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*/ diff --git a/data/abilities.json b/data/abilities.json index b4c6c5a0db..3c17289bdf 100644 --- a/data/abilities.json +++ b/data/abilities.json @@ -1,5 +1,16 @@ { "ability": [ + { + "name": "Keen Eyes", + "source": "GMG", + "page": 204, + "creature": [ + "Halfling" + ], + "entries": [ + "Your eyes are sharp, allowing you to make out small details about concealed or even invisible creatures that others might miss. You gain a +2 circumstance bonus when using the Seek action to find hidden or undetected creatures within 30 feet of you. When you target an opponent that is concealed from you or hidden from you, reduce the DC of the flat check to 3 for a concealed target or 9 for a hidden one." + ] + }, { "name": "Troop Defenses", "otherSources": { @@ -428,7 +439,7 @@ }, "entries": [ "The monster {@action Stride||Strides} up to double its Speed and can move through the spaces of any creatures in its path. Any creature of the monster's size or smaller whose space the monster moves through can attempt a Reflex save with the listed DC to avoid being engulfed. A creature unable to act automatically critically fails this save. If a creature succeeds at its save, it can choose to be either pushed aside (out of the monster's path) or pushed in front of the monster to the end of the monster's movement. The monster can attempt to Engulf the same creature only once in a single use of Engulf. The monster can contain as many creatures as can fit in its space.", - "A creature that fails its save is pulled into the monster's body. It is {@condition grabbed}, is {@condition slowed} 1, and has to hold its breath or start suffocating. The creature takes the listed amount of damage when first engulfed and at the end of each of its turns while it's engulfed. An engulfed creature can get free by Escaping against the listed escape DC. An engulfed creature can attack the monster engulfing it, but only with unarmed attacks or with weapons of light Bulk or less. The engulfing creature is {@condition flat-footed} against the attack. If the monster takes piercing or slashing damage equaling or exceeding the listed Rupture value from a single attack or spell, the engulfed creature cuts itself free. A creature that gets free by either method can immediately breathe and exits the swallowing monster's space.", + "A creature that fails its save is pulled into the monster's body. It is {@condition grabbed}, is {@condition slowed 1}, and has to hold its breath or start suffocating. The creature takes the listed amount of damage when first engulfed and at the end of each of its turns while it's engulfed. An engulfed creature can get free by Escaping against the listed escape DC. An engulfed creature can attack the monster engulfing it, but only with unarmed attacks or with weapons of light Bulk or less. The engulfing creature is {@condition flat-footed} against the attack. If the monster takes piercing or slashing damage equaling or exceeding the listed Rupture value from a single attack or spell, the engulfed creature cuts itself free. A creature that gets free by either method can immediately breathe and exits the swallowing monster's space.", "If the monster dies, all creatures it has engulfed are automatically released as the monster's form loses cohesion." ] }, @@ -450,7 +461,7 @@ }, "trigger": "The monster is reduced to 0 HP.", "entries": [ - "The monster avoids being knocked out and remains at 1 HP, but its {@condition wounded} value increases by 1. When it is {@condition wounded} 3, it can no longer use this ability." + "The monster avoids being knocked out and remains at 1 HP, but its {@condition wounded} value increases by 1. When it is {@condition wounded 3}, it can no longer use this ability." ] }, { @@ -484,9 +495,9 @@ "type": "successDegree", "entries": { "Critical Success": "The creature is unaffected by the presence.", - "Success": "The creature is {@condition frightened} 1.", - "Failure": "The creature is {@condition frightened} 2.", - "Critical Failure": "The creature is {@condition frightened} 4." + "Success": "The creature is {@condition frightened 1}.", + "Failure": "The creature is {@condition frightened 2}.", + "Critical Failure": "The creature is {@condition frightened 4}." } } ] @@ -677,7 +688,7 @@ "source": "B1", "page": 343, "entries": [ - "This monster regains the listed number of Hit Points each round at the beginning of its turn. Its {@condition dying} condition never increases beyond {@condition dying} 3 as long as its regeneration is active. However, if it takes damage of a type listed in the regeneration entry, its regeneration deactivates until the end of its next turn. Deactivate the regeneration before applying any damage of a listed type, since that damage might kill the monster by bringing it to {@condition dying} 4." + "This monster regains the listed number of Hit Points each round at the beginning of its turn. Its {@condition dying} condition never increases beyond {@condition dying 3} as long as its regeneration is active. However, if it takes damage of a type listed in the regeneration entry, its regeneration deactivates until the end of its next turn. Deactivate the regeneration before applying any damage of a listed type, since that damage might kill the monster by bringing it to {@condition dying 4}." ] }, { @@ -749,7 +760,7 @@ ], "entries": [ "The monster attempts to swallow a creature of the listed size or smaller that it has {@condition grabbed} in its jaws or mouth. If a swallowed creature is of the maximum size listed, the monster can't use Swallow Whole again. If the creature is smaller than the maximum, the monster can usually swallow more creatures; the GM determines the maximum. The monster attempts an {@skill Athletics} check opposed by the {@condition grabbed} creature's Reflex DC. If it succeeds, it swallows the creature. The monster's mouth or jaws no longer grab a creature it has swallowed, so the monster is free to use them to {@action Strike|CRB} or Grab once again. The monster can't attack creatures it has swallowed.", - "A swallowed creature is {@condition grabbed}, is {@condition slowed} 1, and has to hold its breath or start suffocating. The swallowed creature takes the listed amount of damage when first swallowed and at the end of each of its turns while it's swallowed. If the victim {@action Escape||Escapes} this ability's {@condition grabbed} condition, it exits through the monster's mouth. This frees any other creature {@condition grabbed} in the monster's mouth or jaws. A swallowed creature can attack the monster that has swallowed it, but only with unarmed attacks or with weapons of light Bulk or less. The engulfing creature is {@condition flat-footed} against the attack. If the monster takes piercing or slashing damage equaling or exceeding the listed Rupture value from a single attack or spell, the engulfed creature cuts itself free. A creature that gets free by either Escaping or cutting itself free can immediately breathe and exits the swallowing monster's space.", + "A swallowed creature is {@condition grabbed}, is {@condition slowed 1}, and has to hold its breath or start suffocating. The swallowed creature takes the listed amount of damage when first swallowed and at the end of each of its turns while it's swallowed. If the victim {@action Escape||Escapes} this ability's {@condition grabbed} condition, it exits through the monster's mouth. This frees any other creature {@condition grabbed} in the monster's mouth or jaws. A swallowed creature can attack the monster that has swallowed it, but only with unarmed attacks or with weapons of light Bulk or less. The engulfing creature is {@condition flat-footed} against the attack. If the monster takes piercing or slashing damage equaling or exceeding the listed Rupture value from a single attack or spell, the engulfed creature cuts itself free. A creature that gets free by either Escaping or cutting itself free can immediately breathe and exits the swallowing monster's space.", "If the monster dies, a swallowed creature can be freed by creatures adjacent to the corpse if they spend a combined total of 3 actions cutting the monster open with a weapon or unarmed attack that deals piercing or slashing damage." ] }, diff --git a/data/actions.json b/data/actions.json index c83e088e95..07d7b9fdd2 100644 --- a/data/actions.json +++ b/data/actions.json @@ -36,30 +36,35 @@ "type": "pf2-options", "items": [ { + "type": "item", "name": "Armor of Insight ({@skill Perception})", "entries": [ "Sensing the incoming attack, you make your mind resist psychic harm. You gain resistance equal to half your level (minimum 1) to mental damage against the triggering effect. This resistance is doubled if you're a master in Perception and tripled if you're legendary. " ] }, { + "type": "item", "name": "Empathic Orbit ({@skill Diplomacy})", "entries": [ "Displaying empathy, you sow doubt in your attacker to diminish their resolve for psychic combat. The opponent is stupefied 1 until the end of their next turn or stupefied 2 if you're legendary in Diplomacy. " ] }, { + "type": "item", "name": "Ire's Spear ({@skill Intimidation})", "entries": [ "Blazing anger surges in your mind, causing backlash to anyone who harms you. If the manifestation damages you, the opponent takes damage equal to the counteract level of the manifestation it used against you. This damage is doubled if you're a master of Intimidation or tripled if you're legendary. " ] }, { + "type": "item", "name": "Rational Labyrinth ({@skill Occultism})", "entries": [ "Analytically breaking down the attack, you realign your mind's defenses into a puzzle designed to confound it. You gain a +2 status bonus to your Will save or Will DC, or a +4 status bonus if the effect has the emotion trait. " ] }, { + "type": "item", "name": "Sensory Phantasm ({@skill Deception})", "entries": [ "Using your guile, you send psychic illusions through your mental link to your foe, making yourself harder to pinpoint. You're concealed against the opponent until the end of its next turn." @@ -170,12 +175,14 @@ "type": "pf2-options", "items": [ { + "type": "item", "name": "Distracting Cacophony", "entries": [ "The trigger is a spell. You create a musical crash of sonic energy that assails the target and breaks its concentration. The target must succeed at a Fortitude save against your class DC or become stupefied 1 until the end of your next turn (stupefied 2 on a critical failure). The target doesn't have to attempt a flat check to avoid losing the triggering spell, but the discordant ring does lower the spell attack roll or spell DC of the triggering spell from stupefied." ] }, { + "type": "item", "name": "Disrupting Harmony", "entries": [ "The trigger is a Strike. You create a strangely discordant harmony that sinks