Your table has a goblin in it now.
Table Goblin is a Discord bot for running Pathfinder 2e. It does the bookkeeping, from initiative and conditions to the multiple attack penalty, treasure and coin, so the table can spend its time on the game.
What it does
- Build a character in Discord. Pick ancestry, class, feats and spells one dropdown at a time, then keep a live sheet. Already have a Pathbuilder sheet? You can import it too.
- Play from chat. Type
pc::"grins and swings"{strike}and the bot rolls it as your character, under their own name and portrait. - Run encounters. Initiative, conditions, saves, reactions and the dying rules.
- Use battle maps. Walls, terrain, light and fog of war, with cover and flanking worked out for you.
- Pull in creatures and NPCs. Take any bestiary creature or build your own, with stat blocks kept GM-only.
- Handle loot, shops and towns. Treasure payouts with unidentified magic items, a shared party fund, and generated towns with their shopkeepers.
Premium soon. The character builder and battle maps will become premium features. They are free while we test them.
Recently added
Oct 21, 2026
- Class features on every sheet: characters built in the wizard now list their class's automatic features with their text (Rage, Reactive Strike, Hunt Prey, Flurry of Blows, Spellstrike...), at the level they unlock. Previously only a few classes did.
- Heritages: a heritage's own rules now follow your level (Benthic Azarketi's cold resistance), the Warrior Automaton and Warrior Jotunborn heritages upgrade your Fist, Iron Fists makes it lethal with shove, and a Pathbuilder import keeps its heritage so those rules apply to it.
- Effects on the map: feats and stances that make an area (Impenetrable Fog, Rock Rampart, Wooden Palisade, Barrier of Boreal Frost, Spell Protection Array, Hallowed Earth, Hampering Stance, Winter Sleet...) now appear on the battle map with their name in the middle, as difficult terrain or a wall where they are one. Aura stances follow you as you move and disappear when the stance ends; Shattershields gives allies in its aura the AC bonus automatically.
- Recall Knowledge is secret: you pick what you want to know (creature type, alignment, size, level and rarity, Speed, saves, resistances...) and the roll is never shown to you, so you can't tell whether the answer is true. The GM channel gets the roll and which answer is true or false. A failure gives you a believable wrong answer, and Dubious Knowledge gives two answers in random order. By default the campaign rule Recall Knowledge to the GM is on: the result goes only to the GM channel with a Send to player button. Turn it off on the campaign rules panel to have the bot answer you straight away.
- Move and Strike feats: Skirmish Strike, Battlefield Agility, Slip the Grasp, Mobile Finisher, Predator's Pounce, Pounce Mimicry, Feral Lunge, Goring Charge, Coordinated Charge, Juggernaut Charge, Hit and Run, Peafowl Strut, Parting Shot and Pivot Strike run the move and the Strike together; the ones that allow either order ask which comes first. Omnikinesis swaps one impulse feat for another.
- Extra damage from feats: Psi Strikes, Apparition's Enhancement, Sanctify Armament and Vow of Mortal Defiance now add their dice to your Strikes automatically. Feats that let you move and Strike in either order ask which comes first.
- Adaptive Stratagem swaps a prepared tactic for you; Defensive Swap swaps the two tokens on the map.
- Still more feat actions: barbarian, cleric, commander, magus, necromancer, druid, runesmith, kineticist, psychic, oracle, sorcerer, animist and swashbuckler feats are in your ability list now, including the stances (Orchard's Endurance and Thermal Nimbus with real resistance), Tangle of Battle, Consume Power, Spike Skin, Blazing Spirit, Roll the Bones of Fate and Toppling Transformation.
- Even more spellshapes: Cast Down, Command Undead, Ebb and Flow, Remediate, Infuse Void, Reach of the Dead, Skeletal Extension, Bizarre and Healing Transformation, Form Control, Ley Line Conduit, Mystery Conduit, Unlimited Potential, Split Shot, Spell Shroud, Elaborate Flourish, Apparition's Quickening and Reflection, Sow Spell and Explosive Metamorphosis.
- Resistances in a fight: stance and timed resistances (Masquerade of Seasons, Dodging Roll, Energy Ward, Defiant Banner, Harden Flesh, Ironblood Stance) now apply in the damage math during an encounter and end with the stance or the timer.
- Many more feat actions: rogue and investigator tricks (Instant Opening, Predictable!, Stay Down!, Surgical Shock, Tamper, Delay Trap, Sanguine Evasion...), monk stances and qi actions (Ironblood Stance, Align Qi, Mixed Maneuver, Wave Spiral, Dragon Roar...), fighter, guardian, gunslinger and ranger stances and reactions, champion, oracle, psychic and witch feats (Brain Drain, Counter Thought, Divine Aegis...), bard, summoner and animist feats (Bestial Snarling, Resounding Finale, Spirit's Sacrifice...), and druid, magus, wizard and sorcerer feats (Deimatic Display, Harden Flesh, Sustaining Steel, Ruby Resurrection...) are in your ability list.
