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12/23/2020 Soro

SORO BARBARIAN 3
CG MEDIUM HUMANOID BARBARIAN COLD RESISTANCE (1/2 LEVEL) COLD EFFECTS REDUCED A LEVEL HUMAN
Perception +9;
Languages Common, Dwarf, Goblin
Skills Athletics +10, Intimidation +8, Medicine +9, Nature +7, Performance +8, Survival +7, Lore: Forest +7
Str +3 Dex -1 Con +2 Int +2 Wis +2 Cha +3
AC 19; Fort +9, Ref +4, Will +9
HP 50/50 Hero Points 1/3
Speed 25 feet
Melee great picaxe relic orcish great picaxe +9 (sweep, versitile p) Damage 2d12+3 slashing
Melee greatpick pickaxe pick side +9 (fatal d12, trip) Damage 2d10+3 piercing
Melee javelin javelin +4 (thrown) Damage 1d6+3 piercing
Melee shortsword sfortsword +8 (agile, nesse, versatile s) Damage 1d6+3 piercing
Melee mambele mambele melee +9 (deadly d8, disarm, thrown 20 ft., uncommon, returning) Damage 1d6+3 slashing
Melee mambele mambele thrown +5 (deadly d8, disarm, thrown 20 ft., uncommon, returning) Damage 1d6+3 slashing
Ranged shortbow +4 (deadly d10) Damage 1d6 piercing
Melee st +8 ( nesse, agile, unarmed, nonlethal) Damage 1d4+3 bludgeoning

Abilities Unconventional Weaponry, Intimidating Glare, Raging Intimidation, Train Animal, Animal Whisperer, Mauler Dedication,
Battle Medicine , Godless Healing, Aid , Administer First Aid , Climb , Coerce, Command An Animal , Cover Tracks,
Create A Diversion , Demoralize , Disarm , Earn Income, Escape , Force Open , Grapple , High Jump , Lie, Long
Jump , Perform , Draconic Rage , Repair, Sense Direction, Shove , Subsist, Swim , Track, Treat Disease, Treat Poison ,
Treat Wounds, Trip , White Dragon Instinct, Deny Advantage
Items (7/8/13) (4/10) Bag Of Holding, Rope, Grappling Hook, Bedroll, Flute, Writing Set, Sewing Supplies, Lantern (bull's-eye), Oil,
Rations, Bunch Of Random Keys, Wool Cloak, Sheath, Shortsword, Javelin Quiver, Javelin, Great Picaxe Relic, Coin Pouch, On Person,
Greatpick, Right Belt Pouch, Healer's Tools, Left Belt Pouch, Flint And Steel, Fishing Tackle, Healing Potion (minor), Healing Potion
(lesser), Bowstring, Chain Mail, Shortbow, Mambele, Quiver, Arrows, Climbing Kit, Earplugs, Healing Essentials, Bandolier, Quill Of
The Poet, Aeon Stone (pearly White Spindle), Messenger Way nder

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DC DC DC
ARMOR CLASS 19 HP 50 FORTITUDE +19 29 REFLEX +14 24 WILL +19 29
BASE 10 HUMAN 8 BASE 10 BASE 10 BASE 10
CHAIN MAIL ANCESTRY EXPERT TRAINED EXPERT
ITEM 4 BARBARIAN PROFICIENCY 7 PROFICIENCY 5 PROFICIENCY 7
CLASS 36
MAGIC ARMOR (+1) 1 CONSTITUTION 2 DEXTERITY -1 WISDOM 2
POTENCY CONSTITUTION 6 ABILITY ABILITY ABILITY
TRAINED ABILITY
PROFICIENCY 5 MISC 0
DEXTERITY -1
ABILITY
CIRCUMSTANCE 0
STATUS 0

DC DC DC DC DC
PERCEPTION +19 29 ACROBATICS +9 19 ARCANA +12 22 ATHLETICS +20 30 CRAFTING +12 22
BASE 10 BASE 10 BASE 10 BASE 10 BASE 10
EXPERT 7 UNTRAINED 0 UNTRAINED 0 EXPERT 7 UNTRAINED 0
PROFICIENCY PROFICIENCY PROFICIENCY PROFICIENCY PROFICIENCY
WISDOM 2 DEXTERITY -1 INTELLIGENCE 2 STRENGTH 3 INTELLIGENCE 2
ABILITY ABILITY ABILITY ABILITY ABILITY

DC DC DC DC DC
DECEPTION +13 23 DIPLOMACY +13 23 INTIMIDATION +18 28 MEDICINE +19 29 NATURE +17 27
BASE 10 BASE 10 BASE 10 BASE 10 BASE 10
UNTRAINED 0 UNTRAINED 0 TRAINED 5 EXPERT 7 TRAINED 5
PROFICIENCY PROFICIENCY PROFICIENCY PROFICIENCY PROFICIENCY
CHARISMA 3 CHARISMA 3 CHARISMA 3 WISDOM 2 WISDOM 2
ABILITY ABILITY ABILITY ABILITY ABILITY

DC DC DC DC DC
OCCULTISM +12 22 PERFORMANCE +18 28 RELIGION +12 22 SOCIETY +12 22 STEALTH +9 19
BASE 10 BASE 10 BASE 10 BASE 10 BASE 10
UNTRAINED 0 TRAINED 5 UNTRAINED 0 UNTRAINED 0 UNTRAINED 0
PROFICIENCY PROFICIENCY PROFICIENCY PROFICIENCY PROFICIENCY
INTELLIGENCE 2 CHARISMA 3 WISDOM 2 INTELLIGENCE 2 DEXTERITY -1
ABILITY ABILITY ABILITY ABILITY ABILITY

DC DC DC
SURVIVAL +17 27 THIEVERY +9 19 LORE: FOREST +17 27
BASE 10 BASE 10 BASE 10
TRAINED 5 UNTRAINED 0 TRAINED 5
PROFICIENCY PROFICIENCY PROFICIENCY
WISDOM 2 DEXTERITY -1 WISDOM 2
ABILITY ABILITY ABILITY

BASE 25ft
BASE 25
CHAIN MAIL 0
ARMOR

STRENGTH +3 DEXTERITY -1 CONSTITUTION +2 INTELLIGENCE +2 WISDOM +2 CHARISMA +3


BASE 15 BASE 9 BASE 12 BASE 14 BASE 14 BASE 17
ANCESTRY 2 BACKGROUND 2
BOOST BOOST

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ADMINISTER FIRST AID ACTION


MANIPULATE MEDICINE

Requirements You have healer's tools.