into your foe's mind and throws its movements off. The target must succeed at a Will save against your class DC or become your choice of enfeebled 1 or clumsy 1 until the end of your next turn (enfeebled 2 or clumsy 2 on a critical failure)." @@ -208,14 +215,17 @@ "You drink from the liquid that slowly collects in your chalice or administer it to an adjacent ally. The drinker chooses whether to take a small sip or to drain the contents.", { "type": "pf2-options", + "noColon": true, "items": [ { + "type": "item", "name": "Sip", "entries": [ "A sip grants the drinker an amount of temporary Hit Points equal to 2 + half your level that last until the end of your next turn." ] }, { + "type": "item", "name": "Drain", "traits": [ "healing", @@ -385,7 +395,7 @@ ], "actionType": { "class": [ - "Psychic|DA" + "psychic|DA" ] }, "requirements": "You're in an encounter, you {@spell Cast a Spell} on your previous turn, and you aren't {@condition stupefied}.", @@ -639,6 +649,9 @@ }, { "name": "Aid", + "alias": [ + "Help" + ], "source": "CRB", "page": 470, "activity": { @@ -663,6 +676,122 @@ } ] }, + { + "name": "Envenom", + "source": "LOIL", + "activity": { + "number": 1, + "unit": "action" + }, + "actionType": { + "ancestry": [ + "Vishkanya|LOIL" + ] + }, + "traits": [ + "manipulate" + ], + "frequency": { + "freq": 1, + "unit": "day" + }, + "entries": [ + "Through use of either saliva or blood, you use your innate toxins to apply vishkanyan venom to your weapon or a piece of ammunition. To use your blood, you must be injured, or you can deal 1 slashing damage to yourself as part of the action. The vishkanyan venom remains potent until the end of your next turn, or until you expend it as normal for an injury poison by either hitting a target or critically failing an attack roll.", + { + "type": "affliction", + "savingThrow": "Fortitude", + "name": "Minor Vishkanyan Venom", + "traits": [ + "injury", + "poison" + ], + "maxDuration": "6 rounds", + "stages": [ + { + "stage": 1, + "entry": "{@damage 1d4} poison damage", + "duration": "1 round" + }, + { + "stage": 2, + "entry": "{@damage 1d4} poison damage", + "duration": "1 round" + }, + { + "stage": 3, + "entry": "{@damage 1d4} poison damage", + "duration": "1 round" + } + ] + } + ] + }, + { + "name": "Venom Draw", + "source": "LOIL", + "page": 60, + "actionType": { + "ancestry": [ + "Vishkanya|LOIL" + ], + "heritage": [ + "Keen-Venom|LOIL" + ] + }, + "requirements": "Your {@action Envenom|LOIL} action hasn't been expended.", + "activity": { + "number": 1, + "unit": "action" + }, + "entries": [ + "You quickly envenom poisonous saliva on your weapon as you draw it. {@action Interact} to draw a weapon, and then {@action Envenom|LOIL} it. This uses up your daily use of {@action Envenom|LOIL}." + ] + }, + { + "name": "Raise Neck", + "source": "LOIL", + "page": 48, + "activity": { + "number": 1, + "unit": "action" + }, + "actionType": { + "ancestry": [ + "Nagaji|LOIL" + ], + "heritage": [ + "Whipfang|LOIL" + ] + }, + "entries": [ + "You raise your head into a striking position. The fangs {@action Strike} granted by your nagaji ancestry gains a reach of 10 feet until the end of your turn." + ] + }, + { + "name": "Wicked Thorns", + "source": "LOIL", + "page": 37, + "activity": { + "number": 1, + "unit": "reaction" + }, + "actionType": { + "ancestry": [ + "Ghoran|LOIL" + ], + "heritage": [ + "Thorned|LOIL" + ] + }, + "trigger": "You're hit with an unarmed {@action Strike} or a {@action Strike} with a non-reach melee weapon.", + "frequency": { + "freq": 1, + "unit": "day" + }, + "entries": [ + "Several of your thorns break off and hook into your attacker's body. You deal {@damage 1d8} piercing damage to the triggering creature. It attempts a basic Reflex save against the higher of your class DC or spell DC. On a critical failure, the creature also takes {@damage 1d4} {@condition persistent damage||persistent bleed damage} as your thorns embed in its flesh. At 3rd level, and every 2 levels thereafter, this damage increases by {@scaledice 2d8|2-9|1d8}, and the persistent piercing damage increases by {@scaledice 2|2-9|1}." + ] + }, { "name": "Anadi Venom", "source": "LOME", @@ -1000,7 +1129,7 @@ "trigger": "You attempt a melee {@action Strike} against your opponent, but haven't rolled yet.", "requirements": "You're in a duel, you're trained in {@skill Intimidation}, and you rolled an {@skill Intimidation} check for initiative this round.", "entries": [ - "If you hit, your opponent becomes {@condition frightened} 1. If your opponent is using {@skill Perception} for initiative when this ability is used, they become {@condition frightened} 2 instead." + "If you hit, your opponent becomes {@condition frightened 1}. If your opponent is using {@skill Perception} for initiative when this ability is used, they become {@condition frightened 2} instead." ] }, { @@ -1097,7 +1226,7 @@ "Focus ({@trait manipulate})" ] }, - "{@b Disrupted and Lost Spells} Some abilities and spells can disrupt a spell, causing it to have no effect and be lost. When you lose a spell, you've already expended the spell slot, spent the spell's costs and actions, and used the {@action Cast a Spell} activity. If a spell is disrupted during a Sustain a Spell action, the spell immediately ends. The full rules for disrupting actions appear here." + "{@b Disrupted and Lost Spells} Some abilities and spells can disrupt a spell, causing it to have no effect and be lost. When you lose a spell, you've already expended the spell slot, spent the spell's costs and actions, and used the {@action Cast a Spell} activity. If a spell is disrupted during a {@action Sustain a Spell} action, the spell immediately ends. The full rules for disrupting actions appear here." ] }, { @@ -1760,7 +1889,7 @@ "type": "list", "items": [ "{@b Debilitation} the target takes a \u201310-foot status penalty to its Speeds.", - "{@b Debilitation} The target becomes {@condition enfeebled} 1." + "{@b Debilitation} The target becomes {@condition enfeebled 1}." ] } ] @@ -2843,6 +2972,9 @@ }, { "name": "Grapple", + "alias": [ + "Grab" + ], "source": "CRB", "page": 242, "activity": { @@ -2984,6 +3116,9 @@ }, { "name": "Hunt Prey", + "alias": [ + "Mark Prey" + ], "source": "CRB", "page": 168, "activity": { @@ -3176,6 +3311,9 @@ }, { "name": "Interact", + "alias": [ + "Use an Object" + ], "source": "CRB", "page": 470, "activity": { @@ -3749,7 +3887,7 @@ "type": "successDegree", "entries": { "Critical Success": "The target is unaffected.", - "Success": "The target is {@condition enfeebled} 2 until the end of your next turn.", + "Success": "The target is {@condition enfeebled 2} until the end of your next turn.", "Failure": "The target is {@condition paralyzed} for 4 rounds.", "Critical Failure": "The target is {@condition paralyzed} for 4 rounds, knocked {@condition unconscious} for 2 hours, or killed (your choice)." } @@ -4352,6 +4490,9 @@ }, { "name": "Recall Knowledge", + "alias": [ + "Identify" + ], "source": "CRB", "page": 239, "activity": { @@ -5402,6 +5543,9 @@ }, { "name": "Step", + "alias": [ + "Disengage" + ], "source": "CRB", "page": 471, "activity": { @@ -5461,6 +5605,9 @@ }, { "name": "Strike", + "alias": [ + "Attack" + ], "source": "CRB", "page": 471, "activity": { @@ -5854,7 +6001,7 @@ ] }, "entries": [ - "You {@action Stride} to be adjacent to a foe and {@action Demoralize} that foe. If you succeed, the foe is {@condition frightened} 2 instead of {@condition frightened} 1." + "You {@action Stride} to be adjacent to a foe and {@action Demoralize} that foe. If you succeed, the foe is {@condition frightened 2} instead of {@condition frightened 1}." ] }, { @@ -6170,6 +6317,100 @@ "entries": [ "Your careful shot against an unsuspecting opponent pierces a vital artery or organ. Make a ranged {@action Strike}. If the target is {@condition flat-footed}, the {@action Strike} deals an extra die of weapon damage, and the foe takes {@condition persistent damage||persistent bleed damage} equal to the amount of precision damage from your {@action One Shot, One Kill|G&G}." ] + }, + { + "name": "Touch and Go", + "source": "LOIL", + "page": 108, + "activity": { + "number": 1, + "unit": "action" + }, + "traits": [ + "gunslinger" + ], + "actionType": { + "class": [ + "gunslinger|G&G" + ], + "subclass": [ + "Triggerbrand|LOIL" + ] + }, + "requirements": "You're wielding a combination weapon.", + "entries": [ + "Your body's shadows mask your hands' steel. You can {@action Step} toward an enemy, you can {@action Interact} to change your weapon between melee or ranged modes, and you then {@action Interact} to reload." + ] + }, + { + "name": "Spring the Trap", + "source": "LOIL", + "page": 108, + "activity": { + "number": 1, + "unit": "free" + }, + "traits": [ + "gunslinger" + ], + "actionType": { + "class": [ + "gunslinger|G&G" + ], + "subclass": [ + "Triggerbrand|LOIL" + ] + }, + "trigger": "You roll initiative.", + "entries": [ + "You can {@action Interact} to draw a combination weapon and set it to melee or ranged mode. On your first turn, your movement and ranged attacks don't trigger reactions that are normally triggered by movement or a ranged attack (such as {@action Attack of Opportunity})." + ] + }, + { + "name": "Wind Them Up", + "source": "LOIL", + "page": 108, + "activity": { + "number": 2, + "unit": "action" + }, + "traits": [ + "gunslinger" + ], + "actionType": { + "class": [ + "gunslinger|G&G" + ], + "subclass": [ + "Triggerbrand|LOIL" + ] + }, + "entries": [ + "Should foes parry your blade or dodge your bullets? Neither\u2014they should be watching their purse. Make a melee {@action Strike} with your combination weapon, and then attempt a {@skill Thievery} check with a \u20135 penalty to {@action Steal} from your target; you can't {@action Steal} closely guarded objects or objects that would take a long time to pilfer. You don't need a free hand to attempt to {@action Steal} something in this manner. If your {@skill Thievery} check succeeds, the target is {@condition flat-footed} against your ranged attacks until the start of your next turn, and you don't trigger reactions that are normally triggered by movement or a ranged attack. These effects occur even if your target has no objects to {@action Steal}." + ] + }, + { + "name": "Break Them Down", + "source": "LOIL", + "page": 108, + "activity": { + "number": 2, + "unit": "action" + }, + "traits": [ + "gunslinger" + ], + "actionType": { + "class": [ + "gunslinger|G&G" + ], + "subclass": [ + "Triggerbrand|LOIL" + ] + }, + "entries": [ + "Your foes are but dross from which you carve and shoot your legend. Make a melee {@action Strike} and then a ranged {@action Strike} with a combination weapon, both against the same enemy; you don't need to change modes to do so. If the melee {@action Strike} hits, you gain a +1 circumstance bonus to the attack roll with the ranged {@action Strike}. Each attack counts toward your multiple attack penalty, but your multiple attack penalty doesn't increase until you've made both attacks. If both {@action Strike||Strikes} hit, you deal an additional {@damage 2d6} {@condition persistent damage||persistent bleed damage} to the enemy, and they're {@condition dazzled} until this {@condition persistent damage||persistent bleed damage} ends." + ] } ] } diff --git a/data/afflictions.json b/data/afflictions.json index 6e278d9bd8..5d0d5bf67f 100644 --- a/data/afflictions.json +++ b/data/afflictions.json @@ -754,6 +754,148 @@ } ], "curse": [ + { + "name": "Curse of Biting Swarms", + "source": "LOIL", + "page": 176, + "type": "Curse", + "level": 5, + "traits": [ + "curse", + "transmutation", + "magical" + ], + "entries": [ + "You emit a deathlike stench that attracts swarms of carrion-eating insects.", + { + "type": "affliction", + "DC": 20, + "savingThrow": "Fortitude", + "entries": [ + "You smell like a charnel house, making it easy for creatures with scent to notice you; they gain a +2 circumstance bonus to their {@skill Perception} against you. Additionally, the first time you're exposed to sunlight each day, biting insects attack you, scattering once they've taken damage. You then become {@condition sickened 1} and {@condition drained 1} until the next time you take a full night's rest. These conditions can't be reduced below 1 by other means." + ] + } + ] + }, + { + "name": "Boatman's Toll Curse", + "source": "LOIL", + "page": 176, + "type": "Curse", + "level": 20, + "traits": [ + "curse", + "death", + "magical", + "necromancy" + ], + "entries": [ + "Your soul is treated as collateral for the crimes you've committed. This punishment is reserved for those who have committed truly heinous acts, such as using holy magic against an important undead citizen or conspiring with enemies of the state.", + { + "type": "affliction", + "DC": 43, + "savingThrow": "Will", + "entries": [ + "A tattoo of a skull with coins on its eyes etches itself into your skin, dealing {@damage 6d10} cold damage and {@damage 6d10} negative damage and causing you to become {@condition drained 4}. If the tattoo is ever removed or destroyed by any means, it reappears after 24 hours and deals its damage again unless this curse is removed first. If you're reduced to 0 Hit Points while the tattoo is on your body, you die immediately, and your soul is banished to {@plane Abaddon}. You can't be revived, reincarnated, raised as an undead, or otherwise come back to life unless the boatman Charon relinquishes your soul." + ] + } + ] + }, + { + "name": "Lord's Arrogance", + "source": "LOIL", + "page": 176, + "type": "Curse", + "level": 7, + "traits": [ + "curse", + "enchantment", + "magical", + "mental" + ], + "entries": [ + "You're filled with the unearned confidence of a young noble and carry yourself as if you can do no wrong.", + { + "type": "affliction", + "DC": 23, + "savingThrow": "Will", + "entries": [ + "Whenever you make a {@action Recall Knowledge} check or a {@skill Perception} check that would give you information (such as to {@action Sense Motive}), you always receive at least one piece of false information that you believe with absolute confidence, even on a success or better. If you attempt to act on this false information, you receive a \u20131 circumstance penalty on any skill checks you attempt." + ] + } + ] + }, + { + "name": "Consummate Liar", + "source": "LOIL", + "page": 176, + "type": "Curse", + "level": 14, + "traits": [ + "curse", + "enchantment", + "magical", + "mental" + ], + "entries": [ + "It becomes your first instinct to answer every question with an obvious and blatant lie, no matter how trivial.", + { + "type": "affliction", + "DC": 31, + "savingThrow": "Will", + "entries": [ + "Whenever you're asked a question directly, you must attempt a DC 32 Will save. On a failure, you spout an obvious lie with an automatic failure at your {@skill Deception} check. If you succeed, you can choose your words carefully and answer however you wish, but if you choose to answer truthfully, the agony of telling the truth causes you to take {@damage 3d8} mental damage." + ] + } + ] + }, + { + "name": "Curse of The Rotting Heart", + "source": "LOIL", + "page": 176, + "type": "Curse", + "level": 9, + "traits": [ + "curse", + "transmutation", + "magical" + ], + "entries": [ + "A shriveled, spectral heart appears inside your body, beating alongside your own.", + { + "type": "affliction", + "DC": 25, + "savingThrow": "Will", + "entries": [ + "You're harmed by positive energy as if you were undead, harmed by negative energy as if you were living, and can't be healed by either one. All other forms of magical healing, such as the {@spell soothe} spell, restore only half the normal amount of Hit Points. Alchemical healing, healing with the {@skill Medicine} skill, and other non-magical methods continue to heal you normally." + ] + } + ] + }, + { + "name": "Curse of Petulant Whispers", + "source": "LOIL", + "page": 176, + "type": "Curse", + "level": 2, + "traits": [ + "auditory", + "curse", + "illusion", + "magical" + ], + "entries": [ + "A cruel, ghostly voice follows you, whispering your transgressions to anyone you encounter.", + { + "type": "affliction", + "DC": 16, + "savingThrow": "Will", + "entries": [ + "Whenever you try to speak to another creature who doesn't know you well, they hear whispers in a language they understand that reveal hints and phrases related to the things about which you feel most guilty. You have a \u20132 circumstance bonus to {@skill Diplomacy} checks to {@action Make an Impression} against those creatures, and if you roll a failure on your check, you get a critical failure instead." + ] + } + ] + }, { "name": "Slithering", "source": "Sli", diff --git a/data/ancestries/ancestry-catfolk.json b/data/ancestries/ancestry-catfolk.json index 84c1dc286f..00376d2493 100644 --- a/data/ancestries/ancestry-catfolk.json +++ b/data/ancestries/ancestry-catfolk.json @@ -291,7 +291,7 @@ "source": "APG", "page": 10, "entries": [ - "Your family has always seemed to bounce back from disaster, not through physical hardiness or specialized skill, but from sheer luck. Other catfolk whisper that you have nine lives. If you are reduced to 0 Hit Points by a critical hit on an attack roll, you become {@condition dying} 1 instead of {@condition dying} 2." + "Your family has always seemed to bounce back from disaster, not through physical hardiness or specialized skill, but from sheer luck. Other catfolk whisper that you have nine lives. If you are reduced to 0 Hit Points by a critical hit on an attack roll, you become {@condition dying 1} instead of {@condition dying 2}." ] }, { diff --git a/data/ancestries/ancestry-fleshwarp.json b/data/ancestries/ancestry-fleshwarp.json index 4ec77964a7..40895d608d 100644 --- a/data/ancestries/ancestry-fleshwarp.json +++ b/data/ancestries/ancestry-fleshwarp.json @@ -128,6 +128,7 @@ }, { "type": "pf2-h2", + "source": "LOAG", "page": 89, "name": "Fleshwarps on Golarion", "entries": [ @@ -149,10 +150,39 @@ "reference": { "auto": true }, - "name": "Fleshwarp Origins", - "entries": [] + "name": "Fleshwarp Origins" } ] + }, + { + "type": "entriesOtherSource", + "source": "LOIL", + "page": 28, + "reference": { + "index": 3, + "entry": "the rest" + }, + "entries": [ + { + "type": "pf2-sidebar", + "source": "LOIL", + "page": 29, + "name": "The Mana Wastes", + "reference": { + "auto": true + } + }, + { + "type": "pf2-sidebar", + "source": "LOIL", + "page": 29, + "name": "Fleshforges", + "reference": { + "auto": true + } + }, + "Beyond their transformations, little binds these people into a shared identity: some, especially those who experience their corporeal changes later in life, reject identifying as fleshwarps and cling to the ancestries of their birth, while others, often those who were born into these states of transfiguration, are more accepting of the fleshwarp identity. Adding to these disparate origins, scant uniformity exists for fleshwarps' physical features, except for those literally built to certain designs. One fleshwarp might have limbs swathed in brilliantly plumed patagia to glide on the surge winds. Another fleshwarp might look like the rest of their battle batch, their prodigious frame crisscrossed symmetrically with thousands of tiny hook quills to facilitate rigging armored plates." + ] } ], "heritageInfo": [ @@ -194,6 +224,33 @@ "entries": [ "Your transformation is due to manipulation by advanced technology, like that found in Numeria. Your emotions are dulled and hard to influence. When you roll a success on a saving throw against an {@trait emotion} effect, you get a critical success instead." ] + }, + { + "name": "Cataphract Fleshwarp", + "shortName": "Cataphract", + "source": "LOIL", + "page": 28, + "entries": [ + "Your battle-hardened skeleton is laced with additional cartilage and muscle to help bear armor across vast areas of operation, and your skin is bedecked with tiny spurs of pliable, resilient keratin to optimize the grip and weight distribution of your armor. You gain the {@feat Armor Proficiency} feat. If your class makes you trained in all types of armor, you instead become trained in {@skill Athletics} (or a skill of your choice if you're already trained in {@skill Athletics}) and gain the {@feat Armor Assist|APG} skill feat." + ] + }, + { + "name": "Discarded Fleshwarp", + "shortName": "Discarded", + "source": "LOIL", + "page": 28, + "entries": [ + "The biomancers and mutagenists who warped your form labeled you a \"discard on discovery\"\u2014a euphemism for destroying you on sight. An anomaly among anomalies, your body stubbornly repudiates the efforts of fleshcrafters seeking to mold you to their grandiose visions, and your immune responses blunt the worst effects of unwanted fleshwarping attempts. If you roll a success on a saving throw against a {@trait transmutation} effect, you get a critical success instead." + ] + }, + { + "name": "Surgewise Fleshwarp", + "shortName": "Surgewise", + "source": "LOIL", + "page": 28, + "entries": [ + "The undulations of your body's cilia are hyper-attuned to wellsprings of magic; they trill and thrum with insights into occult energies, and their vibrations alert you to the presence of secrets. You gain the trained proficiency rank in {@skill Occultism}. If you're trained in {@skill Occultism}, you instead become trained in another skill of your choice. You also gain the {@feat Oddity Identification} skill feat." + ] } ], "summary": { diff --git a/data/ancestries/ancestry-ghoran.json b/data/ancestries/ancestry-ghoran.json new file mode 100644 index 0000000000..c3d7aaa131 --- /dev/null +++ b/data/ancestries/ancestry-ghoran.json @@ -0,0 +1,216 @@ +{ + "ancestry": [ + { + "name": "Ghoran", + "source": "LOIL", + "page": 