You can see in dim light as though it were bright light, so you ignore the concealed condition due to dim light.
You can see in dim light as though it were bright light, so you ignore the concealed condition due to dim light.
[ +- ] Imprecise Sent 30feet
Scent involves sensing creatures or objects by smell, and is usually a vague sense. The range is 30 feet and it functions only if the creature or object being detected emits an aroma (for instance, incorporeal creatures usually do not exude an aroma).
Scent involves sensing creatures or objects by smell, and is usually a vague sense. The range is 30 feet and it functions only if the creature or object being detected emits an aroma (for instance, incorporeal creatures usually do not exude an aroma).
[table]
[b]Name[/b]|[_name=Gicicero]|[b]Class[/b]|[_clss=Rogue - Eldritch Trickster Bard]|[b]Ancestry[/b]|[_=Ratfolk - Longsnout]|[b]Background[/b]|[_back=Clown]
[b]Worship[/b]|[_patron=divinity]|[b]Size[/b]|[_=Small]|[b]Alignment[/b]|[_=Chaotic Neutral]|[b]Base Speed[/b]|[_bspd=25] feet [_$=floor(bspd/5)] squares
[b]Gender[/b]|[_=Male]|[b]HP max[/b]|[_=16]|[b]Level[/b]|[_lvl=1]|[b]Hero Points[/b]|[_=1/3]
[/table]
[snippet="Vision: Low-light"]
You can see in dim light as though it were bright light, so you ignore the concealed condition due to dim light.
[/snippet]
[snippet="Imprecise Sent 30feet"]
Scent involves sensing creatures or objects by smell, and is usually a vague sense. The range is 30 feet and it functions only if the creature or object being detected emits an aroma (for instance, incorporeal creatures usually do not exude an aroma).
[/snippet]
[snippet="Languages & Traits"]
[b]Languages[/b]: Common, Isoki+ 1 language (Aklo, Draconic, Dwarven, Gnoll, Gnomish, Goblin, Halfling, Orcish, Undercommon)
[b]Traits[/b]: ratfolk, humanoïd.
[/snippet]
Quick Manual Reference
HP 10x 0. - 1. - 2. - 3. - 4. - 5. - 6. - 7. - 8. - 9. Unities .0 - .1 - .2 - .3 - .4 - .5 - .6 - .7 - .8 - .9 Current AC , Contact AC , Flatfooted AC , Actual Speed0 feet squares
Price 2 gp; AC Bonus +1; Dex Cap +4; Check Penalty -1; Speed Penalty —
Strength 10; Bulk 1; Category Light; Group Leather.
A mix of flexible and molded boiled leather, a suit of this type of armor provides some protection with maximum flexibility.
Price 2 gp; AC Bonus +1; Dex Cap +4; Check Penalty -1; Speed Penalty —
Strength 10; Bulk 1; Category Light; Group Leather.
A mix of flexible and molded boiled leather, a suit of this type of armor provides some protection with maximum flexibility.
Damage 1d4 P; Hands 1; Type Melee; Category Simple; Group Knife
This small, bladed weapon is held in one hand and used to stab a creature in close combat. It can also be thrown.
Damage 1d4 P; Hands 1; Type Melee; Category Simple; Group Knife
This small, bladed weapon is held in one hand and used to stab a creature in close combat. It can also be thrown.
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.
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.
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.
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.
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.
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.
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 check 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.
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 check 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.
Ysoki—as ratfolk call themselves—are a clever, adaptable, and fastidious ancestry who happily crowd their large families into the smallest of living spaces
Most surface-dwelling humanoids call ysoki "ratfolk" and know them as a communal people who prefer cramped conditions, with up to 100 individuals living in a given house. If they can’t find homes in town, ysoki may instead live in caves and cavern complexes, as these provide great storage for the many and varied goods they bring back from trading expeditions.
Ratfolk love to travel, and they can often be found on the road in merchant caravans. They’re good with their hands and have a keen eye for spotting anything out of the ordinary, from threats to treasures. They’re also inveterate hoarders; ysoki warrens are crammed full of unusual odds and ends gathered by previous generations and stowed away in preparation for some future emergency.
The long snouts that run in your family give you a keener sense of smell than most ratfolk. You gain imprecise scent with a range of 30 feet. This means you can use your sense of smell to determine a creature’s location. The GM will usually double the range if you’re downwind from the creature or halve the range if you’re upwind.
Ysoki—as ratfolk call themselves—are a clever, adaptable, and fastidious ancestry who happily crowd their large families into the smallest of living spaces
Most surface-dwelling humanoids call ysoki "ratfolk" and know them as a communal people who prefer cramped conditions, with up to 100 individuals living in a given house. If they can’t find homes in town, ysoki may instead live in caves and cavern complexes, as these provide great storage for the many and varied goods they bring back from trading expeditions.