You perform rst 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 e ect.
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, giving them a chance to make another at
check to remove the persistent damage. The DC is usually the DC of the e ect that caused the bleed.

Success If you're trying to stabilize, the creature loses the dying condition (but remains unconscious). If you're trying to stop bleeding, the
creature attempts a at check to end the bleeding.
Critical Failure If you were trying to stabilize, the creature's dying value increases by 1. If you were trying to stop bleeding, it immediately takes
an amount of damage equal to its persistent bleed damage.

Source Core Rulebook pg. 248 1.1

AEON STONE (PEARLY WHITE SPINDLE) ITEM 3


UNCOMMON INVESTED MAGICAL TRANSMUTATION

Price 60 gp
Usage worn
Over millennia, these mysterious, intricately cut gemstones have been hoarded by mystics and fanatics hoping to discover their secrets. Despite
their myriad forms and functions, these stones are purportedly all fragments of crystal tools used by otherworldly entities to construct the
universe in primeval times.

When you invest one of these precisely shaped crystals, the stone orbits your head instead of being worn on your body. You can stow an aeon
stone with an Interact action, and an orbiting stone can be snatched out of the air with a successful Disarm action against you. A stowed or
removed stone remains invested, but its e ects are suppressed until you return it to orbit your head again.

There are various types of aeon stones, each with a di erent shape, color, and magical e ect. Each aeon stone also gains a resonant power when
slotted into a special magical item called a way nder.

Aeon Stone (Pearly White Spindle) Access Member of the Path nder Society.
When you invest this aeon stone, it slowly starts healing your wounds, restoring 1 HP every minute.

The resonant power grants you resistance 1 to negative damage.

Source Path nder Society Guide pg. 121 2.0

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AID ACTION
Requirements The ally is willing to accept your aid, and you have prepared to help (see below).
Trigger An ally is about to use an action that requires a skill check or attack roll.
You try to help your ally with a task. To use this reaction, you must rst 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 20, 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.
Success You grant your ally a +1 circumstance bonus to the triggering check.
Critical Failure Your ally takes a -1 circumstance penalty to the triggering check.

Source Core Rulebook pg. 470 2.0

ANIMAL WHISPERER BACKGROUND


You have always felt a connection to animals, and it was only a small leap to learn to train them. As you travel, you continuously encounter
di erent creatures, befriending them along the way.

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

You're trained in the Nature skill, and a Lore skill related to one terrain inhabited by animals you like (such as Plains Lore or Swamp Lore). You gain
the Train Animal skill feat.

Source Core Rulebook pg. 60 1.1

ARROWS WEAPON
Group bow Category ammunition
Price 1 sp (price for 10)
These projectiles are the ammunition for bows. The shaft of an arrow is made of wood. It is stabilized in ight by etching at one end and bears a
metal head on the other.
Critical Specialization E ects
Certain feats, class features, weapon runes, and other e ects can grant you additional bene ts when you make an attack with certain weapons
and get a critical success. This is called a critical specialization e ect. The exact e ect depends on which weapon group your weapon belongs to,
as listed below. You can always decide not to add the critical specialization e ect of your weapon.

Bow: If the target of the critical hit is adjacent to a surface, it gets stuck to that surface by the missile. The target is immobilized and must spend
an Interact action to attempt a DC 10 Athletics check to pull the missile free; it can't move from its space until it succeeds. The creature doesn't
become stuck if it is incorporeal, is liquid (like a water elemental or some oozes), or could otherwise escape without e ort.

Source Core Rulebook pg. 282 1.1

BAG OF HOLDING ITEM


CARRYING 4 / 25 (IGNORING 25)

Capacity 25
Bulk L Price 1 sp
A backpack holds up to 4 Bulk of items. If you're carrying or stowing the pack rather than wearing it on your back, its bulk is light instead of
negligible. The rst 2 Bulk of items in your backpack don't count against your Bulk limits

Source Core Rulebook pg. 289 1.1

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BANDOLIER ITEM
CARRYING 0 / 0.8 (IGNORING 0)

Capacity 0.8
Bulk L Price 1 sp
A bandolier holds up to eight items of light Bulk within easy reach and is usually used for alchemical items or potions. If you are carrying or
stowing a bandolier rather than wearing it around your chest, it has light Bulk instead of negligible. A bandolier can be dedicated to a full set of
tools, such as healer's tools, allowing you to draw the tools as part of the action that requires them.

Source Core Rulebook pg. 289 2.0

BATTLE MEDICINE FEAT 1


GENERAL HEALING MANIPULATE SKILL

Prerequisites trained in Medicine


Requirements You are holding or wearing healer's tools.
You can patch up yourself or an adjacent ally, even in combat. Attempt a Medicine check with the same DC as for Treat Wounds, and restore a
corresponding amount of Hit Points; this does not remove the wounded condition. As with Treat Wounds, you can attempt checks against higher
DCs if you have the minimum pro ciency rank. The target is then temporarily immune to your Battle Medicine for 1 day.

Source Core Rulebook pg. 258 1.1

CHAIN MAIL ARMOR


FLEXIBLE NOISY

AC Bonus +4 Dex Cap +1 Hardness 5


Speed Penalty 5 feet Check Penalty 2
Strength 16 Bulk 2 Group chain Price 6 gp
A suit of chain mail consists of several pieces of armor composed of small metal rings linked together in a protective mesh. It typically includes a
chain shirt, leggings, a pair of arms, and a coif, collectively protecting most of the body.

Source Core Rulebook pg. 275 1.1

CLIMB ACTION
MOVE

Requirements You have both hands free.