34, + "rarity": "rare", + "hp": 8, + "size": [ + "medium" + ], + "speed": { + "walk": 25 + }, + "boosts": [ + "constitution", + "free" + ], + "languages": [ + "{@language Common}", + "{@language Sylvan}", + "Additional languages equal to your Intelligence modifier (if it's positive). Choose from {@language Aklo}, {@language Draconic}, {@language Elven}, {@language Gnomish}, {@language Jotun}, and any other languages to which you have access (such as the languages prevalent in your region)." + ], + "traits": [ + "ghoran", + "humanoid", + "plant" + ], + "features": [ + { + "name": "Low-Light Vision", + "entries": [ + "You can see in dim light as though it were bright light, and you ignore the {@condition concealed} condition due to dim light." + ] + }, + { + "name": "Photosynthesis", + "entries": [ + "You gain nourishment from photosynthesis. You typically don't need to pay for food. If you go without sunlight for 1 week, you begin to starve. You can derive nourishment from specially formulated bottles of alchemical sunlight instead of natural sunlight, but these bottles cost 10 times as much as standard rations (40 sp)." + ] + } + ], + "flavor": [ + "These intelligent plant people, created by a long-dead druid, possess a sort of immortality through their seeds\u2014unless these are destroyed by external events other than merely the ravages of time." + ], + "info": [ + "During the height of the wars between Geb and Nex long ago, the archmage Nex asked the renegade druid Ghorus to create a plant that would feed his people even in the most inhospitable land. Ghorus did so, developing a flower that would adapt to every environment and withstand every sort of magecraft and spellworking. He succeeded too well. In the strange soil of the Impossible Lands, the flower grew and soon began to think\u2014and then to walk and speak. These were the first ghorans. Despite their new awareness, ghorans found that many other peoples were adept at ignoring inconvenient truths, especially those involving where their next meal might come from. Bit by bit, seed by seed, ghorans grew themselves into humanoid forms, hoping to engender sympathy by mirroring the appearance of humanoids. It eventually worked, and the ghorans won citizenship and protected status in the nation of Nex. Even so, time and predation has taken its toll; the population of ghorans is small and ever dwindling.", + "Each ghoran is essentially an ancient spark of life that inhabits, successively, a series of plantlike bodies. Every twenty years or so, a ghoran produces a seed. Their old body withers away as their soul enters the seed, which then swiftly produces a new body. The process brings with it minor changes in personality and some loss of more distant memories, such that each new ghoran is related to their predecessor while still being a different individual. The art of creating more ghorans died with the druid Ghorus, so they're a tiny but stable minority in the Impossible Lands, dwindling bit by bit over the centuries as a few of them fall to violence and mischance.", + "If you want a character who's an ancient and alien soul, trying to survive and thrive in a strange and hostile world, you should play a ghoran.", + { + "type": "pf2-h3", + "page": 34, + "name": "You Might...", + "entries": [ + { + "type": "list", + "items": [ + "Offhandedly mention events from thousands of years ago.", + "Find \"animal\" behaviors strange.", + "Constantly make small changes to your body" + ] + } + ] + }, + { + "type": "pf2-h3", + "page": 34, + "name": "Others Probably...", + "entries": [ + { + "type": "list", + "items": [ + "Have a hard time recognizing you after not seeing you for a while.", + "Are either intimidated or fascinated by how long you've lived and how much you know.", + "Have heard you're delicious." + ] + } + ] + }, + { + "type": "pf2-h3", + "page": 34, + "name": "Physical Description", + "entries": [ + "Roughly humanoid in size and shape, a ghoran's body is mostly made up of a fibrous plant material resembling a woody vine, with a face like an enormous, colorful flower. Ghorans have a great deal of control over the shape and structure of their bodies: with a few hours of effort, a ghoran might make themselves taller or shorter, long-limbed or barrel-chested. They have a reputation for tasting deliciously sweet and herbaceous. Most people merely find this quality a curiosity and don't attempt to take a bite, but animals in the wild will sometimes seek them out and attack them. Though they can learn to smile or laugh to fit in with other ancestries, they tend to use a different set of emotional signifiers, fluttering their face-petals to show happiness and making a rustling sound when agitated or upset.", + "Every ghoran has a large cavity within their torso that contains a large seed. When a ghoran's body becomes too decrepit to function, they impart their memories into the seed and plant it into the ground. Within 1 to 2 months, a new ghoran body finishes growing from the seed, and the original ghoran collapses into a pile of inert organic matter. This curious method of propagation leaves a ghoran vulnerable, and many ghorans are defensive about the process among non-ghoran peoples.", + "Being plants, ghorans have no innate understanding of gender in the human sense. Ghorans who find themselves in the company of other ancestries sometimes adopt a more masculine or feminine form, though just as many don't bother." + ] + }, + { + "type": "pf2-sidebar", + "page": 36, + "name": "Ghoran Backgrounds", + "entries": [ + "Born of magic and hailing from a magical land, acolytes (of the Green Faith, typically) and fortune-tellers are both common backgrounds for adventuring ghorans. Rural- or forest-dwelling ghorans might be farmhands, herbalists, or hermits, while those who reside in Nex's great cities might be artisans, artists, or scholars." + ] + }, + { + "type": "pf2-h3", + "page": 35, + "name": "Society", + "entries": [ + "Ghorans originated in Nex, and most reside as a tiny minority population in that land. In its major cities, they have built little enclaves of their own in neighborhoods featuring sweeping parks and massive trees, with the largest of these enclaves being in Quantium. While they don't possess the magical ability to enter an extradimensional home within a tree like dryads, ghorans live among the trees, typically making their homes within the neighborhoods' big parks. They are extremely skilled at building their abodes so that they don't disrupt the lives of the local flora. Visitors to a ghoran enclave might not realize initially that they've entered a home, assuming instead that they're in a recreational public space. Ghorans don't typically mind the unexpected company so long as the visitors are respectful of the park, of their homes, and of any ghorans they meet. The ghorans who live in major cities are relatively social and accepting of other ancestries, and they tend to be eager to interact, learn about others, and engage in trade.", + "Outside of these cities, ghorans inhabit small, remote communities in the foothills of the Shattered Range and dwell in secluded forests, and they tend to be much more isolationist. Remembering well that Ghorus originally created their ancestry as food for the \"animals,\" they generally have no great desire to get to know other ancestries. However, as each new incarnation slightly shifts a ghoran's personality, they sometimes develop a wanderlust that spurs them to leave an isolated home and travel into the wider world. Often, such ghorans hold bits\u2014or even troves\u2014of ancient lore lost to the outside world for many years, so their journeys can sometimes lead to important new discoveries for others in the Impossible Lands and beyond.", + "Among themselves, ghorans cooperate easily and instinctively, with no need for a formal government. Work is apportioned by a silent consensus derived from thousands of years of experience, as everyone does what they're best at to cover necessary tasks. This silent consensus is already practiced at determining how to adjust and adapt when one ghoran falls ill or changes in a new incarnation. The addition of new ghorans traveling from afar or of members of other ancestries can sometimes throw off this natural rhythm. The new addition is an unknown quantity, so the entire community keeps tabs on the newcomers, to a potentially unsettling extent, for a short period of analysis. This practice isn't out of any distrust or desire for harm, but rather out of curiosity and a need to understand what the newcomers do well and where they need assistance. Once the ghoran community has drawn a conclusion, they adjust their actions accordingly\u2014everyone simply begins to perform tasks differently to allow newcomers to fit in and contribute, with no official meeting or declaration. In most cases, one of the members of the community realizes they should tell non-ghoran newcomers what the community expects of them, but sometimes no one realizes there's a need to communicate. When this happens, it can leave the ghoran community and the newcomers perplexed at the others' actions and choices, as the community expects the newcomers to simply pitch in and fill the need while the newcomers wait to be told what the community expects of them.", + "Ghoran communities, operating on this ancient consensus, generally don't have anything resembling leaders. Nonetheless, a community will sometimes appoint a single ghoran as an envoy to outsiders and even give them a title to make the \"animals\" more comfortable when receiving a message from the whole community." + ] + }, + { + "type": "pf2-sidebar", + "page": 37, + "name": "Ghoran Adventurers", + "entries": [ + "While many ghorans learn a bit of magic, some become {@class wizard||wizards} or {@class druid||druids}. Others are {@class sorcerer||sorcerers} with an {@class sorcerer||elemental bloodline|elemental} dating back to the moment of creation or an {@class sorcerer||imperial bloodline|imperial} recalling a particularly masterful past life. More martial ghorans become {@class fighter||fighters} or {@class ranger||rangers}, and some careful and methodical living plants make excellent {@class alchemist||alchemists} and {@class investigator|APG|investigators}." + ] + }, + { + "type": "pf2-h3", + "page": 35, + "name": "Alignment and Religion", + "entries": [ + "Ghorans typically lack driving forces toward good or evil, though their plant-derived values can sometimes make them come across as amoral to people who are not likewise plant based. They have a slight tendency toward law, especially in their own communities.", + "While most ghorans aren't particularly religious, spiritually oriented ones tend to worship nature by means of the {@deity Green Faith} or, less commonly, {@deity Gozreh} or one of the