Ratfolk love to travel, and they can often be found on the road in merchant caravans. They’re good with their hands and have a keen eye for spotting anything out of the ordinary, from threats to treasures. They’re also inveterate hoarders; ysoki warrens are crammed full of unusual odds and ends gathered by previous generations and stowed away in preparation for some future emergency.
The long snouts that run in your family give you a keener sense of smell than most ratfolk. You gain imprecise scent with a range of 30 feet. This means you can use your sense of smell to determine a creature’s location. The GM will usually double the range if you’re downwind from the creature or halve the range if you’re upwind.
When it comes to a big heist, every rogue worth their salt knows that magic can throw meticulous plans into chaos, whether in the form of arcane wards or pesky divinations. You dabble in magic just enough to help handle these problems by jury-rigging spells and throwing a bit of your own magic into the mix. You might be a solitary thief, performing burglaries that can't be explained by skill alone, or a specialist called in by other rogues to deal with magical security measures. You might even be on the up-and-up, hired to test magical defenses or even build them yourself.
For you, the Magical Trickster rogue feat has a prerequisite of 2nd level instead of 4th level. You can choose the spellcasting ability score for the multiclass archetype you chose as your key ability score.
When it comes to a big heist, every rogue worth their salt knows that magic can throw meticulous plans into chaos, whether in the form of arcane wards or pesky divinations. You dabble in magic just enough to help handle these problems by jury-rigging spells and throwing a bit of your own magic into the mix. You might be a solitary thief, performing burglaries that can't be explained by skill alone, or a specialist called in by other rogues to deal with magical security measures. You might even be on the up-and-up, hired to test magical defenses or even build them yourself.
For you, the Magical Trickster rogue feat has a prerequisite of 2nd level instead of 4th level. You can choose the spellcasting ability score for the multiclass archetype you chose as your key ability score.
Years of experience among ratfolk communities have made you nimble, and you've learned to run and hide when enemies threaten. You gain the trained proficiency rank in Acrobatics and Stealth. You also become trained in Ratfolk Lore.
Years of experience among ratfolk communities have made you nimble, and you've learned to run and hide when enemies threaten. You gain the trained proficiency rank in Acrobatics and Stealth. You also become trained in Ratfolk Lore.
Traits: Archetype, Dedication, Multiclass, Bard. Prerequisite: Charisma 14+
ou cast spells like a bard and gain the Cast a Spell activity. You gain a spell repertoire with two common cantrips from the occult spell list or any other occult cantrips you learn or discover. You're trained in spell attack rolls and spell DCs for occult spells. Your key spellcasting ability for bard archetype spells is Charisma, and they are occult bard spells. You become trained in Occultism and Performance; for each of these skills in which you were already trained, you instead become trained in a skill of your choice.
[b]Traits[/b]: Archetype, Dedication, Multiclass, Bard. [b]Prerequisite[/b]: Charisma 14+
ou cast spells like a bard and gain the Cast a Spell activity. You gain a spell repertoire with two common cantrips from the occult spell list or any other occult cantrips you learn or discover. You're trained in spell attack rolls and spell DCs for occult spells. Your key spellcasting ability for bard archetype spells is Charisma, and they are occult bard spells. You become trained in Occultism and Performance; for each of these skills in which you were already trained, you instead become trained in a skill of your choice.
Your muse is a jack of all trades, flitting between skills and pursuits. If it's is a creature, it might be an eclectic creature like a fey; if a deity, it might be Desna or Calistria. As a bard with a polymath muse, you are interested in a wide array of topics but rarely dedicated to any one, and you rarely make up your mind—you want to try everything.
Your muse is a jack of all trades, flitting between skills and pursuits. If it's is a creature, it might be an eclectic creature like a fey; if a deity, it might be Desna or Calistria. As a bard with a polymath muse, you are interested in a wide array of topics but rarely dedicated to any one, and you rarely make up your mind—you want to try everything.
When your enemy can't properly defend itself, you take advantage to deal extra damage. If you Strike a creature that has the flat-footed condition with an agile or finesse melee weapon, an agile or finesse unarmed attack, a ranged weapon attack, or a ranged unarmed attack, you deal an extra 1d6 precision damage. For a ranged attack with a thrown melee weapon, that weapon must also be agile or finesse.
