Skye Flamebelch Character 2
Goblin Dragonblood Artisan Runesmith
Perception +3
Languages Daemonic, Draconic, Fey, Orcish
Skills Acrobatics +3, Arcana +8, Athletics +4, Crafting +8, Deception +1, Diplomacy +1, Intimidation +5, Medicine -1, Nature -1, Occultism +8, Performance +1, Religion -1, Society +4, Stealth +3, Survival +3, Thievery -1, Guild Lore +8
Str +0, Dex -1, Con +2, Int +4, Wis -1, Cha +1
Items Adventurer's Pack, Artisan's Toolkit, Shoddy Breastplate, Fist, Morningstar, Wooden Shield
AC 19; Fort. +8, Ref. +5, Will +5
HP 26 / 26
JUNK TINKER
(ancestry feat)
You can make useful tools out of even twisted or rusted scraps. When using the Crafting skill to Craft, you can make level 0 items, including weapons and armor, out of junk. This reduces the Price to one-quarter the usual amount but always results in a shoddy item. Shoddy items normally give a penalty, but you don't take this penalty when using shoddy items you made (nor does the worse check penalty of shoddy armor you made apply to you).
You can also incorporate junk to save money while you Craft any item. This grants you a discount on the item as if you had spent 1 additional day working to reduce the cost, but the item is obviously made of junk. At the GM's discretion, this might affect the item's resale value depending on the buyer's tastes.
ATRYL, RUNE OF FIRE
(class feat)
Usage drawn on a creature or object
* * *
This rune is often placed on a stone in a hearth, its power ensuring the stone remains warm through the night. The bearer's fire resistance, if any, is reduced by 5. Its immunities are unaffected.
Invocation The bearer takes 1d8 fire damage with a basic Fortitude save. On a critical failure, it's also dazzled for 1 round.
* * *
Level (+2) The reduction in fire resistance increases by 1, and the damage of the invocation increases by 1d8.
GLYPH FAMILIAR
(class feat)
You have taken a living rune as a familiar to aid you in your adventures. You gain a familiar. You choose one familiar or master ability per day instead of two, but your familiar also always has three additional familiar abilities: construct, flier, and tough.
CAMONICA, RUNE OF PERPLEXITY
(class feat)
Usage drawn on a creature
* * *
This rune of looping swirls is difficult to look straight at and stirs up a psychic cacophony in a foe's mind. The first time each round the rune-bearer takes an action with the concentrate trait, the turmoil increases, dealing it 2 mental damage.
Invocation The cacophony fragments and expands rapidly in a mental explosion, dealing 1d4 mental damage to the rune-bearer with a basic Will save. On a failure, the rune-bearer is stupefied 1 for 1 round (or stupefied 2 on a critical failure).
* * *
Level (+2) The damage from the mental turmoil increases by 1 and the damage of the invocation increases by 1d4.
OLJINEX, RUNE OF COWARDS' BANE
(class feat)
Usage drawn on a shield
* * *
This rune resembles a broken arrow. The shield bearing the rune gains a +2 status bonus to its Hardness against physical damage from ranged attacks.
Invocation (illusion, mental, visual) The rune creates an illusion in the minds of all creatures adjacent to the rune-bearer that lasts for 1 round. The illusion is of a large impassable wall blocking all backs away from the rune-bearer. Creatures affected by this invocation can't willingly move farther away from the rune-bearer for 1 round or until they disbelieve the illusion, usually by using a Seek action.
* * *
Level (+4) The status bonus to Hardness increases by 1.
ZOHK, RUNE OF HOMECOMING
(class feat)
Usage drawn on a creature
* * *
This circular mark allows travelers to always find their way home. The rune-bearer gains a +15-foot status bonus to its Speeds, but only when its movement would end closer to you than where the creature started its turn.
Invocation (teleportation) You call the rune-bearer to your side. You teleport the target to any unoccupied square adjacent to you. If the bearer is unwilling, it must succeed at a Will save to negate the effect.
ENHANCED GLYPH FAMILIAR
(class feat)
Your living rune is imbued with more magical power. You can select two familiar or master abilities each day instead of one. In addition, when you Trace a Rune with a single action, your target can be adjacent to your familiar instead of adjacent to you. Your familiar must be within 30 feet of you for this benefit.
TALISMAN DABBLER DEDICATION
(class feat)
You are trained in the use of talismans and similar magical paraphernalia. This training might have occurred in a formal classroom or been an accumulation of folk magic picked up over time. You can craft talismans and know the formulas for all common talismans of your level or lower. You remember talisman formulas and don’t need a formula book for them.
Additionally, you carry a vast collection of magical baubles you can turn into temporary talismans. Each day during your daily preparations, you can make two talismans with an item level no higher than half your level. You must know each talisman’s formula. A talisman created this way is a temporary item and loses its magic the next time you make your daily preparations if you haven’t already used it. Any saving throw DC required by a temporary talisman you create uses the highest of your class DC, spell DC, or the talisman’s DC.
Finally, when you Affix a Talisman, you can (in any combination) affix or remove up to four talismans in the 10-minute span.
ODDITY IDENTIFICATION
(class feat)
When you become aware of a magical effect or see a spell being cast, you can immediately determine if it twists minds (with the mental trait), fights against fortune (with the fortune or misfortune trait), or reveals secrets (with the detection, prediction, revelation, or scrying traits). At the GM's discretion, similar effects can also fall into these categories. When you Identify Magic or Recall Knowledge to learn more about these effects, you can always use Occultism without penalty and gain a +2 circumstance bonus.
DRAGONBLOOD
You’re descended in some way from a dragon. Your physical features might show this outwardly, with a pair of draconic horns, patches of scaly skin, or even a tail, or you might develop an internal reserve of draconic power. You gain the dragonblood trait, in addition to the traits from your ancestry. Add Draconic to your ancestry’s list of additional languages (allowing you to choose it as a language if your Intelligence modifier is positive). When you roll a success on a saving throw against a fear effect, you get a critical success instead. You can choose from dragonblood feats and feats from your ancestry whenever you gain an ancestry feat.
* * *
#### Draconic Exemplars
Some abilities reference your draconic exemplar, which is a specific type of dragon from which you draw your draconic powers—typically the type of dragon whose blood runs in your veins. You can choose your exemplar when you create your character, but are only required to choose one when you select a feat or other option that requires you to have one (such as Breath of the Dragon). This means your draconic nature might be a mystery to you for some time.
The table below lists the dragons from Monster Core and their specifications. The dragon breath entry lists if the given breath uses a Fortitude (ᶠ), Reflex (ʳ), or Will (ʷ) saving throw. If you choose a dragon from a different source, work with your GM to determine if you have access to it.
| Dragon | Tradition | Speeds | Dragon Breath |
|---|:-:|:-:|---|
| Adamantine | Primal | Burrow | Cone of bludgeoning ʳ |
| Conspirator | Occult | Climb | Cone of poison ᶠ |
| Diabolic | Divine | — | Cone of fire ʳ |
| Empyreal | Divine | — | Cone of spirit ʳ |
| Fortune | Arcane | — | Cone of force ʳ |
| Horned | Primal | Swim | Cone of poison ᶠ |
| Mirage | Arcane | Climb | Cone of mental ʷ |
| Omen | Occult | — | Cone of mental ʷ |