Eldest (such as the plantlike {@deity The Green Mother|LOGM|Green Mother}). They rarely find interest in human-centric deities, as ghorans have distinctly different thought processes and priorities. Faith is a matter that usually doesn't change much from seed to seed and incarnation to incarnation, and that means that the newer deities, especially those ascended in the last few millennia (\"recently,\" from the ghoran perspective) have almost no foothold in ghoran communities." + ] + }, + { + "type": "pf2-sidebar", + "page": 38, + "source": "LOIL", + "name": "Ghoran Enclaves", + "entries": [ + "Ghorans were created in Nex, and the bulk of their population still resides there. The single largest ghoran population in the world is in Quantium, where ghorans have an entire park-neighborhood, flanked by ancient trees planted thousands of years ago, to call their own. Other ghorans live in remote villages in the foothills of the Shattered Range, as far away from outsiders as they can contrive." + ] + }, + { + "type": "pf2-sidebar", + "page": 39, + "source": "LOIL", + "name": "Ghoran Travelers", + "entries": [ + "Outside of Nex, ghorans rarely have the numbers to form their own communities, though other major cities in Golarion with trade routes to Nex might have as many as a half-dozen living plants dwelling in them. Ghorans prefer to seek out others of their own kind, or failing that, find local druids or other defenders of nature who could give a ghoran support during their unusual life cycle." + ] + }, + { + "type": "pf2-h3", + "page": 36, + "name": "Names", + "entries": [ + "Most ghorans pick a new name with each incarnation, usually selecting a name or concept that they found pleasing in a past life. Occasionally, a ghoran might reuse a name for several incarnations in a row, especially if remaining in a community of other peoples, though each incarnation is still a distinct person." + ] + }, + { + "type": "pf2-h4", + "page": 36, + "name": "Sample Names", + "entries": [ + "Amsalu, Ash, Emnet, Sieri, Ooniel, Arshmarish, Velt, Delphinium, Hach, Emerald, Sable" + ] + } + ], + "heritageInfo": [ + "Created with the express purpose of adapting to their environment, ghorans display several distinct physical morphs. Choose one of the following ghoran heritages at 1st level." + ], + "heritage": [ + { + "name": "Ancient Ash", + "shortName": "Ancient", + "source": "LOIL", + "page": 36, + "entries": [ + "Your memory is sharp and clear, and you remember so much. You remember the calm before the storm and the soil after the rain, the acrid tang of magic and the whisper of a song. You remember it all. You become trained in one skill of your choice. At 5th level, you become an expert in that skill." + ] + }, + { + "name": "Enchanting Lily", + "shortName": "Enchanting", + "source": "LOIL", + "page": 36, + "entries": [ + "You smell ever so sweet\u2014a delicate, floral scent like the intoxicating fragrance of lilies and the soft scent of lilacs. You're trained in Diplomacy (or another skill if you were already trained in Diplomacy). You also gain a +1 circumstance bonus to checks to Make an Impression if the target can smell your fragrance." + ] + }, + { + "name": "Strong Oak", + "shortName": "Strong", + "source": "LOIL", + "page": 36, + "entries": [ + "Most ghorans have bodies of pliable vines and tough stems, but you're covered in sturdy, rough bark and your legs are stable as roots. You gain a +2 circumstance bonus on your Fortitude or Reflex DC against attempts to Grapple or Trip you. This bonus also applies to saving throws against effects that would grab you, restrain you, or knock you prone. You also gain a +2 circumstance bonus on Acrobatics checks to Balance. " + ] + }, + { + "name": "Thorned Rose", + "shortName": "Thorned", + "source": "LOIL", + "page": 36, + "entries": [ + "Your beautiful petals and seemingly smooth skin hide silent barbs to pierce the unwary. Your body is covered with wickedly sharp thorns to discourage those that might prey upon you. You gain the {@action Wicked Thorns|LOIL} reaction.", + { + "type": "data", + "tag": "action", + "name": "Wicked Thorns", + "source": "LOIL" + } + ] + } + ], + "summary": { + "images": [ + "https://2e.aonprd.com/Images/Ancestries/Ghoran01.png", + "https://2e.aonprd.com/Images/Ancestries/Ghoran02.png" + ] + } + } + ] +} diff --git a/data/ancestries/ancestry-gnome.json b/data/ancestries/ancestry-gnome.json index 67b9695375..7b5d3362f3 100644 --- a/data/ancestries/ancestry-gnome.json +++ b/data/ancestries/ancestry-gnome.json @@ -363,7 +363,7 @@ "source": "LOCG", "page": 31, "entries": [ - "You have an incredibly strong connection to the positive energy that flows through the First World, making it harder to attack your life force with negative energy. You gain negative resistance equal to half your level (minimum 1). When you have the {@condition doomed} condition, the condition affects you as if its value was 1 lower than it actually is ({@condition doomed} 1 has no effect, {@condition doomed} 2 causes you to die at dying 3, and so on)." + "You have an incredibly strong connection to the positive energy that flows through the First World, making it harder to attack your life force with negative energy. You gain negative resistance equal to half your level (minimum 1). When you have the {@condition doomed} condition, the condition affects you as if its value was 1 lower than it actually is ({@condition doomed 1} has no effect, {@condition doomed 2} causes you to die at dying 3, and so on)." ] } ], diff --git a/data/ancestries/ancestry-kashrishi.json b/data/ancestries/ancestry-kashrishi.json new file mode 100644 index 0000000000..00cbbd2db5 --- /dev/null +++ b/data/ancestries/ancestry-kashrishi.json @@ -0,0 +1,220 @@ +{ + "ancestry": [ + { + "name": "Kashrishi", + "source": "LOIL", + "page": 40, + "rarity": "rare", + "hp": 8, + "size": [ + "small" + ], + "speed": { + "walk": 25 + }, + "boosts": [ + "constitution", + "free" + ], + "languages": [ + "{@language Common}", + "{@language Kashrishi}", + "Additional languages equal to your Intelligence modifier (if it's positive). Choose from {@language Aquan}, {@language Celestial}, {@language Draconic}, {@language Sylvan}, {@language Terran}, and any other languages to which you have access (such as the languages prevalent in your region)." + ], + "traits": [ + "kashrishi", + "humanoid" + ], + "features": [ + { + "name": "Empathic Sense", + "entries": [ + "Kashrishi are able to get a vague sense of the current emotional state of others within 15 feet of them. This manifests as a general feeling of happiness, anger, or fear, without any specific details. For those with whom kashrishi have an emotional connection, physical touch can heighten this sense to greater degrees of detail and understanding, increasing with the strength of their bond. This also functions as an imprecise sense alerting you to the presence, but not the precise location, of non-mindless creatures within the area. You gain a +2 circumstance bonus on {@skill Perception} checks to {@action Sense Motive} against non-mindless creatures within the area of your empathic sense." + ] + }, + { + "name": "Glowing Horn", + "entries": [ + "Your horn reacts to psychic energy by softly glowing. The horn emanates dim light in a 10-foot emanation until the start of your next turn whenever you use an {@trait occult} action you gained from an ancestry feat, cast an innate occult spell, or {@action Cast a Spell} that has the {@trait mental} trait." + ] + } + ], + "flavor": [ + "Kashrishi make their homes in remote areas of the world. These quiet beings have stout, durable frames and distinctive crystalline horns. Their inherent psychic abilities make them natural empaths but also occasionally burden them with the unceasing thoughts of their neighbors." + ], + "info": [ + "Kashrishi occupy a unique evolutionary branch native to the lands bordering the northern stretches of the Obari Ocean. Resembling halfling-sized bipedal rhinoceroses with the occasional odd insectile feature, kashrishi adapt to their environs with unusual efficiency, using a combination of rapid physical evolutions and inherent psychic powers. Kashrishi are often mistakenly referred to as having hive minds, though they're actually natural empaths, capable of discerning a creature's emotional state and impulses through proximity. This near-oracular behavior occasionally leads to misunderstandings with humanoids who think a kashrishi is reading their thoughts or otherwise magically influencing the conversation, though peoples more familiar with kashrishi come to value their unique insights and intuitive diplomacy.", + "Kashrishi have an atypical level of control over their physical forms, thanks to their psychic powers, and can evolve new features over the course of a single generation. Typically, these features are intentionally cultivated to help deal with a particular environmental obstacle, such as a change in weather patterns, or if an invasive species affects available food supplies near their settlements.", + "Kashrishi often tailor their evolutions to match the most successful creatures in their environment. Whether a testament to the resilience of insects or simply a quirk of their environment, many kashrishi evolutions are directly inspired by creatures like the rhinoceros beetle or giant water bug.", + "If you want a character that's visually distinct, able to naturally access the occult powers of the mind, and great at quickly making friends wherever they go, you should play a kashrishi.", + { + "type": "pf2-h3", + "page": 40, + "name": "You Might...", + "entries": [ + { + "type": "list", + "items": [ + "Be easily taken aback by people who are particularly loud, expressive, or emotional.", + "Prefer the peaceful quiet of remote islands, treetops, and caverns.", + "Act as a parental figure for the more excitable among your companions." + ] + } + ] + }, + { + "type": "pf2-h3", + "page": 40, + "name": "Others Probably...", + "entries": [ + { + "type": "list", + "items": [ + "Underestimate your strength and resilience.", + "Mistake you for being unsociable when you're actually taking time to process mental and physical cues of which they're completely unaware.", + "Value you for your patience and insights." + ] + } + ] + }, + { + "type": "pf2-h3", + "page": 40, + "name": "Physical Description", + "entries": [ + "Kashrishi have short but wide frames with remarkable strength for their size. All have signature crystalline horns, though these can grow in a variety of configurations. The most common kashrishi, xyloshis, have a large primary horn and between one and three smaller horns, typically arranged linearly from the tip of their nose and spanning along their nose and brow.", + "While most kashrishi have light sandy or gray skin tones, their coloration can