When your enemy can't properly defend itself, you take advantage to deal extra damage. If you Strike a creature that has the flat-footed condition with an agile or finesse melee weapon, an agile or finesse unarmed attack, a ranged weapon attack, or a ranged unarmed attack, you deal an extra 1d6 precision damage. For a ranged attack with a thrown melee weapon, that weapon must also be agile or finesse.
You spring into combat faster than foes can react. On the first round of combat, if you roll Deception or Stealth for initiative, creatures that haven’t acted are flat-footed to you.
You spring into combat faster than foes can react. On the first round of combat, if you roll Deception or Stealth for initiative, creatures that haven’t acted are flat-footed to you.
Traits: General, Skill: Thievery
You can Steal or Palm an Object that’s closely guarded, such as in a pocket, without taking the –5 penalty. You can’t steal objects that would be extremely noticeable or time consuming to remove (like worn shoes or armor or actively wielded objects). If you’re a master in Thievery, you can attempt to Steal from a creature in combat or otherwise on guard. When doing so, Stealing requires 2 manipulate actions instead of 1, and you take a –5 penalty.
[b]Traits[/b]: General, Skill: Thievery
You can Steal or Palm an Object that’s closely guarded, such as in a pocket, without taking the –5 penalty. You can’t steal objects that would be extremely noticeable or time consuming to remove (like worn shoes or armor or actively wielded objects). If you’re a master in Thievery, you can attempt to Steal from a creature in combat or otherwise on guard. When doing so, Stealing requires 2 manipulate actions instead of 1, and you take a –5 penalty.
Traits: General, Skill: Performance
You have exceptional talent with one type of performance. You gain a +1 circumstance bonus when making a certain type of performance. If you are a master in Performance, this bonus increases to +2. Select one of the following specialties and apply the bonus when attempting Performance checks of that type. If it’s unclear whether the specialty applies, the GM decides.
[b]Traits[/b]: General, Skill: Performance
You have exceptional talent with one type of performance. You gain a +1 circumstance bonus when making a certain type of performance. If you are a master in Performance, this bonus increases to +2. Select one of the following specialties and apply the bonus when attempting Performance checks of that type. If it’s unclear whether the specialty applies, the GM decides.
Traits: Uncommon, Concentration, General, Manipulate, Skill
You can Juggle items and still use your hands between tosses. You can use the Juggle action in several ways.
You can start to Juggle with a single stored item, an item you were carrying, or an unattended item within your reach. The item must be of light or negligible Bulk. You Juggle the item until the end of your next turn, unless you use this feat against next turn to continue Juggling (see below). While you are Juggling, you can use this action again to add another item to the Juggle, which must meet all the same requirements. You can Juggle a number of items equal to one more than the number of hands you are using to Juggle.
You can also use this action to continue Juggling as long as you aren’t fatigued. When you do, you continue to Juggle until the end of your next turn. If you do not continue Juggling by the end of your turn, you cease Juggling and you drop all the items. You become fatigued if you continue Juggling for more than 10 minutes (60 rounds) within the course of an hour.
As long as you’re Juggling fewer than your maximum number of items, you have a free hand. You can wield weapons you are Juggling (but not shields or other items) as long as they can be wielded in one hand. For example, while you Juggle a dagger in one hand and wield a shield in the other, you are wielding the dagger but still have a free hand to Cast a Spell with a material component. Juggling two or more weapons with one hand doesn’t allow you to use feats that require two weapons each held in a different hand.
[b]Traits[/b]: Uncommon, Concentration, General, Manipulate, Skill
You can Juggle items and still use your hands between tosses. You can use the Juggle action in several ways.
You can start to Juggle with a single stored item, an item you were carrying, or an unattended item within your reach. The item must be of light or negligible Bulk. You Juggle the item until the end of your next turn, unless you use this feat against next turn to continue Juggling (see below). While you are Juggling, you can use this action again to add another item to the Juggle, which must meet all the same requirements. You can Juggle a number of items equal to one more than the number of hands you are using to Juggle.
You can also use this action to continue Juggling as long as you aren’t fatigued. When you do, you continue to Juggle until the end of your next turn. If you do not continue Juggling by the end of your turn, you cease Juggling and you drop all the items. You become fatigued if you continue Juggling for more than 10 minutes (60 rounds) within the course of an hour.
As long as you’re Juggling fewer than your maximum number of items, you have a free hand. You can wield weapons you are Juggling (but not shields or other items) as long as they can be wielded in one hand. For example, while you Juggle a dagger in one hand and wield a shield in the other, you are wielding the dagger but still have a free hand to Cast a Spell with a material component. Juggling two or more weapons with one hand doesn’t allow you to use feats that require two weapons each held in a different hand.
