulk is light instead of negligible

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      • Steel ShieldStowed · 1 BulkLike wooden shields, steel shields come in a variety of shapes and sizes. Though more expensive than wooden shields, they are much more dur…

        Like wooden shields, steel shields come in a variety of shapes and sizes. Though more expensive than wooden shields, they are much more durable.

        Hardness HP BT

        5 20 10

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      • EarplugsStowed · — BulkThese small pieces of cloth and stuffing have been crafted to dramatically muffle sound and easily slide into and out of the ear canals of…

        These small pieces of cloth and stuffing have been crafted to dramatically muffle sound and easily slide into and out of the ear canals of humanoid creatures. You can insert or remove earplugs from your ears or a willing creature's ears with a single Interact action using one hand. They take a -2 circumstance penalty to all auditory Perception checks but also gain a +2 circumstance bonus to saving throws against auditory effects.

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      • Potency Crystal ×2Stowed · — BulkActivate F (concentrate) Trigger You make an attack with the affixed weapon, but you haven't rolled yet This fluorite crystal glows with a…

        Activate F (concentrate)

        Trigger You make an attack with the affixed weapon, but you haven't rolled yet

        This fluorite crystal glows with a strange phosphorescence. When you activate the crystal, the weapon becomes a +1 striking weapon on the Strike and until the end of this turn, gaining a +1 item bonus to the attack roll and increasing the damage to two weapon damage dice.

        Effect: Potency Crystal

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      • BedrollWorn · L BulkA rolled up bed.
      • Flint and SteelWorn · — BulkFlint and steel are useful in creating a fire if you have the time to catch a spark, though using them is typically too time-consuming to b…

        Flint and steel are useful in creating a fire if you have the time to catch a spark, though using them is typically too time-consuming to be practical during an encounter. Even in ideal conditions, using flint and steel to light a flame requires using at least 3 actions, and often significantly longer.

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      • RopeWorn · L Bulk50 feet of rope.
      • Torch ×5Worn · 5L BulkA torch sheds bright light in a 20-foot radius (and dim light to the next 20 feet) for 1 hour. It can be used as an improvised weapon that…

        A torch sheds bright light in a 20-foot radius (and dim light to the next 20 feet) for 1 hour. It can be used as an improvised weapon that deals 1d4 bludgeoning damage plus 1 fire damage.

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      • WaterskinWorn · L BulkWhen it's full, a waterskin contains roughly 1 day's worth of water for a Small or Medium creature.

        When it's full, a waterskin contains roughly 1 day's worth of water for a Small or Medium creature.

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      • SoapWorn · — BulkBar of soap.
      • Chalk ×10Worn · — Bulk
      • Rations ×2Worn · 2L Bulk
      • Oil (1 pint)Worn · — BulkYou can use oil to fuel lanterns, but you can also set a pint of oil aflame and throw it. You must first spend an Interact action preparing…

        You can use oil to fuel lanterns, but you can also set a pint of oil aflame and throw it. You must first spend an Interact action preparing the oil, then throw it with another action as a ranged attack. If you hit, it splatters on the creature or in a single 5-foot square you target. You must succeed at a DC 10 Flat for the oil to ignite successfully when it hits. If the oil ignites, the target takes 1d6 fire damage.

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      • Spellguard ShieldStowed · 1 BulkThis shield bears eldritch glyphs to guard against magic. While you have this steel shield (Hardness 6, HP 24, BT 12) raised, you gain its…

        This shield bears eldritch glyphs to guard against magic. While you have this steel shield (Hardness 6, HP 24, BT 12) raised, you gain its circumstance bonus to saving throws against spells that target you (as well as to AC), and you can Shield Block spells that target you if you have that action.

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    • Ghost TouchWorn · — BulkA weapon etched with this rune can harm creatures without physical form. A ghost touch weapon is particularly effective against incorporeal…

      A weapon etched with this rune can harm creatures without physical form. A ghost touch weapon is particularly effective against incorporeal creatures, which almost always have a specific vulnerability to ghost touch weapons.

      Incorporeal creatures can touch, hold, and wield ghost touch weapons (unlike most physical objects).

