Poppet Druid - HTML
Poppet Druid - HTML
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Player Character
Druid
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C HARACTER
ANCESTRY Heritage
Acrobatics = DEX –
INT DEX
Arcana = INT
Art Lore = INT
INT WIS CHA INT WIS WIS CHA CHA CHA INT STR INT
Athletics = STR –
Crafting = INT
Deception = CHA
Diplomacy = CHA
Intimidation = CHA
Medicine = WIS
Nature = WIS
Occultism = INT
Performance = CHA
Religion = WIS
Society = INT
Stealth = DEX –
DEX WIS DEX
WF
GO
Assurance May use 10 + proficiency bonus (inc level, but no other bonuses) rather than
UL
Deity
CH
roll.
IL
AO
EV
TIC
SKILL ACTIONS
Languages
10 Identify Magic (Nature/other) Take 10 minutes to identify a magical item, location or
Common mins effect.
Command An Animal (Nature) Attempt a check against the target's Will DC; the GM
ABILITIES may adjust the DC based on attitude or circumstances. Fail if the target is hostile or
Ability Modifier = (Ability Score - 10) ÷ 2 unfriendly.
Strength Dexterity Constitution Intelligence Wisdom Charisma
= WIS + + +
Perception DC = 10 + Perception Bonus
PROFICIENCY
Untrained Trained Expert Master Legendary Low-light vision Dark vision Scent
0
Level Level Level Level
+2 +4 +6 +8
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S PEED A TTACKS
SPEED Speed in Armour Multi-Attack Penalty Agile
Stride
ft sq ft sq 2nd -5 3rd -10 2nd -4 3rd -8
Swim Speed Climb Speed Fly Speed
ft sq ft sq ft sq
Attack Bonus Ability Proficiency Potency Damage Type Striking Misc
A CTIONS = d +
Weapon Traits Critical
= d +
Weapon Traits Critical
F OCUS = d +
Weapon Traits Critical
1 Tempest Surge Surround one enemy with a
storm.
2 ft sq
Attack Bonus Ability Proficiency Potency Damage Type Striking Misc
= d +
3 Ammo
Weapon Traits Critical
FOCUS #
LEVEL Level FOCUS POINTS Refocus
= ÷2 + 1 pt ft sq
(Round up) Total Current Once only Attack Bonus Ability Proficiency Potency Damage Type Striking Misc
WEAPONS = d +
Ammo
Level WEAPON SPECIALISATION Weapon Traits Critical
13 +2 +3 +4 #
H EALTH S AVING THROWS
HIT Ability Modifier Proficiency Item Misc
POINTS Ancestry Class CON Toughness Level Misc FORTITUDE
hp = 6 +( 8 + CON + )× + FORT =
CON
CON
Current Hit Points Temp Hit Points Dying REFLEX
hp hp REF = DEX
DEX
Wounded WILL
A RMOUR CLASS WILL = WIS
WIS
HERITAGE
Level
Stuffed Poppet 13 Level Level
Level
17 Level Level
18 20
BACKGROUND
NOTES
Artist
Trained in Crafting and Art Lore
Your art is your greatest passion, whatever form it takes. Adventuring
might help you find inspiration, or simply be a way to survive until you
become a world-famous artist.
CRB p60
Level
11
Level
15 P ROFICIENCIES
Level
19
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C ANTRIPS
DRUID S PELLS
D RUIDIC ORDER
1st
Storm Order
2nd
ANATHEMA
Using metal armor or shields
3rd
Despoiling natural places
Teaching the Druidic language to nondruids
4th
Polluting the air
Allowing those who cause major pollution or cause
climate shifts to go unpunished 5th
S TORM BORN
No penalties or checks to ranged spell attacks or 6th
Perception due to weather.
TEMPEST SURGE 7th
Surround one enemy with a storm.
DAMAGE
8th
d12 = Focus Level
1pt
Target must make a Reflex save or be clumsy 2 and Focus
take persistent electricity damage. 9th
DURATION DAMAGE
10th
rds = Focus Level = Focus Level
S PELLCASTING D RUID FEATS
= + + Level Level
PRIMAL SPELL Key 10 12
SAVE DC Ability Proficiency Misc
DC = 10 + + +
WILD EMPATHY Level Level
Communicate with creatures on a rudimentary level. You 14 16
can use Diplomacy to Make an Impression on animals and
to make very simple Requests of them.