also echo the tones of their crystalline horns; sapphire, ruby, or emerald patterns aren't so uncommon as to cause another kashrishi to take notice. Kashrishi with strong connections to specific creatures with whom they share their home environments might take on skin patterns or colorations that mirror those creatures. Some stories even talk about kashrishi with wings and butterfly patterns that cover their bodies, though no such kashrishi has been seen in the Impossible Lands for at least a century." + ] + }, + { + "type": "pf2-sidebar", + "page": 42, + "name": "Kashrishi Adventurers", + "entries": [ + "Most kashrishi never become adventurers, content in their remote homes. Those kashrishi who do become adventurers often do so from necessity after being conscripted by pirates or washed away to distant locales by tropical storms. Occasionally, more adventurous lethoci and trogloshi kashrishi intentionally leave their islands to either found new colonies or to seek adventure. Any kashrishi might also take on the adventuring lifestyle in response to overcrowding on their home island.", + "Kashrishi rely on their inherent occult powers to ward off monsters, and they use their inherent empathic abilities to form bonds with allies. Kashrishi make natural {@class bard||bards}, {@class champion||champions}, and {@class psychic|DA|psychics}. Typical kashrishi backgrounds include the {@background artist}, {@background emissary}, {@background fortune teller}, and {@background herbalist} backgrounds." + ] + }, + { + "type": "pf2-sidebar", + "page": 43, + "source": "LOIL", + "name": "Kashrishi Guests", + "entries": [ + "Kashrishi communities welcome visitors and happily host all kinds of guests. Despite their welcoming nature, kashrishi settlements are often relieved when visits from larger groups, such as merchant ships and other trading vessels, end. Most humanoids take few precautions to conceal their thoughts and emotions, so a kashrishi might hardly distinguish even the politest ship crew from a barge full of rowdy pirates." + ] + }, + { + "type": "pf2-h3", + "page": 41, + "name": "Society", + "entries": [ + "Despite their small stature, kashrishi tend to be terrible at hiding. Their crystalline horns are likely to flare with magical light when they exercise their innate magical powers, and they're raised in an environment where their parents or guardians can almost always find them by feeling for their emotions. As a result, kashrishi tend to be excessively honest and kind, avoiding harmful deceptions but also employing enough tact to ensure they don't evoke unpleasant emotional reactions from others.", + "Kashrishi lack a clear concept of charity, not because they're cruel or inconsiderate, but rather because their worldview is inherently inclusive of the people around them. Rare indeed is the kashrishi who exercises casual cruelty or who leaves another member of the community in need. Such actions lead to emotional reactions that cause turmoil for all kashrishi in the vicinity.", + "Kashrishi enjoy various team games, employing games of trivia as measures of both knowledge and psychic ability. They also appreciate games that involve bluffs and double-bluffs with blind cards, testing their abilities to keep their minds clear and their thoughts organized. Kashrishi don't generally condone the act of gambling with outsiders, as many find it challenging to deal with the implications of their psychic abilities, even if they strive to keep their powers secret.", + "Kashrishi generally engage in monogamous relationships with no real preference toward any particular gender pairing. The height of intimacy for a kashrishi is opening their mind fully to the psychic link of another kashrishi, an act much more personal than anything physical. This act doesn't let kashrishi know whether someone is perfectly compatible with them or that the two mesh entirely\u2014simply that from moment to moment, their inner feelings are more accessible and open, so communication becomes not a guessing game but an entirely wholesome, true experience. Some kashrishi believe that psychic communication should be held exclusively for these intimate moments.", + "Kashrishi can be found in small groups on the island of Jalmeray and in larger communities occupying the many smaller islands surrounding it. Kashrishi in the Inner Sea region rarely venture beyond the Impossible Lands, though some of their oldest stories speak of a harrowing voyage across the Obari Ocean when their kind fled some long-past disaster", + "Kashrishi have no natural enemies. They host pirates and merchants with equal hospitality, so long as that hospitality is respected by their guests. While kashrishi are exceptionally tolerant of the quirks and foibles of other species, they draw a hard line at anyone bringing outside conflicts into their communities. More than one canny pirate captain docks their ship at a kashrishi island after a particularly heated conflict, knowing the pirate hunters and military vessels seeking them won't encroach on kashrishi lands. Escaped criminals hoping to find a new lease on life might also hide in a kashrishi community, doing whatever they can to assist their hosts until whoever is hunting them gives up the chase." + ] + }, + { + "type": "pf2-sidebar", + "page": 43, + "name": "Kashrishi and Religion", + "entries": [ + "Kashrishi can worship any god, and they often lean toward deities most commonly worshipped in Jalmeray (page 180), but most kashrishi don't feel the need for religion. Kashrishi communities are so deeply connected through their empathic and psychic links that religion is often considered superfluous. Religion tends to have specific benefits in a community: care for the poor, unifying and teaching community morals, providing gathering spaces, and such. Almost all of these functions come inherently to kashrishi, thanks to the hive-like nature of their empathic communication." + ] + }, + { + "type": "pf2-sidebar", + "page": 43, + "name": "Thoughts on Kashrishi", + "source": "LOIL", + "entries": [ + "Most people on Golarion beyond the island of Jalmeray aren't aware kashrishi exist. Jalmeri humans might trade with kashrishi, and they might hire athamasi scouts to staff the crow's nests of their ships or xyloshi warriors to serve as guards; however, people beyond Jalmeray's borders and shipping lanes are likely to mistake a kashrishi as a magical experiment or even an extraplanar visitor. While such misunderstandings can make kashrishi targets for ignorant villagers afraid of the unknown, the halfling-sized rhinos usually have the diplomatic skills to safely extricate themselves before situations turn violent." + ] + }, + { + "type": "pf2-h3", + "page": 41, + "name": "Alignment and Religion", + "entries": [ + "Kashrishi have no natural enemies. They host pirates and merchants with equal hospitality, so long as that hospitality is respected by their guests. While kashrishi are exceptionally tolerant of the quirks and foibles of other species, they draw a hard line at anyone bringing outside conflicts into their communities. More than one canny pirate captain docks their ship at a kashrishi island after a particularly heated conflict, knowing the pirate hunters and military vessels seeking them won't encroach on kashrishi lands. Escaped criminals hoping to find a new lease on life might also hide in a kashrishi community, doing whatever they can to assist their hosts until whoever is hunting them gives up the chase." + ] + }, + { + "type": "pf2-h3", + "page": 40, + "name": "Names", + "entries": [ + "The empathic sense of a kashrishi has its own \"mental fingerprint\" that's unique to each member of the species, and this mental fingerprint can be conveyed through psychic communications as a name. Kashrishi who adventure with non-kashrishi often adopt descriptive names that their companions can more easily speak and remember." + ] + }, + { + "type": "pf2-h4", + "page": 40, + "name": "Sample Names", + "entries": [ + "Climber, Firehorn, Guardian, Healer, Lantern, Mother, Scout, Softhand, Tempest, Warrior" + ] + } + ], + "heritageInfo": [ + "A kashrishi's heritage reflects the unique evolutionary qualities they've adapted for their chosen environments. Choose one of the following kashrishi heritages at 1st level." + ], + "heritage": [ + { + "name": "Athamasi", + "shortName": "Athamasi", + "source": "LOIL", + "page": 42, + "entries": [ + "You have a set of small secondary arms adapted for climbing and hanging from trees. You can't hold or retrieve objects with these limbs, but you can Climb or Grab an Edge even if one or both of your primary hands are full. You aren't flat-footed while Climbing. " + ] + }, + { + "name": "Lethoci", + "shortName": "Lethoci", + "source": "LOIL", + "page": 42, + "entries": [ + "You come from a kashrishi family adapted to coastal shores, or inland ponds and lakes. You gain a +2 circumstance bonus to Athletics checks to Swim. If you critically fail an Athletics check to Swim, you get a failure instead. " + ] + }, + { + "name": "Nascent", + "shortName": "Nascent", + "source": "LOIL", + "page": 42, + "entries": [ + "While most kashrishi are fully adapted to their environment by the time they reach adulthood, some retain unrealized potential well into adulthood before unlocking it. You gain a 1st-level kashrishi ancestry feat for which you meet the prerequisites, if any. " + ] + }, + { + "name": "Trogloshi", + "shortName": "Trogloshi", + "source": "LOIL", + "page": 42, + "entries": [ + "You're adapted to the sunless regions of dense jungle forests and deep caves, with soft flesh lacking pigment and unusually clear crystalline horns. You gain the Crystal Luminescence ancestry feat. " + ] + }, + { + "name": "Xyloshi", + "shortName": "Xyloshi", + "source": "LOIL", + "page": 42, + "entries": [ + "You have prominent neck muscles that allow you to use your facial horn as a tool or weapon. You gain a horn unarmed attack that deals 1d6 piercing damage. Your horn is in the brawling group, and has the finesse and unarmed traits." + ] + } + ], + "summary": { + "images": [ + "https://2e.aonprd.com/Images/Ancestries/Kashirishi01.png", + "https://2e.aonprd.com/Images/Ancestries/Kashirishi02.png" + ] + } + } + ] +} diff --git a/data/ancestries/ancestry-lizardfolk.json b/data/ancestries/ancestry-lizardfolk.json index 7e58a98444..7339252036 100644 --- a/data/ancestries/ancestry-lizardfolk.json +++ b/data/ancestries/ancestry-lizardfolk.json @@ -293,7 +293,7 @@ "unit": "action" }, "entries": [ - "You {@action Stride} to be adjacent to a foe and {@action Demoralize} that foe. If you succeed, the foe is {@condition frightened} 2 instead of {@condition frightened} 1." + "You {@action Stride} to be adjacent to a foe and {@action Demoralize} that foe. If you succeed, the foe is {@condition