You move up, down, or across an incline. Unless it's particularly easy, you must attempt an Athletics check. The GM determines the DC based on
the nature of the incline and environmental circumstances. You're at-footed unless you have a climb Speed.

Critical Success You move up, across, or safely down the incline for 5 feet plus 5 feet per 20 feet of your land Speed (a total of 10 feet for most
PCs).
Success You move up, across, or safely down the incline for 5 feet per 20 feet of your land Speed (a total of 5 feet for most PCs, minimum 5 feet if
your Speed is below 20 feet).
Critical Failure You fall. If you began the climb on stable ground, you fall and land prone.
Sample Climb Tasks
Untrained ladder, steep slope, low-branched tree
Trained rigging, rope, typical tree
Expert wall with small handholds and footholds
Master ceiling with handholds and footholds, rock wall
Legendary smooth surface

Source Core Rulebook pg. 241 1.1

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CLIMBING KIT ITEM 0+


Hands 2 Bulk 1 Price 5 sp
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 at check whenever
you critically fail to prevent a fall. You gain a +1 item bonus to Athletics checks to Climb while using an extreme climbing kit. A single kit has only
enough materials for one climber; each climber needs their own kit.

Climbing Kit Level 0

Source Core Rulebook pg. 287 1.1

COERCE ACTION
AUDITORY CONCENTRATE EMOTION EXPLORATION LINGUISTIC MENTAL

With threats either veiled or overt, you attempt to bully a creature into doing what you want. You must spend at least 1 minute of conversation
with a creature you can see and that can either see or senseyou. At the end of the conversation, attempt an Intimidation check against the target's
Will DC, modi ed by any circumstances the GM determines. The attitudes referenced in the e ects below are summarized in the Changing
Attitudes sidebar on page 246 and described in full in the Conditions Appendix, starting on page 618.

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 they weren't already unfriendly or hostile). However, the target is too scared of you to retaliate-at least in the short term.
Success As critical success, but once the target becomes unfriendly, they might decide to act against you-for example, by reporting you to the
authorities or assisting your enemies.
Failure The target doesn't do what you say, and if they were not already unfriendly or hostile, they become unfriendly.
Critical Failure The target refuses to comply, becomes hostile if they weren't already, and can't be Coerced by you for at least 1 week.

Source Core Rulebook pg. 247 1.1

COIN POUCH ITEM


CARRYING 0 / 0.4 (IGNORING 0)

Capacity 0.4
Price 4 cp
A belt pouch holds up to four items of lightBulk.

Source Core Rulebook pg. 289 1.1

COMMAND AN ANIMAL ACTION


AUDITORY CONCENTRATE

You issue an order to an animal. Attempt a Nature check against the animal's Will DC. The GM might adjust the DC if the animal has a good
attitude toward you, you suggest a course of action it was predisposed toward, or you o er it a treat.

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 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 Strike.

Success The animal does as you command on its next turn.


Failure The animal is hesitant or resistant, and it does nothing.
Critical Failure The animal misbehaves or misunderstands, and it takes some other action determined by the GM.

Source Core Rulebook pg. 249 1.1

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COVER TRACKS ACTION


CONCENTRATE EXPLORATION MOVE

You cover your tracks, moving up to half your travel speed. You don't need to attempt a Survival check to cover your tracks, but anyone tracking
you must succeed at a Survival check against your Survival DC if it is higher than the normal DC to Track.

In some cases, you might Cover Tracks in an encounter. In this case, Cover Tracks is a single action and doesn't have the exploration trait.

Source Core Rulebook pg. 252 1.1

CREATE A DIVERSION ACTION


MENTAL

With a gesture, a trick, or some distracting words, you can create a diversion that draws creatures' attentionelsewhere. If you use a gesture or
trick, this action gains the manipulate trait. If you use distracting words, it gains the auditory and linguistic traits.

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.

Success You become hidden to each creature whose Perception DC is less than or equal to your result. (The hidden condition allows you to Sneak
away, as described on page 252.) This lasts until the end of your turn or until you do anything except Step or use the Hide or the Sneak action of
the Stealth skill (pages 251 and 252). If you Strike a creature, the creature remains atfooted against that attack, and you then become observed.
If you do anything else, you become observed just before you act unless the GM determines otherwise.
Failure You don't divert the attention of any creatures whose Perception DC exceeds your result, and those creatures are aware you were trying to
trick them.

Source Core Rulebook pg. 245 1.1

DEMORALIZE ACTION
CAN BE AUDITORY OR VISUAL DUE TO INTIMIDATING GLARE
AUDITORY OR VISUAL CONCENTRATE EMOTION MENTAL

With a sudden shout, a well-timed taunt, or a cutting put-down, you can shake an enemy's resolve. Choose a creature within 30 feet of you who
you're aware of. Attempt an Intimidation check against that target's Will DC. If the target does not understand the language you are speaking,
you're not speaking a language, or they can't hear you, you take a -4 circumstance penalty to the check. Regardless of your result, the target is
temporarily immune to your attempts to Demoralize it for 10 minutes.

Critical Success The target becomes frightened 2.


Success The target becomes frightened 1.

Source Core Rulebook pg. 247 1.1

DENY ADVANTAGE
BARBARIAN

Your foes struggle to pass your defenses. You aren’t at-footed to hidden, undetected, or anking creatures of your level or lower, or creatures of
your level or lower using surprise attack. However, they can still help their allies ank.

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DISARM ACTION
ATTACK

Requirements You have at least one hand free. The target can't be more than one size larger than you.
You try to knock something out of an opponent's grasp. Attempt an Athletics check against the opponent's Re ex DC.

Critical Success You knock the item out of the opponent's grasp. It falls to the ground in the opponent's space.
Success You weaken your opponent's grasp on the item. Until the start of that creature's turn, attempts to Disarm the opponent of that item gain a
+2 circumstance bonus, and the target takes a -2 circumstance penalty to attacks with the item or other checks requiring a rm grasp on the item.
Critical Failure You lose your balance and become at-footed until the start of your next turn.