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    • Dragon Turtle ScaleWorn · — BulkActivate A (concentrate) Requirements You're trained in Athletics This shimmering green scale is usually attached to a golden clasp or chai…

      Activate A (concentrate)

      Requirements You're trained in Athletics

      This shimmering green scale is usually attached to a golden clasp or chain.

      When you activate the scale, for 1 minute you gain a swim Speed equal to half your land Speed.

      Effect: Dragon Turtle Scale

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    • Sturdy Shield (Minor)Held · 1 BulkWith a superior design and excellent craftsmanship, this steel shield has higher Hardness than its non-magical counterparts, making it hard…

      With a superior design and excellent craftsmanship, this steel shield has higher Hardness than its non-magical counterparts, making it harder to break and destroy.

      The shield has Hardness 8, HP 64, and BT 32.

      This shield has a wand permanently attached to it that can cast Environmental Endurance. You should have both items in your inventory.

      Wand of Environmental Endurance (Level 2)

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    • Wand of Environmental Endurance (Rank 2)Worn · L BulkEnvironmental Endurance This baton is about a foot long and contains a single spell. The appearance typically relates to the spell within.…

      Environmental Endurance

      This baton is about a foot long and contains a single spell. The appearance typically relates to the spell within.

      Activate Cast a Spell

      Frequency once per day, plus overcharge

      Effect You Cast the Spell at the indicated rank.

      Craft Requirements Supply a casting of the spell at the listed rank.

      Note: To create a scroll or wand of a specific spell, drag the spell from the compendium or compendium browser into the inventory of a PC, NPC, or loot actor.

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    • Delicate Clay VialWorn · L BulkFunctions as a moderate Ghost Charge Usage held in 1 hand Activate A Strike These spring-loaded metal canisters contain a mixture of chemic…

      Functions as a moderate Ghost Charge

      Usage held in 1 hand

      Activate A Strike

      These spring-loaded metal canisters contain a mixture of chemicals and salts that drain and disintegrate nearby undead creatures.

      A ghost charge gives a +1 item bonus to attack rolls, deals 2d8 positive damage and 2 positive splash damage, though as usual for positive damage, this damage harms only undead and creatures with negative healing. A primary target that takes damage from a ghost charge becomes Enfeebled 1 until the start of your next turn.

      Ghost charges are designed to explode even on contact with a spiritual substance, making them ideal for damaging incorporeal undead.

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    • Clot of Crystallized BloodWorn · — BulkEach of these clots is a fear gem talisman. Usage affixed to a weapon Activate D Intimidating Strike Dark smoke seems to writhe within this…

      Each of these clots is a fear gem talisman.

      Usage affixed to a weapon

      Activate D Intimidating Strike

      Dark smoke seems to writhe within this obsidian gem. When you activate the gem, you make an Intimidating Strike, as the fighter feat.

      If you have the Intimidating Strike feat, increase the frightened condition value from this Intimidating Strike to Frightened 2, or Frightened 3 on a critical hit.

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    • Emerald GrasshopperWorn · — BulkActivate A (concentrate) Requirements You're trained in Athletics This metal grasshopper studded with emeralds is usually clasped to the le…

      Activate A (concentrate)

      Requirements You're trained in Athletics

      This metal grasshopper studded with emeralds is usually clasped to the legs of a suit of armor.

      When you activate it, make a Leap, traveling up to 40 feet horizontally and up to 10 feet vertically.

      If you don't end your jump on solid ground, you flutter in the air until the end of your turn, then fall harmlessly at a rate of 60 feet per round until you reach the ground.

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    • Bright Blue OrchidWorn · L BulkFunctions as Healing Vapor (Lesser) Activate 3 Interact Healing vapor is a substance that accelerates natural recovery processes by dispers…

      Functions as Healing Vapor (Lesser)

      Activate 3 Interact

      Healing vapor is a substance that accelerates natural recovery processes by dispersing a mist infused with a variety of reagents typically used for healing and recovery. When deployed from a sealed container, the vapors fill a type:burst|distance:5, last for 10 minutes, and can affect up to four living creatures at one time. Any creatures beyond the first four gain no benefit, though if a creature leaves before the duration is over, a new creature that enters can benefit from the mist. A creature benefiting from the vapors regains 1 Hit Point every 2 minutes. While affected, a creature also gains a +1 item bonus to saving throws against diseases and poisons. If the areas of more than one healing vapor overlap, only the strongest applies to creatures inside overlapping areas. Strong wind disperses the mist, rendering it ineffective while the wind blows.