Traits: Rogue
You can put a single item you're holding of light or negligible Bulk onto a person without them noticing by succeeding at a Thievery check against their Perception DC. If you have the ruffian racket, you can do this as a free action when you successfully Shove a target.
[b]Traits[/b]: Rogue
You can put a single item you're holding of light or negligible Bulk onto a person without them noticing by succeeding at a Thievery check against their Perception DC. If you have the ruffian racket, you can do this as a free action when you successfully Shove a target.
[snippets="Character Information"]
[table]
[b]Name[/b]|[_name=Gicicero]|[b]Class[/b]|[_clss=Rogue - Eldritch Trickster Bard]|[b]Ancestry[/b]|[_=Ratfolk - Longsnout]|[b]Background[/b]|[_back=Clown]
[b]Worship[/b]|[_patron=divinity]|[b]Size[/b]|[_=Small]|[b]Alignment[/b]|[_=Chaotic Neutral]|[b]Base Speed[/b]|[_bspd=25] feet [_$=floor(bspd/5)] squares
[b]Gender[/b]|[_=Male]|[b]HP max[/b]|[_=16]|[b]Level[/b]|[_lvl=1]|[b]Hero Points[/b]|[_=1/3]
[/table]
[snippet="Vision: Low-light"]
You can see in dim light as though it were bright light, so you ignore the concealed condition due to dim light.
[/snippet]
[snippet="Imprecise Sent 30feet"]
Scent involves sensing creatures or objects by smell, and is usually a vague sense. The range is 30 feet and it functions only if the creature or object being detected emits an aroma (for instance, incorporeal creatures usually do not exude an aroma).
[/snippet]
[snippet="Languages & Traits"]
[b]Languages[/b]: Common, Isoki+ 1 language (Aklo, Draconic, Dwarven, Gnoll, Gnomish, Goblin, Halfling, Orcish, Undercommon)
[b]Traits[/b]: ratfolk, humanoïd.
[/snippet]
[/snippets]
[abilities="Quick Manual Reference"]
[b]HP 10x[/b] [_=1/1]0. - [_=0/1]1. - [_=0/1]2. - [_=0/1]3. - [_=0/1]4. - [_=0/1]5. - [_=0/1]6. - [_=0/1]7. - [_=0/1]8. - [_=0/1]9.
[b]Unities[/b] [_=1/1].0 - [_=0/1].1 - [_=0/1].2 - [_=0/1].3 - [_=0/1].4 - [_=0/1].5 - [_=0/1].6 - [_=0/1].7 - [_=0/1].8 - [_=0/1].9
[b]Current AC[/b] [_=], [b]Contact AC[/b] [_=], [b]Flatfooted AC[/b] [_=], [b]Actual Speed[/b] [_actspd=0] feet [_$=floor(actspd/5)] squares
[/abilities]
[snippets="Stats"]
[2column]
[col]
[table="rolls d20"]
Key|Ability|Score|Bonus
[_kstr=0/1]|Strength|[_str=8]|[_bstr$=+floor(str/2)-5]
[_kdex=1/1]|Dexterity|[_dex=18]|[_bdex$=+floor(dex/2)-5]
[_kcon=0/1]|Constitution|[_con=14]|[_bcon$=+floor(con/2)-5]
[_kint=0/1]|Intelligence|[_int=12]|[_bint$=+floor(int/2)-5]
[_kwis=0/1]|Wisdom|[_wis=10]|[_bwis$=+floor(wis/2)-5]
[_kcha=0/1]|Charisma|[_cha=14]|[_bcha$=+floor(cha/2)-5]
[/table]
[/col]
[col]
[table="rolls d20"]
Skills|Proficiency|AC Pen.|Bonus
[b]Perception (wis)[/b]|[_sper=2/4]||[_bper$=+lookupBonus(sper,0,0,0,1,4,(sper*2)+lvl)+bwis]
[b]Fortitude (con)[/b]|[_sfrt=1/4]||[_bfrt$=+lookupBonus(sfrt,0,0,0,1,4,(sfrt*2)+lvl)+bcon]
[b]Reflex(dex)[/b]|[_srfl=2/4]||[_brfl$=+lookupBonus(srfl,0,0,0,1,4,(srfl*2)+lvl)+bdex]
[b]Will(wis)[/b]|[_swil=2/4]||[_bwil$=+lookupBonus(swil,0,0,0,1,4,(swil*2)+lvl)+bwis]
[/table]
[/col]
[/2column]
[2column]
[col]
[table]