Source Core Rulebook pg. 243 1.1

DRACONIC RAGE ACTION


BARBARIAN CONCENTRATE EMOTION MENTAL ARCANE EVOCATION COLD

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 modi er. This
frenzy lasts for 1 minute, until there are no enemies you can perceive, or until you fall unconscious, whichever comes rst. You can't voluntarily
stop raging. While you are raging:
You deal 4 additional damage with melee weapons and unarmed attacks. Matching the damage type of your dragon
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.

Source Core Rulebook pg. 84 1.1

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EARN INCOME ACTION


DOWNTIME

You use one of your skills to make money during downtime. The GM assigns a task level representing the most lucrative job available. You can
search for lower-level tasks, with the GM determining whether you nd any. Sometimes you can attempt to nd better work than the initial
o erings, though this takes time and requires using the Diplomacy skill to Gather Information, doing some research, or socializing.

When you take on a job, the GM secretly sets the DC of your skill check. After your rst 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 pro ciency rank (as listed on Table 4-2: Income Earned).

You can continue working at the task on subsequent days without needing to roll again. For each day you spend after the rst, you earn the same
amount as the rst 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.

Table 4-2: Income Earned

Task Level DC Failed Trained Expert Master Legendary

0 14 1 cp 5 cp 5 cp 5 cp 5 cp

1 15 2 cp 2 sp 2 sp 2 sp 2 sp

2 16 4 cp 3 sp 3 sp 3 sp 3 sp

3 18 8 cp 5 sp 5 sp 5 sp 5 sp

4 19 1 sp 7 sp 8 sp 8 sp 8 sp

5 20 2 sp 9 sp 1 gp 1 gp 1 gp

6 22 3 sp 1 gp, 5 sp 2 gp 2 gp 2 gp

7 23 4 sp 2 gp 2 gp, 5 sp 2 gp, 5 sp 2 gp, 5 sp

8 24 5 sp 2 gp, 5 sp 3 gp 3 gp 3 gp

9 26 6 sp 3 gp 4 gp 4 gp 4 gp

10 27 7 sp 4 gp 5 gp 6 gp 6 gp

11 28 8 sp 5 gp 6 gp 8 gp 8 gp

12 30 9 sp 6 gp 8 gp 10 gp 10 gp

13 31 1 gp 7 gp 10 gp 15 gp 15 gp

14 32 1 gp, 5 sp 8 gp 15 gp 20 gp 20 gp

15 34 2 gp 10 gp 20 gp 28 gp 28 gp

16 35 2 gp, 5 sp 13 gp 25 gp 36 gp 40 gp

17 36 3 gp 15 gp 30 gp 45 gp 55 gp

18 38 4 gp 20 gp 45 gp 70 gp 90 gp

19 39 6 gp 30 gp 60 gp 100 gp 130 gp

20 40 8 gp 40 gp 75 gp 150 gp 200 gp

20 (critical success) - - 50 gp 90 gp 175 gp 300 gp


Critical Success You do outstanding work. Gain the amount of currency listed for the task level + 1 and your pro ciency rank.
Success You do competent work. Gain the amount of currency listed for the task level and your pro ciency rank.
Failure You do shoddy work and get paid the bare minimum for your time. Gain the amount of currency listed in the failure column for the task
level. The GM will likely reduce how long you can continue at the task.
Critical Failure You earn nothing for your work and are red immediately. You can't continue at the task. Your reputation su ers, potentially
making it di cult for you to nd rewarding jobs in that community in the future.

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Sample Earn Income Tasks


These examples use Alcohol Lore to work in a bar or Legal Lore to perform legal work.
Trained bartend, do legal research
Expert curate drink selection, present minor court cases
Master run a large brewery, present important court cases
Legendary run an international brewing franchise, present a case in Hell's courts

Source Core Rulebook pg. 236 1.1

EARPLUGS ITEM
Price 1 cp
Made of waxed cotton or cork, earplugs give you a +1 item bonus to saves against e ects with the auditory trait. The earplugs make it di cult to
hear, however, imposing a -2 item penalty on Perception checks involving sound. Inserting or removing the earplugs requires an Interact action.

Source Path nder Society Guide pg. 114

ESCAPE ACTION
ATTACK

You attempt to escape from being grabbed, immobilized, orrestrained. Choose one creature, object, spell e ect, hazard, or other impediment
imposing any of those conditions on you. Attempt a check using your unarmed attack modi er against the DC of the e ect. This is typically the
Athletics DC of a creature grabbing you, the Thievery DC of a creature who tied you up, the spell DC for a spell e ect, or the listed Escape DC of
an object, hazard, or other impediment. You can attempt an Acrobatics or Athletics check instead of using your attack modi er if you choose (but
this action still has the attack trait).

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.
Success You get free and remove the grabbed, immobilized, and restrained conditions imposed by your chosen target.
Critical Failure You don't get free, and you can't attempt to Escape again until your next turn.

Source Core Rulebook pg. 470 1.1

FISHING TACKLE ITEM


Hands 2 Bulk L Price 2 sp
Hooks, line, weight

Source Core Rulebook pg. 290 1.1

FLINT AND STEEL ITEM


Hands 2 Price 5 cp
Flint and steel are useful in creating a re 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 int and steel to light a ame requires using at least 3 actions, and often signi cantly longer.

Source Core Rulebook pg. 290 1.1

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FORCE OPEN ACTION


ATTACK

Using your body, a lever, or some other tool, you attempt to forcefully open a door, window, container or heavy gate. With a high enough result,
you can even smash through walls. Without a crowbar, prying something open takes a -2 item penalty to the Athletics check to Force Open.

Critical Success You open the door, window, container, or gate and can avoid damaging it in the process.
Success You break the door, window, container, or gate open, and the door, window, container, or gate gains the broken condition. If it's especially
sturdy, the GM might have it take damage but not be broken.
Critical Failure Your attempt jams the door, window, container, or gate shut, imposing a -2 circumstance penalty on future attempts to Force it
Open.
Sample Force Open Tasks
Untrained fabric, imsy glass
Trained ice, sturdy glass
Expert imsy wooden door, wooden portcullis
Master sturdy wooden door, iron portcullis, metal bar
Legendary stone or iron door

Source Core Rulebook pg. 242 1.1

GODLESS HEALING FEAT 2


GENERAL SKILL

Prerequisites Battle Medicine, can't have a patron deity


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.