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    • Root BootsWorn, invested · L BulkThe soles of these plain leather boots look like coils of flattened roots. The boots allow for full-foot flexibility despite their sturdy m…

      The soles of these plain leather boots look like coils of flattened roots. The boots allow for full-foot flexibility despite their sturdy make and smell faintly of evergreen trees. While worn and invested, your footsteps sound like rustling leaves, granting you a +1 item bonus to Stealth checks in a forest or wooded area.

      Activate – Rootwalker 1 envision

      Frequency once per day

      Effect The small roots extending from the soles of these boots burrow deep below you, allowing you to ascend vertical surfaces. For 10 minutes, you gain a 20-foot climb Speed on any surfaces where roots could grow (earthen, wooden, cracked stone, etc), and you don't need to use your hands to climb.

      Activate – Take Root r envision

      Frequency once per day

      Trigger You're standing on earth, and something attempts to move you against your will

      Effect The roots extend from your boots to grip the ground, granting you a +4 circumstance bonus to your Fortitude DC against effects that attempt to move you, such as Shove or Pull.

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    • Ghost ScarfWorn, invested · — BulkThis 6-foot-long scarf shimmers with the silvery light of the River of Souls while worn, providing illumination equivalent to that of a can…

      This 6-foot-long scarf shimmers with the silvery light of the River of Souls while worn, providing illumination equivalent to that of a candle. You can deactivate or activate this radiance as an Interact action. The dangling lengths of a ghost scarf softly billow in the presence of haunts, granting the wearer a +1 circumstance bonus to all Perception checks and Perception DCs to resolve discovering a haunt or rolling initiative when a haunt triggers.

      Activate 1 envision

      Frequency once per day

      Effect The scarf extends silvery threads that wrap around a weapon you carry, granting the effects of a Ghost Touch property rune to that weapon for 5 minutes.

      Spell Effect: Ghostly Weapon

      If the weapon already bears a ghost touch rune, it instead becomes an Astral rune, and if it already has an Astral rune, you instead gain a +1 status bonus to saving throws against effects from incorporeal undead for 5 minutes.

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    • Healing Potion (Moderate) ×2Worn · 2L BulkA healing potion is a vial of a ruby-red liquid that imparts a tingling sensation as the drinker's wounds heal rapidly. When you drink a he…

      A healing potion is a vial of a ruby-red liquid that imparts a tingling sensation as the drinker's wounds heal rapidly. When you drink a healing potion, you regain (3d8+10)[healing]{3d8+10 Hit Points}.

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    • Bag of Holding (Type II)Worn · 1 BulkThough it appears to be a cloth sack decorated with panels of richly colored silk or stylish embroidery, a bag of holding opens into an ext…

      Though it appears to be a cloth sack decorated with panels of richly colored silk or stylish embroidery, a bag of holding opens into an extradimensional space larger than its outside dimensions. The Bulk held inside the bag doesn't change the Bulk of the bag of holding itself. The amount of Bulk the bag's extradimensional space can hold depends on its type.

      You can Interact with the bag of holding to put items in or remove them just like a mundane sack. Though the bag can hold a great amount of material, an object still needs to be able to fit through the opening of the sack to be stored inside.

      If the bag is overloaded or broken, it ruptures and is ruined, causing the items inside to be lost forever. If it's turned inside out, the items inside spill out unharmed, but the bag must be put right before it can be used again. A living creature placed inside the bag has enough air for 10 minutes before it begins to suffocate, and it can attempt to Escape against a DC of 13. An item inside the bag provides no benefits unless it's retrieved first. An item in the bag can't be detected by magic that detects only things on the same plane.

      Capacity 50 Bulk

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      • Collection of the Teachings of SangpotshWorn · 12 BulkA small selection of particularly rare books on the teachings of Sangpotshi that, as a whole, grants a +2 item bonus to Sangpotshi Lore, Ni…

        A small selection of particularly rare books on the teachings of Sangpotshi that, as a whole, grants a +2 item bonus to Sangpotshi Lore, Nindoru Lore, and Religion checks while Investigating or Recalling Knowledge on topics related to this philosophy.