frightened 2} instead of {@condition frightened 1}." ], "type": "ability", "style": "full", diff --git a/data/ancestries/ancestry-nagaji.json b/data/ancestries/ancestry-nagaji.json new file mode 100644 index 0000000000..54677e7ce8 --- /dev/null +++ b/data/ancestries/ancestry-nagaji.json @@ -0,0 +1,215 @@ +{ + "ancestry": [ + { + "name": "Nagaji", + "source": "LOIL", + "page": 46, + "rarity": "uncommon", + "hp": 10, + "size": [ + "medium" + ], + "speed": { + "walk": 25 + }, + "boosts": [ + "strength", + "free" + ], + "languages": [ + "{@language Common}", + "{@language Nagaji}", + "Additional languages equal to your Intelligence modifier (if it's positive). Choose from {@language Aklo}, {@language Amurrun}, {@language Aquan}, {@language Celestial}, {@language Draconic}, {@language Undercommon}, {@language Shadowtongue}, {@language Tengu}, {@language Vanaran}, and any other languages to which you have access (such as the languages prevalent in your region)." + ], + "traits": [ + "humanoid", + "nagaji" + ], + "features": [ + { + "name": "Low-light Vision", + "entries": [ + "You can see in dim light as though it were bright light, so you ignore the {@condition concealed} condition due to dim light." + ] + }, + { + "name": "Fangs", + "entries": [ + "Your mouth contains either rows of hooked, needle-sharp teeth or a pair of vicious serpent fangs. You gain a fangs unarmed attack that deals {@damage 1d6} piercing damage. Your fangs are in the {@group brawling} group and have the {@trait finesse} and {@trait unarmed} traits." + ] + } + ], + "flavor": [ + "With humanoid figures and serpentine heads, nagaji are heralds, companions, and servitors of powerful nagas. They hold a deep reverence for holy areas and spiritual truths, an aspect many others find as intimidating as a nagaji's appearance." + ], + "info": [ + "Nagaji are creations of the goddess Nalinivati, who was inspired by both humans and nagas. This inspiration, alongside nagaji's devotion to nagas, has led many to claim nagaji were created to be servants. However, Nalinivati created nagaji simply for the sake of creating. She envisioned a world where nagas and nagaji worked together to succeed, with nagas serving as sacred guardians, and nagaji living as mortals upon Golarion, respecting nagas for their strength and wisdom.", + "Nagaji live up to this expectation, forming nations, temples, and villages with as many varied governments, societies, and traditions as there are scales on a serpent's back. If nagaji can be said to share any trait, it's devotion, be it to a community, a temple, a concept, or a lifestyle. Most nagaji are also drawn to the spiritual in all its expressions, even the darker aspects of philosophies and religions.", + "If you want a character who combines the crushing strength and the sinuous mystery of a serpent, you should play a nagaji.", + { + "type": "pf2-h3", + "page": 46, + "name": "You Might...", + "entries": [ + { + "type": "list", + "items": [ + "Enjoy the intersection of spirituality and everyday life.", + "Have deep reserves of patience for tasks others might find boring.", + "Adhere to strong beliefs and traditions about your place in the universe." + ] + } + ] + }, + { + "type": "pf2-h3", + "page": 46, + "name": "Others Probably...", + "entries": [ + { + "type": "list", + "items": [ + "Assume you have no goals or interests beyond serving nagas.", + "Find your unblinking eyes and serpentine features intimidating.", + "Are awed by your connection and dedication to holy natural places." + ] + } + ] + }, + { + "type": "pf2-h3", + "page": 46, + "name": "Physical Description", + "entries": [ + "Nagaji are prone to sharp differences in appearance. Some have tails alongside legs, some have sharp claws on their hands and feet, and some are so unique from their kin that they're mistaken for lamias rather than nagaji. The most common nagaji features are a serpentine head and a humanoid body. They usually have the unblinking eyes of a snake, though other peoples often claim a nagaji's gaze is far more intense. Scales cover nagaji bodies, with patterns that resemble those of snakes or nagas. Depending on their heritage, a nagaji's neck might be as long as a swan's or as short as a human's, and many have a frill of skin or scales down their back. Nagaji tend to possess crushing strength, but how it manifests can vary; some have bulky figures, while others have the slender yet powerful musculature of a snake." + ] + }, + { + "type": "pf2-sidebar", + "page": 49, + "name": "Nagaji Adventurers", + "entries": [ + "The most common reason for nagaji to adventure is at the behest of a naga superior or for the benefit of a nagaji community, but their reasons can be as varied as any other people on Golarion. Nagaji might set out seeking holy sites in the world, searching for enlightenment, looking for material treasures, or for personal reasons related to their background, family, or city." + ] + }, + { + "type": "pf2-sidebar", + "page": 50, + "source": "LOIL", + "name": "Nagaji Enclaves", + "entries": [ + "The original nagaji home is Nagajor, a hot and jungle-covered land in the south of Tian Xia. Here, polities of naga rulers and nagaji citizens dominate the area, each unique in its own right; a left turn might bring a traveler to an overbearing tyranny, while a right turn might take one to an idyllic paradise. Wherever nagas can be found, however, nagaji are quick to follow. Nagaji settlements are also found in Vudra, central and southern Tian Xia, and Jalmeray, with a few slipping into Garund and Casmaron." + ] + }, + { + "type": "pf2-h3", + "page": 46, + "name": "Society", + "entries": [ + "Nagaji communities widely vary, from ancient empires to tiny fishing villages. They tend to be isolated from other peoples, more as a matter of convenience than choice; nagaji have different physical needs than most ancestries, so even when integrated into mixed communities, they tend to live with other nagaji. Everything from marriage traditions, religion, social roles, valued arts, and methods of governance differs in specific nagaji communities. Within these communities, however, nagaji often have very strict and traditional views on these topics. Multiple instances of wars between nagaji have come about due to one group of nagaji finding another's practices unacceptable. This perspective applies to relations with other peoples as well. For instance, most nagaji consider themselves rivals and enemies of garudas due to their historical legends, even if the nagaji involved have never even seen a garuda.", + "Nagaji originated in the Tian Xia region of Nagajor. Though they have since spread across Golarion to regions such as Vudra and Jalmeray, many of them still carry traditions from their ancestral homeland. Tian and Vudrani concepts of elements, medicine, and spirituality are highly common among nagaji, especially given their tendency of seeing themselves as highly pious beings. Nagaji mostly eschew the human concept of castes, beyond the vague view of a \"natural order\" that sees nagas as holy guides to mortal nagaji, but they can see the appeal of the concept of karma and the righteousness of fulfilling their proper role in the universe. While they have little physical need for clothes, as they stick to hot and humid environments, nagaji wear them with pride and treat them as decorative elements in the same manner as jewelry.", + "As nagas are usually matriarchal, nagaji have a strong respect for women in leadership positions. Not all nagaji follow suit with matriarchal societies, but they tend to trace lineage through the mother, and almost no nagaji societies are strictly patriarchal." + ] + }, + { + "type": "pf2-sidebar", + "page": 51, + "source": "LOIL", + "name": "Nagaji Travelers", + "entries": [ + "Nagaji are very rarely found outside hot and humid climates. Their ophidian natures leave them sluggish in cold weather, and they require a certain amount of moisture to shed easily\u2014 excessive dryness can result in dead skin unpleasantly sticking to their scales. Areas that are unfamiliar with nagaji are also likely to mistake them for serpentfolk, a tragic misunderstanding that halts nagaji communities from spreading further." + ] + }, + { + "type": "pf2-h3", + "page": 47, + "name": "Alignment and Religion", + "entries": [ + "Nagaji are most commonly neutral but otherwise don't have any strong pull toward specific alignments. The presence of a naga can sway nagaji toward that naga's ethos, but a nagaji's view on life tends to be determined by the culture to which they belong.", + "Nagaji overwhelmingly worship Nalinivati, their creator, to the point that any nagaji who pay homage to a different god over Nalinivati provoke strong negative reactions from their kin. While nagaji believe reverence for Ravithra, the supposed mother of nagas, to be proper and accept it more readily than other faiths, most believe Ravithra shouldn't be troubled with the requests of mortal adherents. A very small minority of nagaji in Jalmeray are drawn to the worship of the war god Diomazul; these adherents are tolerated by other nagaji, but seen as just as terrifying and dangerous as their patron god and usually avoided." + ] + }, + { + "type": "pf2-h3", + "page": 47, + "name": "Names", + "entries": [ + "Nagaji names vary depending on what region of the world they occupy, but they tend to possess short vowels when they have any at all. Nagaji usually name themselves or allow groups of siblings to name each other as children, a tradition that often sees nagaji eagerly shedding these names for new ones when they reach adulthood." + ] + }, + { + "type": "pf2-h4", + "page": 47, + "name": "Sample Names", + "entries": [ + "Adesha, Garija, Kaya, Kuwana, Onok, Paravata, Sheni, Takasha, Tasi, Ulu, Vaski, Yulbin" + ] + } + ], + "heritageInfo": [ + "Nagaji physiology commonly varies between individuals. Choose one of the following nagaji heritages at 1st level." + ], + "heritage": [ + { + "name": "Hooded Nagaji", + "shortName": "Hooded", + "source": "LOIL", + "page": 48, + "entries": [ + "You bear the hooded head of a spitting cobra, and like such cobras, you can shoot streams of venom from your mouth. You gain a venomous spit ranged unarmed attack with a range increment of 10 feet that deals 1d4 poison damage. On a critical hit, the target takes persistent poison damage equal to the number of weapon damage dice. Your spit doesn't have a weapon group or a critical specialization effect." + ] + }, + { + "name": "Sacred Nagaji", + "shortName": "Sacred", + "source": "LOIL", + "page": 48, + "entries": [ + "You stand out from most nagaji, with the upper body of a beautiful human and the lower body of a green or white snake. Legends claim your ancestors were faithful snakes uplifted by Nalinivati rather than nagaji created by the