Level Level
18 20
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SPELLBOOK
Spell Level Spell Level Spell Level
V V V
S S S
M M M
p p p
V V V
S S S
M M M
p p p
V V V
S S S
M M M
p p p
V V V
S S S
M M M
p p p
V V V
S S S
M M M
p p p
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INVENTORY A RMOUR INVESTED ITEMS
KIT Value Weight Bulk
1
AC Bonus Potency Runes
3
Flexible
S HIELD
Bulk
4
AC Bonus Hardness Broken Hit Points
hp ≤ hp hp
Shield Traits
6
Total weight B L
10 light = 1 bulk
BACKPACK
7
Support
Intelligence Wisdom Charisma Attack
Bonus Ability Proficiency Damage
INT WIS CHA = + d +
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Mature 2d_ +1 Str, Dex, Con, Wis POINTS Type CON Level
FORTITUDE CON
Nimble +2 +2 Dex, +1 Str, Con, Wis hp = + (6 + CON ) ×
FORT = CON
Current Hit Points Dying
ADVANCED MANOEUVRE Savage +3 +2 Str, +1 Dex, Con, Wis REFLEX DEX
S KILLS hp REF
Wounded = DEX
Barding
Skill Ability Check WILL WIS
Bonus Modifier Proficiency Penalty
EFFECTS
WILL = WIS
Acrobatics = DEX – # rds
Athletics = STR – A RMOUR CLASS Conditional
ARMOUR Barding
Deception = CHA CLASS DEX Proficiency Bonus Misc
Intimidation = CHA AC = 10 + DEX
Nature = WIS INVENTORY
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SPECIALISATION Unarmoured Light Heavy
Performance = CHA BARDING AC Bonus
Stealth = DEX –
Survival = WIS Barding
Check DEX Speed
DEX WIS DEX CHA WIS CHA CHA STR DEX
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Low-light vision Dark vision Scent B L
77
Proficiency
+
S AVING THROWS
Damage
Damage
Damage
d
A BILITIES
FORT = CON
= DEX
Modifier
Ability
CON
DEX
FORTITUDE
A TTACKS
REF
REFLEX
Proficiency
Proficiency
Proficiency
Conditional
Ability
Ability
Ability
hp
Barding
Bonus
Level
=
+ ( CON + 6 ) ×
Attack
Attack
Attack
Bonus
Bonus
Bonus
+
Proficiency
hp
= 10 + DEX +
D EFENCE
H EALTH
CON
Constitution
CON
WILD SHAPE
DEX
A TTRIBUTES
A CTIONS
Ancestry
S PEED
Dexterity
DEX
sq
hp =
Current Hit Points
ft
ARMOUR
POINTS
AC
CLASS
Strength
STR
Conditional
HIT
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LEVEL UP Class
A DVANCEMENT
Druidic Order
Step Two 1
Wild Empathy, Shield Block 1st
Increase your maximum Hit Points. 2
GAIN 3 Fortitude saves 2nd
HIT
POINTS Class CON Toughness 4
+ hp = 8 + CON + Reflex saves
5
Ability boost × 4 3rd
Step Three 6
Add class features from your class advancement table. 7 Primal spell attacks and DCs 4th
ABILITY BOOST 8
At levels 5, 10, 15 and 20, boost 4 different ability scores.
Increase by 1 if the score is already 18 or above, or 2 if
9 5th
not. 10 Ability boost × 4
SKILL INCREASE Simple weapons, Unarmed attacks
At select levels, increase proficiency in one skill. 11
Will saves 6th
Level
7 May increase a skill to master. 12
Level
Light armour, Medium armour, Unarmoured
15 May increase a skill to legendary.
13 defence
Weapon Specialisation 7th
Step Four 14
Select feats as indicated on your class advancement Primal spell attacks and DCs
table. 15
Ability boost × 4 8th
Ancestry feats CRB p33
16
Class feats CRB p66
17 9th
General feats CRB p255 5-1
18
Skill feats CRB p255 5-2
Primal spell attacks and DCs
19
Step Five Primal hierophant 10th
20 Ability boost × 4
Add spells and spell slots if your class grants
spellcasting.
R ETRAINING
Spells CRB p297 With your GM's permission, you can retrain certain features.
Focus Spells CRB p386 FEATS CLASS FEATURES
1 Replace one feat with another of the
1 Change a class choice. GM will tell you
Step Six week same type and appropriate level. month how long this takes — always at least
a month.
SKILLS
Increase all of your proficiency bonuses, and add
proficiencies from skill increases or other class features. Swap out one of your skill proficiency
Untrained Trained Expert Master Legendary 1 ranks, including initial skills.
week
0 The new proficiency rank cannot
Level Level Level Level exceed the rank you traded away.
+2 +4 +6 +8
Step Seven
Adjust bonuses from feats and other abilities that are
based on your level.
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