User:Nerdcorenoob/sandbox

Albrect Goodkind Human Fighter lvl 2 Human fighter 2 Common, CG, Medium, Human, Humanoid Perception +7 Languages Common, Draconic Skills Acrobatics +7

Acrobatics measures your ability to perform tasks requiring coordination and grace. When you use the Escape basic action (page 470), you can use your Acrobatics modifier instead of your unarmed attack modifier.

BALANCE [one-action] Requirements You are in a square that contains a narrow surface, uneven ground, or another similar feature. You move across a narrow surface or uneven ground, attempting an Acrobatics check against its Balance DC. You are flat-footed while on a narrow surface or uneven ground. Critical Success You move up to your Speed. Success You move up to your Speed, treating it as difficult terrain (every 5 feet costs 10 feet of movement). Failure You must remain stationary to keep your balance (wasting the action) or you fall. If you fall, your turn ends. Critical Failure You fall and your turn ends.

Sample Balance Tasks "Untrained" tangled roots, uneven cobblestones "Trained" wooden beam "Expert" deep, loose gravel "Master" tightrope, smooth sheet of ice "Legendary" razor’s edge, chunks of floor falling in midair

TUMBLE THROUGH [one-action]

You Stride up to your Speed. During this movement, you can try to move through the space of one enemy. Attempt an Acrobatics check against the enemy’s Reflex DC as soon as you try to enter its space. You can Tumble Through using Climb, Fly, Swim, or another action instead of Stride in the appropriate environment. Success You move through the enemy’s space, treating the squares in its space as difficult terrain (every 5 feet costs 10 feet of movement). If you don’t have enough Speed to move all the way through its space, you get the same effect as a failure. Failure Your movement ends, and you trigger reactions as if you had moved out of the square you started in.

Acrobatics Trained Actions MANEUVER IN FLIGHT [one-action] MOVE Requirements You have a fly Speed. You try a difficult maneuver while flying. Attempt an Acrobatics check. The GM determines what maneuvers are possible, but they rarely allow you to move farther than your fly Speed. Success You succeed at the maneuver. Failure Your maneuver fails. The GM chooses if you simply can’t move or if some other detrimental effect happens. The outcome should be appropriate for the maneuver you attempted (for instance, being blown off course if you were trying to fly against a strong wind). Critical Failure As failure, but the consequence is more dire. Core Rulebook 240 Sample Maneuver in Flight Tasks Trained steep ascent or descent Expert fly against the wind, hover midair Master reverse direction Legendary fly through gale force winds SQUEEZE EXPLORATION MOVE You contort yourself to squeeze through a space so small you can barely fit through. This action is for exceptionally small spaces; many tight spaces are difficult terrain (page 475) that you can move through more quickly and without a check. Critical Success You squeeze through the tight space in 1 minute per 10 feet of squeezing. Success You squeeze through in 1 minute per 5 feet. Critical Failure You become stuck in the tight space. While you’re stuck, you can spend 1 minute attempting another Acrobatics check at the same DC. Any result on that check other than a critical failure causes you to become unstuck. Sample Squeeze Tasks Trained space barely fitting your shoulders Master space barely fitting your head

, Crafting +3 (+4 when crafting items of type Woodworking.), Intimidation +3, Kintargo Lore +3, Stealth +7, Survival +5 Str 14 (+2), Dex 18 (+4), Con 12 (+1), Int 10 (+0), Wis 14 (+2), Cha 10 (+0) Other Items buckler (shield boss), leather, unarmored defense, dagger, gauntlet, hatchet, light hammer, rapier, sling, spiked chain, spiked gauntlet, backpack, bedroll, belt pouch, belt pouch, chalks (10), flint and steel, mug, rations (1 week)s (2), repair kit, rope (foot)s (50), sacks (5), sheath, sling bullets (20), soap, torchs (5), waterskin, winter clothing, purse (1 gp; 9 sp; 5 cp)

AC 18; Fort +6 (If you roll a success vs inhaled threats, such as inhaled poisons, you get a critical success instead., +7 vs inhaled threats, such as inhaled poisons.); Ref +9; Will +5 HP 19 Hero Points 1

Speed 25 feet Other Abilities attack of opportunity, cheliax, emancipated, shield block

The unheard name I was surely given will be forever unknown to me and so I took to calling myself Albrect Goodkind. Born, sold and sailed off to a shipyard as slave. I spent most of my childhood in the Forest. Pulling away debris from the lumberjacks as they ravaged the lands to create more space for us slaves. I would find scraps small enough to hide and work on in hide at the high night, a luxury I know, to have a roof over my head, so many others suffered, as I sat dry in my thatched hut. I had a plan to get out. And then one day, it happened the chance of a life time, A freak storm set off and it caused enough panic and confusion, myself,Scaleback and some goblin made a run for it. I fashioned my hut to be submersible and the currents took us away. We got out. I've been living the straight and narrow path found a job and haven't looked back since. The Breach Creek Lumber Mill is where I work but not after today, Today marks a new day. Today I begin my quest to become a Pathfinder