Source World Guide pg. 56

GRAPPLE ACTION
ATTACK

Requirements You have at least one free hand. Your target cannot be more than one size larger than you.
You attempt to grab an opponent with your free hand. Attempt an Athletics check against their Fortitude DC. You can also Grapple to keep your
hold on a creature you already grabbed.

Critical Success Your opponent is restrained until the end of your next turn unless you move or your opponent Escapes (page 470).
Success Your opponent is grabbed until the end of your next turn unless you move or your opponent Escapes.
Failure You fail to grab your opponent. If you already had the opponent grabbed or restrained using a Grapple, those conditions on that creature
end.
Critical Failure If you already had the opponent grabbed or restrained, it breaks free. Your target can either grab you, as if it succeeded at using
the Grapple action against you, or force you to fall and land prone.

Source Core Rulebook pg. 242 1.1

GRAPPLING HOOK ITEM


Hands 1 Bulk L Price 1 sp
You can throw a grappling hook with a rope tied to it to make a climb easier. To anchor a grappling hook, make an attack roll with the secret trait
against a DC depending on the target, typically at least DC 20. On a success, your hook has a rm hold, but on a critical failure, the hook seems
like it will hold but actually falls when you're partway up.

Source Core Rulebook pg. 290 1.1

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GREAT PICAXE RELIC WEAPON 1


PROVIDES LIGHT
SWEEP VERSITILE P

Hardness 10
Hands 2 Bulk 2 Group axe Category martial
Damage 2D12 slashing
Price 2 gp
Greataxe/Greatpick combination. Greataxe does 1d12 S Sweep, Greatpick does 1d10 P Fatal D12

Can provide light in 20 foot radius plus 20 feet of dim light.


One action to turn on/o

SWEEP: This weapon makes wide sweeping or spinning attacks, making it easier to attack multiple enemies. When you attack with this weapon,
you gain a +1 circumstance bonus to your attack roll if you already attempted to attack a di erent target this turn using this weapon.

TRIP: You can use this weapon to Trip with the Athletics skill even if you don’t have a free hand. This uses the weapon’s reach (if di erent from
your own) and adds the weapon’s item bonus to attack rolls as an item bonus to the Athletics check. If you critically fail a check to Trip using the
weapon, you can drop the weapon to take the e ects of a failure instead of a critical failure.

Axe Critspec E ect: Choose one creature adjacent to the initial target and within reach. If its AC is lower than your attack roll result for the critical
hit, you deal damage to that creature equal to the result of the weapon damage die you rolled (including extra dice for its potency rune, if any).
This amount isn’t doubled, and no bonuses or other additional dice apply to this damage.

GREATPICK WEAPON
FATAL D12 TRIP

Hands 2 Group pick Category martial


Damage 2D10 piercing
Price 2 gp
This pick has a longer handle and broader head than a regular pick. It is too heavy to wield in one hand.

Fatal d12: The fatal trait includes a die size. On a critical hit, the weapon’s damage die increases to that die size instead of the normal die size, and
the weapon adds one additional damage die of the listed size.

Pick CritSpec: The weapon viciously pierces the target, who takes 2 additional damage per weapon damage die.

Source Core Rulebook pg. 280 1.1

HEALING POTION (LESSER) ITEM 3


CONSUMABLE HEALING MAGICAL NECROMANCY POTION

Bulk L Price 12 gp
Usage held in 1 hand
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 the listed number of Hit Points.

Healing Potion (Lesser) The potion restores 2d8+5 Hit Points.

Source Core Rulebook pg. 563 2.0

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HEALING POTION (MINOR) ITEM 1


CONSUMABLE HEALING MAGICAL NECROMANCY POTION

Price 4 gp
Usage held in 1 hand
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 the listed number of Hit Points.

Healing Potion (Minor) The potion restores 1d8 Hit Points.

Source Core Rulebook pg. 563 1.1

HIGH JUMP ACTION


You Stride, then make a vertical Leap and attempt a DC 30 Athletics check to increase the height of your jump. If you didn't Stride at least 10 feet,
you automatically fail your check. This DC might be increased or decreased due to the situation, as determined by the GM.

Critical Success Increase the maximum vertical distance to 8 feet, or increase the maximum vertical distance to 5 feet and maximum horizontal
distance to 10 feet.
Success Increase the maximum vertical distance to 5 feet.
Failure You Leap normally.
Critical Failure You don't Leap at all, and instead you fall prone in your space.

Source Core Rulebook pg. 242 1.1

INTIMIDATING GLARE FEAT 1


GENERAL SKILL

Prerequisites trained in Intimidation


You can Demoralize with a mere glare. When you do, Demoralize loses the auditory trait and gains the visual trait, and you don't take a penalty if
the creature doesn't understand your language.

Source Core Rulebook pg. 262 1.1

JAVELIN WEAPON
THROWN

Hands 1 Bulk L Group dart Category simple


Damage 1D6 piercing
Price 1 sp
Range 30 feet
This thin spear is well balanced for throwing but is not designed for melee use.

Source Core Rulebook pg. 282 1.1

LANTERN (BULL'S-EYE) ITEM


Hands 1 Bulk 1 Price 1 gp
A lantern sheds bright light and requires 1 pint of oil to function for 6 hours.

Lantern (Bull's-Eye) A bull's-eye lantern emits its light in a 60-foot cone (and dim light in the next 60 feet).

Source Core Rulebook pg. 290 1.1

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LEFT BELT POUCH ITEM


CARRYING 0 / 0.4 (IGNORING 0.4)

Capacity 0.4
Price 4 cp
A belt pouch holds up to four items of lightBulk.