- More spellshapes: Surging Might, Interweave Dispel and the bard's Call and Response, Courageous Advance, Defensive Coordination, Harmonize, In Tune and Vigorous Anthem open the spell picker and tell you what they do to the spell.
- More feat actions: Divine Grace, Charmed Life, Cheat Death, Defensive Roll, Tough Cookie, Desperate Prayer, Determination, Dodging Roll, Wounded Rage, Terrifying Howl, Get Used to Disappointment, After You, Premonition of Avoidance and Clarity, Spell Parry, Energy Ward, Defiant Banner and Banner's Inspiration are in your ability list and apply their numbers (bonuses, hit points, conditions) where the bot can.
- Maneuver feats: Unbalancing Sweep, Scattering Charge, Flying Tackle, Repositioning Block, Dastardly Dash, Shielding Taunt, Switcheroo, Vexing Tumble, Sleeper Hold, Warning Shot and Pistol Twirl roll their checks for you.
- More spellshapes: Martyr, Divine Infusion, Elemental Defense, Energy Ablation, Safeguard Spell, Dizzying Spell, Knockback Spell, Nonlethal Spell, Overburdening Spell, Vampiric Spell, Melodious Spell, Cryptic Spell, Thunderclap Spell, Forcible Energy, Through Spell, Echoing Spell and Garland Spell open the spell picker and tell you exactly what they do to the spell you pick.
- Spellshapes: using a spellshape (Reach Spell, Widen Spell, Echoing Channel...) now opens the spell picker straight away, and the shape applies to the spell you pick. Echoing Channel adds a second-target menu: a 2-action Heal or Harm echoes to that creature as the 1-action version, no extra slot.
- Fane's Fourberie: taking the feat gives you a deck of Playing Cards; the stance wields it as a dagger or a dart, with a thrown Strike that spends a card each time. Ending the stance offers to gather the thrown cards (1 minute, or use Gather Playing Cards later); if most of the deck is still in hand they are all found.
- Trickster's Ace: your daily preparations now ask for the trigger and the spell; the reaction casts it on you and spends it until the next preparations.
- Eerie Proclamation: marks a 10-foot square on the map that springs when a creature walks in, or you can spring it by hand. Sepulchral Sublimation: pick the undead minion to destroy, then cast a necromancy spell up to half its level without spending a slot.
- Strikes: putting a weapon away keeps its Strike for when you equip it again, instead of rebuilding it each time.
- Lightning Swap: now asks which held item to put away (when you hold two) and which weapon, pair or weapon and shield to draw, then updates your hands, shield and Strikes.
- Gear fix: an imported Explorer's Clothing (Pathbuilder's "Clothing (Explorer's)") can now be equipped from the Gear tab.
- More feat actions: Creature Comforts, Inspiring Resilience, Devoted Guardian, Shield Wall, Masquerade of Seasons Stance, Helt's Spelldance, Counterspell (Prepared), Corpse-Killer's Defiance, Reactive Interference, Miraculous Intervention, You're Next, Paragon's Guard, Stella's Stab and Snag, and the Barbarian's Inner Strength, Scars of Steel, Embrace the Pain and Bashing Charge are in your ability list and apply their numbers (bonuses to AC and saves, resistances, reduced conditions, the checks they call for).
- Feats you take when you level up: a multiclass dedication now trains its skill and its weapon or armor (Wizard Dedication trains Arcana, Fighter Dedication trains martial weapons, Champion Dedication light and medium armor), Skill Training trains the skill you pick, and Additional Lore adds its Lore. Before, only the feat itself was recorded.
- What your specialisation grants: an Oracle's mystery curse, an Exemplar ikon's transcendence, a Psychic's amp, an Investigator methodology's actions, a Rogue Avenger's Hunt Prey and the like now appear on the sheet with their text when you build.
- Spellshape feats: Reach Spell, Widen Spell, Detonating Spell, Overwhelming Energy, Chaotic Spell, Scintillating Spell, Conceal Spell, Consecrate Spell and Quickened Casting are in your ability list: use one, then Cast a Spell, and the cast shows what the shape does to that spell (new range or area, the splash, the resistance ignored, the Chaotic roll).
- More feat actions: Bespell Strikes adds its 1d6 to the Strike you choose, and Tempo Shift quickens you. The Combat tab lists the spells you are sustaining.