Armors|Type||Weapon|Proficiency
[b]Unarmored[/b]|[_uac=1/4]||[b]Unarmed[/b]|[_c=1/4]
[b]Light Armor[/b]|[_lac=1/4]||[b]Regular Weap.[/b]|[_c=1/4]
[b]Medium Armor[/b]|[_mac=0/4]||[b]Martial Weap.[/b]|[_c=0/4]
[b]Heavy Armor[/b]|[_hac=0/4]||[b][_=Rapier, Sap][/b]|[_c=1/4]
|||[b][_=Shortbow, Shortsword][/b]|[_c=1/4]
[/table]
[b]Key Ability[/b]: [_$=lookupBonus(kstr,0,0,'',1,1,'Strength')] [_$=lookupBonus(kdex,0,0,'',1,1,'Dexterity')] [_$=lookupBonus(kcon,0,0,'',1,1,'Constitution')] [_$=lookupBonus(kint,0,0,'',1,1,'Intelligence')] [_$=lookupBonus(kwis,0,0,'',1,1,'Wisdom')] [_$=lookupBonus(kcha,0,0,'',1,1,'Charisma')] - [b]Spell Type[/b] [_spltp=None]
[_cldc=1/4][b][_$=clss] class DC[/b]: [_$=lookupBonus(kstr,0,0,0,1,1,bstr)+lookupBonus(kdex,0,0,0,1,1,bdex)+lookupBonus(kcon,0,0,0,1,1,bcon)+lookupBonus(kint,0,0,0,1,1,bint)+lookupBonus(kwis,0,0,0,1,1,wis)+lookupBonus(kint,0,0,0,1,1,bwis)+lookupBonus(cldc,0,0,0,1,4,(cldc*2)+lvl)]
[_spdc=0/4][b] [_$=spltp] spells DC[/b]: [_$=lookupBonus(spdc,0,0,'Not Used',1,4,lookupBonus(kstr,0,0,0,1,1,bstr)+lookupBonus(kdex,0,0,0,1,1,bdex)+lookupBonus(kcon,0,0,0,1,1,bcon)+lookupBonus(kint,0,0,0,1,1,bint)+lookupBonus(kwis,0,0,0,1,1,wis)+lookupBonus(kint,0,0,0,1,1,bwis)+lookupBonus(spdc,0,0,0,1,4,(spdc*2)+lvl))]
[table="rolls d20"]
Skills|b. Attrib|Proficiency|AC Pen.|Bonus
[b][_=Lore Clown][/b]|[_a$=bint]|[_n=1/4]||[_$=+lookupBonus(n,0,0,0,1,4,(n*2)+lvl)+a]
[b][_=Lore Rat][/b]|[_a$=bint]|[_n=1/4]||[_$=+lookupBonus(n,0,0,0,1,4,(n*2)+lvl)+a]
[b][_=Find by Smell][/b]||bonus||[_$=bper+2]
[b][_=][/b]|[_a=]|[_n=0/4]||[_$=+lookupBonus(n,0,0,0,1,4,(n*2)+lvl)+a]
[/table]
[/col]
[col]
[table="rolls d20"]
Skills|Proficiency|AC Pen.|Bonus
[b]Acrobatics (dex)[/b]|[_sacr=1/4]||[_bacr$=+lookupBonus(sacr,0,0,0,1,4,(sacr*2)+lvl)+bdex]
[b]Arcana (Int)[/b]|[_sarc=1/4]||[_barc$=+lookupBonus(sarc,0,0,0,1,4,(sarc*2)+lvl)+bint]
[b]Athletics (Str)[/b]|[_sath=0/4]||[_bath$=+lookupBonus(sath,0,0,0,1,4,(sath*2)+lvl)+bstr]
[b]Crafting (Int)[/b]|[_scra=1/4]||[_bcra$=+lookupBonus(scra,0,0,0,1,4,(scra*2)+lvl)+bint]
[b]Deception (Cha)[/b]|[_sdec=1/4]||[_bdec$=+lookupBonus(sdec,0,0,0,1,4,(sdec*2)+lvl)+bcha]
[b]Diplomacy (Cha)[/b]|[_sdip=1/4]||[_bdip$=+lookupBonus(sdip,0,0,0,1,4,(sdip*2)+lvl)+bcha]
[b]Intimidation (Cha)[/b]|[_snti=1/4]||[_bnti$=+lookupBonus(snti,0,0,0,1,4,(snti*2)+lvl)+bcha]
[b]Lore (Int)[/b]|[_socc=0/4]||[_bocc$=+lookupBonus(socc,0,0,0,1,4,(socc*2)+lvl)+bint]
[b]Medicine (Wis)[/b]|[_smed=1/4]||[_bmed$=+lookupBonus(smed,0,0,0,1,4,(smed*2)+lvl)+bwis]
[b]Nature (Wis)[/b]|[_snat=1/4]||[_bnat$=+lookupBonus(snat,0,0,0,1,4,(snat*2)+lvl)+bwis]
[b]Occultism (Int)[/b]|[_socc=1/4]||[_bocc$=+lookupBonus(socc,0,0,0,1,4,(socc*2)+lvl)+bint]
[b]Performance (Cha)[/b]|[_sprf=1/4]||[_bprf$=+lookupBonus(sprf,0,0,0,1,4,(sprf*2)+lvl)+bcha]
[b]Religion (Wis)[/b]|[_srel=0/4]||[_brel$=+lookupBonus(srel,0,0,0,1,4,(srel*2)+lvl)+bwis]
[b]Society (Int)[/b]|[_ssoc=1/4]||[_bsoc$=+lookupBonus(ssoc,0,0,0,1,4,(ssoc*2)+lvl)+bint]
[b]Stealth (Dex)[/b]|[_sstl=1/4]||[_bstl$=+lookupBonus(sstl,0,0,0,1,4,(sstl*2)+lvl)+bdex]