Source Core Rulebook pg. 289 1.1

LIE ACTION
AUDITORY CONCENTRATE LINGUISTIC MENTAL SECRET

You try to fool someone with an untruth. Doing so takes at least 1 round, or longer if the lie is elaborate. You roll a single Deception check and
compare it against the Perception DC of every creature you are trying to fool. The GM might give them a circumstance bonus based on the
situation and the nature of the lie you are trying to tell. Elaborate or highly unbelievable lies are much harder to get a creature to believe than
simpler and more believable lies, and some lies are so big that it's impossible to get anyone to believe them.

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 evidence to counter your statements.

Success The target believes your lie.


Failure The target doesn't believe your lie and gains a +4 circumstance bonus against your attempts to Lie for the duration of your conversation.
The target is also more likely to be suspicious of you in the future.

Source Core Rulebook pg. 246 1.1

LONG JUMP ACTION


You Stride, then make a horizontal Leap and attempt an Athletics check to increase the length of your jump. The DC of the Athletics check is equal
to the total distance in feet you're attempting to move during your Leap (so you'd need to succeed at a DC 20 check to Leap 20 feet). You can't
Leap farther than your Speed.

If you didn't Stride at least 10 feet, or if you attempt to jump in a di erent direction than your Stride, you automatically fail your check. This DC
might be increased or decreased due to the situation, as determined by the GM.

Success Increase the maximum horizontal distance you Leap to the desired distance.
Failure You Leap normally.
Critical Failure You Leap normally, but then fall and land prone.

Source Core Rulebook pg. 242 1.1

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MAMBELE WEAPON
UNCOMMON DEADLY D8 DISARM THROWN 20 FT. RETURNING

Hardness 5
Hands 1 Bulk 1 Group axe Category martial
Damage 1D6 slashing
Price 2 gp
Also known as a hunga munga or danisco, this hybrid knife-axe consists of a hilt and a blade that curves backward toward the wielder. The curve
of the blade is such that after a victim has been struck by a mambele, more damage is dealt as the weapon is extracted from the victim's body.

Deadly d8: On a critical hit, the weapon adds a weapon damage die of the listed size. Roll this after doubling the weapon’s damage. This increases
to two dice if the weapon has a greater striking rune and three dice if the weapon has a major striking rune.

Disarm: You can use this weapon to Disarm with the Athletics skill even if you don’t have a free hand. This uses the weapon’s reach (if di erent
from your own) and adds the weapon’s item bonus to attack rolls (if any) as an item bonus to the Athletics check. If you critically fail a check to
Disarm using the weapon, you can drop the weapon to take the e ects of a failure instead of a critical failure. On a critical success, you still need a
free hand if you want to take the item.

Source Gods & Magic pg. 121

MAULER DEDICATION FEAT 2


ARCHETYPE DEDICATION

Prerequisites Strength 14
You specialize in weapons that require two hands. You become trained in all simple and martial melee weapons that require two hands to wield or
have the two-hand trait. Whenever you gain a class feature that grants you expert or greater pro ciency in weapons, you also gain that
pro ciency rank in these weapons. If you are at least an expert in such a weapon, you gain access to the critical specialization e ect with that
weapon.

Source Advanced Player's Guide pg. 183

OIL ITEM
Hands 2 Bulk L Price 1 cp
You can use oil to fuel lanterns, but you can also set a pint of oil a ame and throw it. You must rst 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 at check for the oil to ignite successfully when it hits. If the oil ignites, the target takes 1d6 re damage.

Source Core Rulebook pg. 291 1.1

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PERFORM ACTION
CONCENTRATE

When making a brief performance-one song, a quick dance, or a few jokes-you use the Perform action. This action is most useful when you want
to prove your capability or impress someone quickly. Performing rarely has an impact on its own, but it might in uence the DCs of subsequent
Diplomacy checks against the observers-or even change their attitudes-if the GM sees t.

Critical Success Your performance impresses the observers, and they're likely to share stories of your ability.
Success You prove yourself, and observers appreciate the quality of your performance.
Failure Your performance falls at.
Critical Failure You demonstrate only incompetence.
Sample Perform Tasks
Untrained audience of commoners
Trained audience of artisans
Expert audience of merchants or minor nobles
Master audience of high nobility or minor royalty
Legendary audience of major royalty or otherworldly beings

Source Core Rulebook pg. 250 1.1

QUILL OF THE POET ITEM


Magic Quill gives +1 to writing poetry

Gift of the Baroness of Kelvin

RAGING INTIMIDATION FEAT 1


BARBARIAN

Your fury lls your foes with fear. While you are raging, your Demoralize and Scare to Death actions (from the Intimidation skill and an
Intimidation skill feat, respectively) gain the rage trait, allowing you to use them while raging. As soon as you meet the prerequisites for the skill
feats Intimidating Glare and Scare to Death, you gain these feats.

Source Core Rulebook pg. 88 1.1

REPAIR ACTION
EXPLORATION MANIPULATE

Requirements You have a repair kit.


You spend 10 minutes attempting to x a damaged item, placing the item on a stable surface and using the repairkit with bothhands. The GM sets
the DC, but it's usually about the same DC to Repair a given item as it is to Craft it in the rst place. You can't Repair a destroyed item.

Critical Success You restore 10 Hit Points to the item, plus an additional 10 Hit Points per pro ciency rank you have in Crafting (a total of 20 HP if
you're trained, 30 HP if you're an expert, 40 HP if you're a master, or 50 HP if you're legendary).
Success You restore 5 Hit Points to the item, plus an additional 5 per pro ciency rank you have in Crafting (for a total of 10 HP if you are trained,
15 HP if you're an expert, 20 HP if you're a master, or 25 HP if you're legendary).
Critical Failure You deal 2d6 damage to the item. Apply the item's Hardness to this damage.

Source Core Rulebook pg. 243 1.1

RIGHT BELT POUCH ITEM


CARRYING 0 / 0.4 (IGNORING 0.4)

Capacity 0.4
Price 4 cp
A belt pouch holds up to four items of lightBulk.