Oct 20, 2026
- Sustaining spells: a sustained spell is tracked as soon as you cast it in an encounter, with its limit taken from the spell. There is a Sustain a Spell action (one action) and a free Dismiss a Spell in your ability list, the Sustain tells you what the spell wants, and Effortless Concentration sustains one for free at the start of your turn.
- Lore skills: Lore skills from the build wizard are now trained, an ancestry Lore feat (Goblin Lore...) gives its Lore skill, and a Lore no longer reads "Lore Lore".
- Dazzling Display: the Fighter, Ranger, Rogue and Swashbuckler feat is in your ability list: pick the enemies within 30 feet and the bot rolls Intimidation against each, then records a minute of immunity to it.
- Kineticist gate: the build now requires the Kinetic Gate to be finished: the element, Single or Dual Gate, a Dual Gate's second element, and the two 1st-level impulse feats. A Single Gate shows its impulse junction on the sheet.
- Warrior of Legend: you now choose your cursed weakness (bludgeoning, piercing or slashing) when you build: it appears on the sheet as a weakness of half your level, and taking damage of that type makes you Doomed 2. A Warrior of Legend no longer gets Shield Block from the Fighter class. A dual-class character with two skill choices is asked for both. Its weapon mastery and legend cover spears and polearms automatically, Spear of Doom raises the weakness to your full level, and Only My Doom May Claim Me and Razor's Edge work.
- Class and origin skills: the build wizard now trains the skills a class and its specialisation grant (a Ranger's Nature, a Ruffian's Intimidation, a bloodline's skills, a Druid order's skill), the skills a heritage or ancestry feat trains (the Lore feats, Skilled Human), and asks a Fighter or Runesmith which skill their class trains. A skill two sources both train gives you another pick instead. A Warrior of Legend is trained in both Acrobatics and Athletics, has no heavy armor training and starts with Diehard.
- Bulk of ammunition: arrows, bolts and other ammunition are weighed by the pack, as the rules do: 10 arrows are 1 light Bulk (0.1), so 50 arrows are 0.5 rather than 5.
- Handwraps of Mighty Blows: an imported character's invested handwraps now boost its unarmed Strikes (Fist, Seedpod, Spine...) even though Pathbuilder only gives the item's name, and the duplicate Strength-based copy of a feat's natural weapon is no longer listed beside the real one.
- Full rebuild: a GM can approve a character for a complete rebuild with
/tgm approve_rebuild, and the player starts it with/tgretrain kind:Full rebuild: the character builder opens with the same name, and gear and coin are kept. - Giving items:
/tgm givetakes aquantity, so five Healing Potions are one command. - Clerics and deities: an imported Cleric now gets its favored weapon, sanctification and domain from the Pathbuilder export, so the favored weapon is trained (+5 to hit at 1st level, not +2). The build step's deity-spell picker no longer loses its spell dropdown: searching covers every tradition. New
/tgchar deitysets the deity's spells, favored weapon and sanctification on any character, since Pathbuilder can't export the spells. - It's Not Over: the Performer archetype reaction is in your ability list. At 0 Hit Points it sets you back to 10 + level + Constitution modifier and clears dying instead, once a day.
- Feat actions: Quick Draw and other "then Strike" feats now roll the Strike, and Trick Magic Item rolls its skill check against the DC the GM gives.
- Pathbuilder import: an imported character now gets its class and ancestry features (Sneak Attack, Darkvision, Overdrive...) with their text, its senses, its items inside the backpack they were in, and every spell slot per day. Update an older import with
/tgchar import(Update existing, keep my edits) to pick these up.
Oct 19, 2026
- Ranged unarmed Strikes: any Strike a feat or ancestry gives you with a range (a Leshy's Seedpod, a spit, a ranged tail) now rolls with Dexterity, adds no Strength to damage, and carries the feat's name. Propulsive adds half a positive Strength; a thrown weapon adds its full Strength like a melee weapon, unless it has the splash trait. Existing characters are corrected the next time their sheet recalculates.
- NPC tokens:
/tgnpc set_avatargives an NPC a token image. It is kept in the GM channel, so players never see it in the Character Sheets channel. - Adventurer's Pack: buying one now gives a backpack with its contents inside: bedroll, chalk, flint and steel, rope, rations, soap, torches and a waterskin.
- Warpriest and Battle Creed: a Warpriest now gets light and medium armor, expert Fortitude, martial weapons at 3rd and the rest of its doctrine by level; a Battle Creed cleric gets its own spell table, the battle font (Bless and Bane slots), its weapon and armor training, Reactive Strike at 9th, and Battle Harbinger Dedication at 2nd level. The deity's favored weapon climbs on its doctrine's schedule.