[b]Survival (Wis)[/b]|[_ssur=1/4]||[_bsur$=+lookupBonus(ssur,0,0,0,1,4,(ssur*2)+lvl)+bwis]
[b]Thievery (Dex)[/b]|[_sthi=1/4]||[_bthi$=+lookupBonus(sthi,0,0,0,1,4,(sthi*2)+lvl)+bdex]
[/table]
[/col]
[/2column]
[/snippets]
[snippets="Defense"]
[i]Type: (0=Unarmored, 1=Light Armor, 2=Medium Armor, 3=Heavy Armor)[/i]
[table]
[b]Armor/shield[/b]|[b]Max Dex[/b]|[b]Type[/b]|[b]is worn?[/b]|[b]Ac Bonus[/b]|[b]Other Bonus[/b]|[b]Penalty[/b]|[b]Pen. Speed[/b]|[b]Strength[/b]
[_Leather Armr=]|[_mxdx=4]|[_tac=1/3]|[_aon=1/1]|[_aac=1]|[_oac=0]|[_acpen=-1]|[_acpsp=0]|[_acstr=10]
[_=Shield]|||[_srd=0/1]|[_sac=0]||[_aspen=0]|[_=]
[/table]
[b]Natural Armor[/b]: [_acnat=0] - [b]Other Bonuses[/b]: [_acotb=0]
[b]AC[/b]: [_ac$=10+(lookupBonus(aon*tac,0,0,lookupBonus(uac,0,0,0,1,4,(uac*2)+lvl),1,1,lookupBonus(lac,0,0,0,1,4,(lac*2)+lvl),2,2,lookupBonus(mac,0,0,0,1,4,(mac*2)+lvl),3,3,lookupBonus(hac,0,0,0,1,4,(hac*2)+lvl))+aac+oac)*aon+min(bdex, lookupBonus(aon,0,0,99,1,1,mxdx))+lookupBonus(srd,0,0,0,1,1,sac)+acnat+acotb] - [b]Contact[/b]: [_acct$=10+min(bdex, lookupBonus(aon,0,0,99,1,1,mxdx))] - [b]Flat-footed[/b]: [_acff$=10+lookupBonus(aon*tac,0,0,lookupBonus(uac,0,0,0,1,4,(uac*2)+lvl),1,1,lookupBonus(lac,0,0,0,1,4,(lac*2)+lvl),2,2,lookupBonus(mac,0,0,0,1,4,(mac*2)+lvl),3,3,lookupBonus(hac,0,0,0,1,4,(hac*2)+lvl))+aac*aon+oac+acnat+acotb]
[spoiler="Armor Trait"]
[_="text here"]
[/spoiler]
[/snippets]
[snippets="Attack"]
[table="rolls d20"]
Weapon|Prof|Atk|Dmg|Traits & Notes
[b][_=Rapier][/b]|[_p=1/4]|[_$=ceil(bstr, bdex)+lookupBonus(p,0,0,0,1,4,(p*2)+lvl)]|[_d=1d6][_$=+bstr]|[_=deadly d8, disarm, finesse]
[b][_=Dagger][/b]|[_p=1/4]|[_$=ceil(bstr, bdex)+lookupBonus(p,0,0,0,1,4,(p*2)+lvl)]|[_d=1d4][_$=+bstr]|[_=Agile, Finesse, Versatile S]
[b][_=Dagger Thrown][/b]|[_p=1/4]|[_$=bdex+lookupBonus(p,0,0,0,1,4,(p*2)+lvl)]|[_d=1d4][_$=+bstr]|[_=Thrown 10 ft]
[b][_=][/b]|[_p=0/4]|[_$=+lookupBonus(p,0,0,0,1,4,(p*2)+lvl)]|[_d=]|[_=]
[/table]
[/snippets]
[2column]
[col]
[abilities="Equipment"]
[b]Pieces[/b] : [b]Platinum[/b] [_pp=0] - [b]Gold[/b] [_gp=8] - [b]Silver[/b] [_sp=0] - [b]Copper[/b] [_cp=8] -- Total in GP [_$=pp*10+gp+sp/10+cp/100]
Bulk [_encblk=1/20]
[i]Encumbered[/i] > [_$=5+bstr], [i]Overloaded[/i] > [_$=10+bstr]
[b]Status[/b] [_enclvl$=lookupBonus(encblk,-999,5,1,6,10,2,11,100,0)] - [_$=lookupBonus(enclvl,0,0,'Overloaded',1,1,'Normal',2,2,'Encumbered')], Speed [_spd$=lookupBonus(enclvl,0,0,0,1,1,bspd,2,2,bspd-5)+lookupBonus(aon,0,0,0,1,1,acpsp)]
#_1 - Leather Armor worn
Price 2 gp; AC Bonus +1; Dex Cap +4; Check Penalty -1; Speed Penalty —
Strength 10; Bulk 1; Category Light; Group Leather.
A mix of flexible and molded boiled leather, a suit of this type of armor provides some protection with maximum flexibility.
#1L - Rapier worn
[b]Traits[/b]: Deadly d8, Disarm, Finesse
Damage 1d6 P; Hands 1; Type Melee; Category Martial; Group Sword
#_L - Dagger Worn
Damage 1d4 P; Hands 1; Type Melee; Category Simple; Group Knife
This small, bladed weapon is held in one hand and used to stab a creature in close combat. It can also be thrown.
#__ - Backpack