Source Core Rulebook pg. 289 1.1

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SENSE DIRECTION ACTION


EXPLORATION SECRET

Using the stars, the position of the sun, traits of the geography or ora, or the behavior of fauna, you can stay oriented in the wild. Typically, you
attempt a Survival check only once per day, but some environments or changes might necessitate rolling more often. The GM determines the DC
and how long this activity takes (usually just a minute or so). More unusual locales or those you're unfamiliar with might require you to have a
minimum pro ciency rank to Sense Direction. Without a compass, you take a -2 item penalty to checks to Sense Direction.

Critical Success You get an excellent sense of where you are. If you are in an environment with cardinal directions, you know them exactly.
Success You gain enough orientation to avoid becoming hopelessly lost. If you are in an environment with cardinal directions, you have a sense of
those directions.
Sample Sense Direction Tasks
Untrained determine a cardinal direction using the sun
Trained nd an overgrown path in a forest
Expert navigate a hedge maze
Master navigate a byzantine labyrinth or relatively featureless desert
Legendary navigate an ever-changing dream realm

Source Core Rulebook pg. 252 1.1

SHEATH ITEM
CARRYING 0 / 1 (IGNORING 0)

Capacity 1
Price 1 cp
A sheath or scabbard lets you easily carry a weapon on your person.

Source Core Rulebook pg. 291 1.1

SHORTBOW WEAPON
DEADLY D10

Hands 1 Bulk 1 Group bow Category martial


Range 60 feet Damage 1D6 piercing
Price 3 gp
This smaller bow is made of a single piece of wood and favored by skirmishers and cavalry.

Source Core Rulebook pg. 282 1.1

SHORTSWORD WEAPON
AGILE FINESSE VERSATILE S

Hardness 5
Hands 1 Bulk L Group sword Category martial
Damage 1D6 piercing
Price 9 sp
These blades come in a variety of shapes and styles, but they are typically 2 feet long.

Source Core Rulebook pg. 281 1.1

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SHOVE ACTION
ATTACK

Requirements You have at least one hand free. The target can't be more than one size larger than you.
You push an opponent away from you. Attempt an Athletics check against your opponent's Fortitude DC.

Critical Success You push your opponent up to 10 feet away from you. You can Stride after it, but you must move the same distance and in the
same direction.
Success You push your opponent back 5 feet. You can Stride after it, but you must move the same distance and in the same direction.
Critical Failure You lose your balance, fall, and land prone.

Source Core Rulebook pg. 243 1.1

SUBSIST ACTION
DOWNTIME

You try to provide food and shelter for yourself, and possibly others as well, with a standard of living described on page 294. The GM determines
the DC based on the nature of the place where you're trying to Subsist. You might need a minimum pro ciency rank to Subsist in particularly
strange environments. Unlike most downtime activities, you can Subsist after 8 hours or less of exploration, but if you do, you take a -5 penalty.

Critical Success You either provide a subsistence living for yourself and one additional creature, or you improve your own food and shelter,
granting yourself a comfortable living.
Success You nd enough food and shelter with basic protection from the elements to provide you a subsistence living.
Failure You're exposed to the elements and don't get enough food, becoming fatigued until you attain su cient food and shelter.
Critical Failure You attract trouble, eat something you shouldn't, or otherwise worsen your situation. You take a -2 circumstance penalty to checks
to Subsist for 1 week. You don't nd any food at all; if you don't have any stored up, you're in danger of starving or dying of thirst if you continue
failing.
Sample Subsist Tasks
Untrained lush forest with calm weather or large city with plentiful resources
Trained typical hillside or village
Expert typical mountains or insular hamlet
Master typical desert or city under siege
Legendary barren wasteland or city of undead

Source Core Rulebook pg. 240 1.1

SWIM ACTION
MOVE

You propel yourself through water. In most calm water, you succeed at the action without needing to attempt a check. If you must breathe air and
you're submerged in water, you must hold your breath each round. If you fail to hold your breath, you begin to drown. If the water you are
swimming in is turbulent or otherwise dangerous, you might have to attempt an Athletics check to Swim.

If you end your turn in water and haven't succeeded at a Swim action that turn, you sink 10 feet or get moved by the current, as determined by
the GM. However, if your last action on your turn was to enter the water, you don't sink or move with the current that turn.

Critical Success You move through the water 10 feet, plus 5 feet per 20 feet of your land Speed (a total of 15 feet for most PCs).
Success You move through the water 5 feet, plus 5 feet per 20 feet of your land Speed (a total of 10 feet for most PCs).
Critical Failure You make no progress, and if you're holding your breath, you lose 1 round of air.
Sample Swim Tasks
Untrained lake or other still water
Trained owing water, like a river
Expert swiftly owing river
Master stormy sea
Legendary maelstrom, waterfall

Source Core Rulebook pg. 243 1.1

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TRACK ACTION
CONCENTRATE EXPLORATION MOVE

You follow tracks, moving at up to half your travel speed. After a successful check to Track, you can continue following the tracks at half your
Speed without attempting additional checks for up to 1 hour. In some cases, you might Track in an encounter. In this case, Track is a single action
and doesn't have the exploration trait, but you might need to roll more often because you're in a tense situation. The GM determines how often
you must attempt this check.

You attempt your Survival check when you start Tracking, once every hour you continue tracking, and any time something signi cant changes in
the trail. The GM determines the DCs for such checks, depending on the freshness of the trail, the weather, and the type of ground.

Success You nd the trail or continue to follow the one you're already following.
Failure You lose the trail but can try again after a 1-hour delay.
Critical Failure You lose the trail and can't try again for 24 hours.
Sample Track Tasks
Untrained the path of a large army following a road
Trained relatively fresh tracks of a rampaging bear through the plains
Expert a nimble panther's tracks through a jungle, tracks after the rain
Master tracks after a winter snow, tracks of a mouse or smaller creature, tracks left on surfaces that can't hold prints like bare rock
Legendary old tracks through a windy desert's sands, tracks after a major blizzard or hurricane

Source Core Rulebook pg. 252 1.1

TRAIN ANIMAL FEAT 1


DOWNTIME GENERAL MANIPULATE SKILL

Prerequisites trained in Nature


You spend time teaching an animal to do a certain action. You can either select a basic action the animal already knows how to do (typically those
listed in the Command an Animal action) or attempt to teach the animal a new basic action. The GM determines the DC of any check required and
the amount of time the training takes (usually at least a week). It's usually impossible to teach an animal a trick that uses critical thinking. If
you're expert, master, or legendary in Nature, you might be able to train more unusual creatures, at the GM's discretion.