- Clerics and backgrounds: a Cleric's favored weapon is now trained, the build wizard asks for the Divine Font (Healing or Harmful), which adds the extra Heal or Harm slots, and a background that trains "a Lore skill" of your choosing now asks which one. Rebuilding a character no longer doubles its focus points.
- Shopping:
/tgtown shop buyhas a quantity option, and what you buy joins the matching stack in your pack (ten more arrows are 20 arrows, not a second entry). - What you have equipped: the Gear tab shows the armor worn, the shield ready and the weapons in hand, marks each one, and has an Equip button to change them (equipping a weapon makes its Strike). Give, Drop and Stow now work for weapons, armor and shields; a backpack you give takes everything inside it.
- Stowing part of a stack: when you stow a stack of more than one, you choose how many to move; the rest stays where it was.
- Building a Rogue: the build wizard now has a Skill Feat step, since a Rogue gets one at 1st level.
- Feat actions: every feat that costs an action, a reaction or a free action is in the ability list with its cost and limits, and many now roll their own Strikes, saves and conditions: pick the Strike and the target and the bot applies the extra damage, the condition and the save result. Movement and positioning stay with the table.
Oct 17, 2026
- Gear tab: use a consumable on yourself or an ally, invest magic items (only invested items give their bonuses), give gear to another character, affix talismans, and stow things in a pack. Bulk and encumbrance are tracked.
{item}and{give}work from chat. - Shops:
/tgshopis now its own command, and you can sell loose gear back to a shop. The GM sets the sell rate in the campaign rules. - Battle maps: doors, windows, chests and levers that open, close and lock with
/tgmap interact. A window gives the far side cover. Ledges are drops of 10, 20 or 40 feet: end a move on one and you fall (half the distance in damage, taken for you, and Prone; Cat Fall softens it). Club, polearm and shield critical hits knock the target back on the map. - Weapon runes and feats: Shock arcs to nearby enemies on a critical hit, Corrosive rolls the armor damage, Merciful leaves the target Fascinated, and the Invisibility armor rune is an ability. Lastwall Sentries can Shield Block for an ally. Diverse Recognition and Primadonna now keep to their once-per-round and once-per-hour limits. The sheet's skill dropdown has a skill-action picker. A creature you can't see or hear at all is Undetected, not just Hidden, and casting Darkness paints it on the map. Choirmasters can share a save with their student, Deft Cooperation pays off after an Aid, the sheet shows your shield's Hit Points, and feats that raise your Speed (Fleet, Monk Moves, Quick Climb...) now count. Worn armor's check and Speed penalties are finally applied (unless your Strength meets its entry), the Shadow rune helps Stealth, and gear that helps one action (Boots of Free Running, a Belt of Giant Strength, the Slick rune) now counts. Two dozen archetype actions that had nothing behind them are in, among them the Apocalypse Rider's mythic feats and the Infernal Knight's order features. Feats now give the numbers in their own rules: the Resiliency feats add Hit Points, resistances and senses land on the sheet, bonuses against fear or poison apply to those saves, and twenty more feats grant their innate spell. Every feat that costs an action, a reaction or a free action is now in the ability dropdown, with its cost, its once-per-day or per-round limit, any effect it links and the rule text, around a thousand class feats and four hundred ancestry feats that could only be played by hand before.
- Poison and talismans: coat a weapon with an injury poison from Use Item, and the next hit exposes the target. The Gear tab's Talismans button activates or removes one. Tools on the belt are capped at 2 Bulk, and a Bag of Holding works as a container.
- Encounters: casting Create Thrall, a Summon spell or Manifest Eidolon places the creature on the map. The turn message shows the map,
/tge starttakes a list of enemies, and/tge endoffers to save the map. - GM tools: set the party level (players can't level past it) and raise it with
/tgm levelup./tgnpc addis private and can apply the suggested stats for a level. - Identify: Identify Alchemy for alchemical items, and Crafter's Appraisal lets Crafting identify magic items.
- Spellcasters: retrain a repertoire spell with
/tgretrain; Bard and Beast Gunner archetypes get signature spells. - Party fund:
/tg partyis now/tgparty. - Characters: Wounded ends after a rest at full Hit Points.
/tgchar buildtakes alevelagain: it builds at 1st level, then walks you through each level-up to the level you asked for.
Oct 16, 2026
- Edit post: right-click something your character said, choose Apps → Edit post, and fix it within ten minutes.
- Signature spells: Bards, Oracles, Psychics, Sorcerers and Summoners pick them while building (3rd level and up), and get one free spell swap each level.