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      • Watchers of the CycleWorn · L BulkThe first half of this book contains hundreds of short parables and stories culled from a wide range of religions, each curated for the les…

        The first half of this book contains hundreds of short parables and stories culled from a wide range of religions, each curated for the lessons they can impart to a follower of Sangpotshi. If a character references this book while researching any topic relating to Sangpotshi or reincarnation, they gain a +1 item bonus to any Sangpotshi Lore or Religion checks to Recall Knowledge. The second half of the book contains the formulas for several rituals, including Gnaw at the Moon, Last Night's Vigil, Ransack the Night, Regale the Lost Ones, and Sweetest Solstice (all of these rituals are detailed in this volume’s Adventure Toolbox. The final pages of the book contain the formula for the ritual Reincarnate.

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    Actions & reactions

    Actions and activities

    • ScoutConcentrateExplorationYou scout ahead and behind the group to watch danger, moving at half speed. At the start of the next encounter, every creature in your part…

      You scout ahead and behind the group to watch danger, moving at half speed. At the start of the next encounter, every creature in your party gains a +1 circumstance bonus to their initiative rolls.

      Effect: Scout

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    • Sudden Charge◆◆BarbarianFighterFlourishWith 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, yo…

      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.

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    Free actions and reactions

    • Seasonal Boon (Outskirt Dweller)◇Frequency only once per season Trigger You're about to roll initiative Effect Something about the situation triggers your defenses, allowin…

      Frequency only once per season

      Trigger You're about to roll initiative

      Effect Something about the situation triggers your defenses, allowing you to react to sudden peril more quickly. You gain a status bonus to your initiative roll equal to the number of seasons since you've started Season of Ghosts (+1 during the first adventure, up to a maximum of +4 during the fourth and final adventure). If you can communicate a warning to other PCs, they gain this bonus to their initiative as well.

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    • Reactive Strike⤾Trigger A creature within your reach uses a manipulate action or a move action, makes a ranged attack, or leaves a square during a move act…

      Trigger A creature within your reach uses a manipulate action or a move action, makes a ranged attack, or leaves a square during a move action it's using.

      You lash out at a foe that leaves an opening. Make a melee Strike against the triggering creature. If your attack is a critical hit and the trigger was a manipulate action, you disrupt that action. This Strike doesn't count toward your multiple attack penalty, and your multiple attack penalty doesn't apply to this Strike.

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    • Shield Block⤾GeneralTrigger While you have your shield raised, you would take physical damage (bludgeoning, piercing, or slashing) from an attack. You snap you…

      Trigger While you have your shield raised, you would take physical damage (bludgeoning, piercing, or slashing) from an attack.

      You snap your shield in place to ward off a blow. Your shield prevents you from taking an amount of damage up to the shield's Hardness. You and the shield each take any remaining damage, possibly breaking or destroying the shield.

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    • Reactive Shield⤾FighterTrigger An enemy hits you with a melee Strike. Requirements You are wielding a shield. You can snap your shield into place just as you woul…

      Trigger An enemy hits you with a melee Strike.

      Requirements You are wielding a shield. You can snap your shield into place just as you would take a blow, avoiding the hit at the last second. You immediately use the Raise a Shield action and gain your shield's bonus to AC. The circumstance bonus from the shield applies to your AC when you're determining the outcome of the triggering attack.

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    • Aggressive Block◇FighterTrigger You use the Shield Block reaction, and the opponent that triggered Shield Block is adjacent to you and is your size or smaller. You…

      Trigger You use the Shield Block reaction, and the opponent that triggered Shield Block is adjacent to you and is your size or smaller.

      You push back as you block, knocking your foe away or off balance. You use your shield to push the triggering creature, either automatically Shoving it 5 feet or causing it to become Off-Guard until the start of your next turn. The triggering creature chooses whether to be moved or become off-guard. If it chooses to be moved, you choose the direction. If the Shove would cause it to hit a solid object, enter a square of difficult terrain, or enter another creature's space, it must become off-guard instead of being moved.

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    Origin, personality & notes

    Age
    50
    Gender & pronouns
    M