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.
#_L - - Bedroll
#__ - - Chalk [_=5/5] [_=5/5]
#__ - - Flint & Steel
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.
#_L - - 50 feet of rope
Placed on the backpack
#2L - - Rations L[_=7/7] L[_=7/7]
#__ - - Soap
#5L - - Torches x5
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.
#_L - - Waterskin
When it’s full, a waterskin contains roughly 1 day’s worth of water for a Small or Medium creature.
#_1 - - Climbing Kit
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 check 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.
[/abilities]
[abilities="Spells"]
#Memorizes Cantrips
[table]
Memorized|Name
[_=0/1]|Spell Name
[/table]
[/abilities]
[/col]
[col]
[abilities="Feats & More"]
# Heritage Ratfolk - Longsnout
Ysoki—as ratfolk call themselves—are a clever, adaptable, and fastidious ancestry who happily crowd their large families into the smallest of living spaces
Most surface-dwelling humanoids call ysoki "ratfolk" and know them as a communal people who prefer cramped conditions, with up to 100 individuals living in a given house. If they can’t find homes in town, ysoki may instead live in caves and cavern complexes, as these provide great storage for the many and varied goods they bring back from trading expeditions.
Ratfolk love to travel, and they can often be found on the road in merchant caravans. They’re good with their hands and have a keen eye for spotting anything out of the ordinary, from threats to treasures. They’re also inveterate hoarders; ysoki warrens are crammed full of unusual odds and ends gathered by previous generations and stowed away in preparation for some future emergency.
The long snouts that run in your family give you a keener sense of smell than most ratfolk. You gain imprecise scent with a range of 30 feet. This means you can use your sense of smell to determine a creature’s location. The GM will usually double the range if you’re downwind from the creature or halve the range if you’re upwind.
# Racket: Eldritch Trickster Bard
When it comes to a big heist, every rogue worth their salt knows that magic can throw meticulous plans into chaos, whether in the form of arcane wards or pesky divinations. You dabble in magic just enough to help handle these problems by jury-rigging spells and throwing a bit of your own magic into the mix. You might be a solitary thief, performing burglaries that can't be explained by skill alone, or a specialist called in by other rogues to deal with magical security measures. You might even be on the up-and-up, hired to test magical defenses or even build them yourself.
For you, the Magical Trickster rogue feat has a prerequisite of 2nd level instead of 4th level. You can choose the spellcasting ability score for the multiclass archetype you chose as your key ability score.
# Ratfolk Lore
Years of experience among ratfolk communities have made you nimble, and you've learned to run and hide when enemies threaten. You gain the trained proficiency rank in Acrobatics and Stealth. You also become trained in Ratfolk Lore.