Success The animal learns the action. If it was an action the animal already knew, you can Command the Animal to take that action without
attempting a Nature check. If it was a new basic action, add that action to the actions the animal can take when Commanded, but you must still
roll.
Failure The animal doesn't learn the trick.

Source Core Rulebook pg. 268 1.1

TREAT DISEASE ACTION


DOWNTIME MANIPULATE

Requirements You have healer's tools.


You spend at least 8 hours caring for a diseased creature. Attempt a Medicine check against the disease's DC. After you attempt to Treat a Disease
for a creature, you can't try again until after that creature's next save against the disease.

Critical Success You grant the creature a +4 circumstance bonus to its next saving throw against the disease.
Success You grant the creature a +2 circumstance bonus to its next saving throw against the disease.
Critical Failure Your e orts cause the creature to take a -2 circumstance penalty to its next save against the disease.

Source Core Rulebook pg. 248 1.1

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TREAT POISON ACTION


MANIPULATE

Requirements You have healer's tools.


You treat a patient to prevent the spread of poison. Attempt a Medicine check against the poison's DC. After you attempt to Treat a Poison for a
creature, you can't try again until after the next time that creature attempts a save against the poison.

Critical Success You grant the creature a +4 circumstance bonus to its next saving throw against the poison.
Success You grant the creature a +2 circumstance bonus to its next saving throw against the poison.
Critical Failure Your e orts cause the creature to take a -2 circumstance penalty to its next save against the poison.

Source Core Rulebook pg. 248 1.1

TREAT WOUNDS ACTION


EXPLORATION HEALING MANIPULATE

Requirements You have healer's tools.


You spend 10 minutes treating one injured living creature (targeting yourself, if you so choose). The target is then temporarily immune to Treat
Wounds actions for 1 hour, but this interval overlaps with the time you spent treating (so a patient can be treated once per hour, not once per 70
minutes).

The Medicine check DC is usually 15, though the GM might adjust it based on the circumstances, such as treating a patient outside in a storm, or
treating magically cursed wounds. If you're an expert in Medicine, you can instead attempt a DC 20 check to increase the Hit Points regained by
10; if you're a master of Medicine, you can instead attempt a DC 30 check to increase the Hit Points regained by 30; and if you're legendary, you
can instead attempt a DC 40 check to increase the Hit Points regained by 50. The damage dealt on a critical failure remains the same.

If you succeed at your check, you can continue treating the target to grant additional healing. If you treat them for a total of 1 hour, double the Hit
Points they regain from Treat Wounds.

The result of your Medicine check determines how many Hit Points the target regains.

Critical Success The target regains 4d8 Hit Points, and its wounded condition is removed.
Success The target regains 2d8 Hit Points, and its wounded condition is removed.
Critical Failure The target takes 1d8 damage.

Source Core Rulebook pg. 249 1.1

TRIP ACTION
ATTACK

Requirements You have at least one hand free. Your target can't be more than one size larger than you.
You try to knock an opponent to the ground. Attempt an Athletics check against the target's Re ex DC.

Critical Success The target falls and lands prone and takes 1d6 bludgeoning damage.
Success The target falls and lands prone.
Critical Failure You lose your balance and fall and land prone.

Source Core Rulebook pg. 243 1.1

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UNCONVENTIONAL WEAPONRY FEAT 1


HUMAN

You've familiarized yourself with a particular weapon, potentially from another ancestry or culture. Choose an uncommon simple or martial
weapon with a trait corresponding to an ancestry (such as dwarf, goblin, or orc) or that is common in another culture. You gain access to that
weapon, and for the purpose of determining your pro ciency, that weapon is a simple weapon.

If you are trained in all martial weapons, you can choose an uncommon advanced weapon with such a trait. You gain access to that weapon, and
for the purpose of determining your pro ciency, that weapon is a martial weapon.

Source Core Rulebook pg. 57 1.1

WHITE DRAGON INSTINCT FEATURE 1


You summon the fury of a mighty dragon and manifest incredible abilities. Perhaps your culture reveres draconic majesty, or you gained your
connection by drinking or bathing in dragon's blood or after watching a marauding wyrm burn your village. Select a type of dragon from Table 3-4:
Dragon Instincts to be your instinct's dragon type. Chromatic dragons tend to be evil, and metallic dragons tend to be good.

Table 3-4: Dragon Instincts

Dragon Type Breath Weapon

Black Chromatic Line of acid

Blue Chromatic Line of electricity

Green Chromatic Cone of poison

Red Chromatic Cone of re

White Chromatic Cone of cold

Brass Metallic Line of re

Bronze Metallic Line of electricity

Copper Metallic Line of acid

Gold Metallic Cone of re

Silver Metallic Cone of cold

Anathema
Letting a personal insult against you slide is anathema to your instinct. Choose whether your character respects or abhors your dragon type. If
you respect it, defying such a dragon is anathema, and if you abhor it, failing to defeat such a dragon you come across is anathema.
Draconic Rage (Instinct Ability)
While raging, you can increase the additional damage from Rage from 2 to 4 and change its damage type to match that of your dragon's breath
weapon instead of the damage type for your weapon or unarmed attack. If you do this, your Rage action gains the arcane and evocation traits, as
well as the trait matching the damage type.
Specialization Ability
When you use draconic rage, you increase the additional damage from Rage from 4 to 8. If you have greater weapon specialization, instead
increase the damage from Rage when using draconic rage from 8 to 16.
Raging Resistance
You resist piercing damage and the damage type of your dragon's breath weapon.

Source Core Rulebook pg. 86 1.1

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