# Bard Dedication
[b]Traits[/b]: Archetype, Dedication, Multiclass, Bard. [b]Prerequisite[/b]: Charisma 14+
ou cast spells like a bard and gain the Cast a Spell activity. You gain a spell repertoire with two common cantrips from the occult spell list or any other occult cantrips you learn or discover. You're trained in spell attack rolls and spell DCs for occult spells. Your key spellcasting ability for bard archetype spells is Charisma, and they are occult bard spells. You become trained in Occultism and Performance; for each of these skills in which you were already trained, you instead become trained in a skill of your choice.
# Bard - Muse Polymath
Your muse is a jack of all trades, flitting between skills and pursuits. If it's is a creature, it might be an eclectic creature like a fey; if a deity, it might be Desna or Calistria. As a bard with a polymath muse, you are interested in a wide array of topics but rarely dedicated to any one, and you rarely make up your mind—you want to try everything.
#Sneak Attack 1d6
When your enemy can't properly defend itself, you take advantage to deal extra damage. If you Strike a creature that has the flat-footed condition with an agile or finesse melee weapon, an agile or finesse unarmed attack, a ranged weapon attack, or a ranged unarmed attack, you deal an extra 1d6 precision damage. For a ranged attack with a thrown melee weapon, that weapon must also be agile or finesse.
#Surprise Attack
You spring into combat faster than foes can react. On the first round of combat, if you roll Deception or Stealth for initiative, creatures that haven’t acted are flat-footed to you.
# Juggler Dedication
[b]Traits[/b]: Uncommon, Archetype, Dedication, Juggler. [b]Prerequisite[/b]: Dexterity 14+
You are a Juggler
# Pickpocket
[b]Traits[/b]: General, Skill: Thievery
You can Steal or Palm an Object that’s closely guarded, such as in a pocket, without taking the –5 penalty. You can’t steal objects that would be extremely noticeable or time consuming to remove (like worn shoes or armor or actively wielded objects). If you’re a master in Thievery, you can attempt to Steal from a creature in combat or otherwise on guard. When doing so, Stealing requires 2 manipulate actions instead of 1, and you take a –5 penalty.
# Virtuosic Perfomer in TBC
[b]Traits[/b]: General, Skill: Performance
You have exceptional talent with one type of performance. You gain a +1 circumstance bonus when making a certain type of performance. If you are a master in Performance, this bonus increases to +2. Select one of the following specialties and apply the bonus when attempting Performance checks of that type. If it’s unclear whether the specialty applies, the GM decides.
[/abilities]
[abilities="Combat Actions"]
#Juggle (1 action)
[b]Traits[/b]: Uncommon, Concentration, General, Manipulate, Skill
You can Juggle items and still use your hands between tosses. You can use the Juggle action in several ways.
You can start to Juggle with a single stored item, an item you were carrying, or an unattended item within your reach. The item must be of light or negligible Bulk. You Juggle the item until the end of your next turn, unless you use this feat against next turn to continue Juggling (see below). While you are Juggling, you can use this action again to add another item to the Juggle, which must meet all the same requirements. You can Juggle a number of items equal to one more than the number of hands you are using to Juggle.
You can also use this action to continue Juggling as long as you aren’t fatigued. When you do, you continue to Juggle until the end of your next turn. If you do not continue Juggling by the end of your turn, you cease Juggling and you drop all the items. You become fatigued if you continue Juggling for more than 10 minutes (60 rounds) within the course of an hour.
As long as you’re Juggling fewer than your maximum number of items, you have a free hand. You can wield weapons you are Juggling (but not shields or other items) as long as they can be wielded in one hand. For example, while you Juggle a dagger in one hand and wield a shield in the other, you are wielding the dagger but still have a free hand to Cast a Spell with a material component. Juggling two or more weapons with one hand doesn’t allow you to use feats that require two weapons each held in a different hand.
#Plant Evidence (1 action)
[b]Traits[/b]: Rogue
You can put a single item you're holding of light or negligible Bulk onto a person without them noticing by succeeding at a Thievery check against their Perception DC. If you have the ruffian racket, you can do this as a free action when you successfully Shove a target.
[/abilities]
[/col]
[/2column]
[i]Proficiency[/i]: 4 cases Trained, Expert, Master, Legendary
[i]Armor[/i]: 3 cases Light, Medium, Heavy armor
[snippets="Info"]
#Armor Class
[_$=ac]
#Background
[_$=back]
#Class
[_$=clss]
#HP
[_$=hp]
#Level
[_$=lvl]
#Name
[_$=name]
#Speed
[_$=spd]
#Worship
[_$=patron]
[/snippets]