goddess. Instead of a fangs unarmed attack, you have a tail attack that deals 1d6 bludgeoning damage, is in the brawling weapon group, and has the finesse and unarmed traits. You gain a +2 circumstance bonus to your Fortitude or Reflex DC against attempts to Grapple or Trip you. This bonus also applies to saving throws against effects that would grab you, restrain you, or knock you prone." + ] + }, + { + "name": "Titan Nagaji", + "shortName": "Titan", + "source": "LOIL", + "page": 48, + "entries": [ + "You were raised to be a warrior or a bodyguard, and your specialized diet and bulging muscles have made your scales as strong as armored plates. Your scales are medium armor in the plate armor group that grant a +4 item bonus to AC, a Dex cap of +1, a check penalty of \u20132, a Speed penalty of \u20135 feet, a Strength value of 16, and have the comfort trait. You can never wear other armor or remove your scales. You can etch armor runes onto your scales." + ] + }, + { + "name": "Venomshield Nagaji", + "shortName": "Venomshield", + "source": "LOIL", + "page": 48, + "entries": [ + "Your intrinsic connection to nagas and mundane serpents grants you an innate resistance to toxins of every sort. You gain resistance to poison equal to half your level (minimum 1 resistance), and you gain a +1 circumstance bonus to all saving throws against poison." + ] + }, + { + "name": "Whipfang Nagaji", + "shortName": "Whipfang", + "source": "LOIL", + "page": 48, + "entries": [ + "You have a long, flexible neck that can curl into a striking pose like that of a snake. Your deceptively powerful muscles allow you to bite with surprising distance and speed. You gain the {@action Raise Neck|LOIL} action.", + { + "type": "data", + "tag": "action", + "source": "LOIL", + "name": "Raise Neck" + } + ] + } + ], + "summary": { + "images": [ + "https://2e.aonprd.com/Images/Ancestries/Kashirishi01.png", + "https://2e.aonprd.com/Images/Ancestries/Kashirishi02.png", + "https://2e.aonprd.com/Images/Ancestries/Kashirishi03.png", + "https://2e.aonprd.com/Images/Ancestries/Kashirishi04.png" + ] + } + } + ] +} diff --git a/data/ancestries/ancestry-vanara.json b/data/ancestries/ancestry-vanara.json new file mode 100644 index 0000000000..09df504787 --- /dev/null +++ b/data/ancestries/ancestry-vanara.json @@ -0,0 +1,201 @@ +{ + "ancestry": [ + { + "name": "Vanara", + "source": "LOIL", + "page": 52, + "rarity": "uncommon", + "hp": 6, + "size": [ + "medium" + ], + "speed": { + "walk": 25 + }, + "boosts": [ + "dexterity", + "free" + ], + "languages": [ + "{@language Common}", + "{@language Vanaran}", + "Additional languages equal to your Intelligence modifier (if it's positive). Choose from {@language Elven}, {@language Gnome}, {@language Infernal}, {@language Goblin}, {@language Sylvan}, and any other languages to which you have access (such as the languages prevalent in your region)." + ], + "traits": [ + "humanoid", + "vanara" + ], + "features": [ + { + "name": "Prehensile Tail", + "entries": [ + "You can use your long, flexible tail to perform {@action Interact} actions requiring a free hand, even if both hands are otherwise occupied. Your tail can't perform actions that require fingers or significant manual dexterity, including any action that would require a check to accomplish, and you can't use it to hold items." + ] + } + ], + "flavor": [ + "Vanaras are inquisitive and mischievous monkey-like humanoids with short, soft fur, expressive eyes, and long, prehensile tails. Their handlike feet and agile builds serve them well in the jungle realms where most vanaras live." + ], + "info": [ + "Vanaras were born of the monkey god Ragdya's ambitious folly ages ago, to spread and applaud his mischief and to serve as ba-sadhak, blessed seekers of fortune who would draw their creator's eye to the cruelly hoarded treasure of mortal lords and immortal fiends. They earned the enmity of ancient rakshasa maharajahs for their derring-do, the scorn of the naga empire for their valor, and the friendship of many rural Vudrani who viewed them as a wild folk of deep divine portent. Such is the history of vanaras and their long survival against their many foes, from within the mahajanapadas of the deep jungle lands, the mountain ghats of Vudra, and the Impossible Lands.", + "If you want to play a character who embodies the struggle between self-betterment and self-expression, you should play a vanara.", + { + "type": "pf2-h3", + "page": 52, + "name": "You Might...", + "entries": [ + { + "type": "list", + "items": [ + "Find it difficult to avoid pursuing a mystery or exploring a hidden area.", + "Thoughtfully consider the consequences of your pranks or actions.", + "Enjoy sharing the knowledge of things you've discovered with your friends." + ] + } + ] + }, + { + "type": "pf2-h3", + "page": 52, + "name": "Others Probably...", + "entries": [ + { + "type": "list", + "items": [ + "Assume you have an animalistic demeanor and habits.", + "Take a dismissive or hostile view of your pranks.", + "Covet your easy grace and unquenchable curiosity." + ] + } + ] + }, + { + "type": "pf2-h3", + "page": 52, + "name": "Physical Description", + "entries": [ + "Vanaras are humanoids with simian features, including a long, prehensile tail and handlike feet. They're rarely much taller than 5 feet, but they usually look smaller because of their slight, nimble builds. Vanaras are covered with a thin layer of soft fur over their entire bodies. This fur can be tan, brown, or golden and rarely has spots or stripes. The hair on a vanara's head grows thicker and more luxurious; it's easy to arrange into elaborate hairstyles, and many vanaras like to do so. This hair is nearly always of the same color as the vanara's body fur, with the exception of rare \"whitecape\" vanaras with manes of fine, pale hair, who might be born into any vanara family. Vanaras have large, expressive eyes and mouths with blunt teeth and pointed incisors. Vanaras are adults at 13 years old and usually live about 60 years." + ] + }, + { + "type": "pf2-sidebar", + "page": 54, + "name": "Vanara Adventurers", + "entries": [ + "Vanaras found afield are often champions, rangers, or rogues, but vanaras of every class view themselves as aligning with their beliefs, often with a special focus on their relationship with Ragdya and other gods. Vanaras who rely upon magic often find themselves serving as witches under the patronage of distant karmic entities or ancient spiritual allies to the gods, or oracles with unusual curses and mysteries." + ] + }, + { + "type": "pf2-sidebar", + "page": 52, + "source": "LOIL", + "name": "Vanara Enclaves", + "entries": [ + "Outside Vudra, where their numbers are plentiful and their presence relatively high, vanaras are typically seen only in the city of Niswan in Jalmeray, where they dwell as any other citizen under the thakur's influence. They've accompanied various Vudrani settlers to coastal settlements and communities in deep jungles or forests." + ] + }, + { + "type": "pf2-h3", + "page": 52, + "name": "Society", + "entries": [ + "Vanaras are a varied folk who seek balance and comfort in their lives. Many are devout without being fanatics, tricksters without being malicious, daring without being foolish, and curious without being obsessive. Although aware of their deep ancestral connection to Ragdya, many vanaras feel a powerful desire to live beyond the grace of their god and his weight in their history, pursuing their own paths to enlightenment. Those vanaras who live in Vudra feel this need the most strongly, as they want to pursue virtue and self-knowledge to be fulfilled when their souls are next reborn into the world.", + "Although created by Ragdya, vanaras feel themselves apart from him in a way some find uncomfortable. Ragdya is the eternal trickster with supreme recklessness yet unchanging in his immortal permanence. Though most vanaras cherish Ragdya's mischief and feats of folly on religious holidays, they also know he shall never fade from this world or find himself reincarnated into forms other than that from which the vanaras were shaped. Yet, vanaras aren't so immutable. A vanara must reflect on their own impermanent nature and consider its effect on their soul and their soul's quest for enlightenment. For all the mischief and daring Ragdya might enjoy without consequence, vanaras know recklessness and harmful tricks can impede their personal pursuit of enlightenment. The drive toward mischief and spontaneity instilled within them by their creator is hard for many vanaras to overcome and can create a lifetime of internal turmoil. This source of conflict has colored their development as a people who seek balance and virtue.", + "Vanaras look to the legends of heroic vanaras of the past for lessons on how to live their lives. The most notable and lauded accomplishment of these legendary vanaras, that which has them known even in the most far-flung ashram in the snow-capped border mountains of Vudra, was their grand act of trickery against Ravana, the greatest of all the rakshasa immortals. Ravana had tyrannically forced many noble souls, vanara and human alike, to construct a resplendent bridge of azure stones that would cross the planes from Vudra to the rakshasa's realm. Ravana demanded that each stone be carved to display a mewling visage of the mortal who toiled to cut and shape it. Through mischief and artifice, vanaras altered the carvings so that, when assembled, they subtly displayed components of a prayer to all the Vudrani pantheon. When the bridge was finally finished and Ravana marched across it with his army of fiends in a profligate parade, the shuddering of the stones beneath their footsteps mimicked the movements of the communal prayer. Deities drawn by this display toppled the immortal maharajah, and he still blames mischief-making vanaras for this humiliation. Many vanaras thus see it as their legacy to bring shame to the wicked and powerful by means of clever tricks and communal effort." + ] + }, + { + "type": "pf2-sidebar", + "page": 57, + "source": "LOIL", + "name": "Natural Explorers", + "entries": [ + "Vanaras might be found anywhere throughout the Impossible Lands. Those who seek discipline and greater insight into the arcane mysteries of existence have been known to gather within Nex's city of Quantium, where they trade knowledge of fiends and ancient koans as easily as others trade coins.", + "Vanaras are a known, albeit quite unusual, sight within the metropolis of Absalom. From there, a vanara's journey to find enlightenment and self-knowledge\u2014or to escape the relentless cycles of their past\u2014might take them anywhere in the world." + ] + }, + { + "type": "pf2-sidebar", + "page": 53, + "source": "LOIL", + "name": "Vanara Backgrounds", + "entries": [ + "Vanara society, and its complex relationship with Ragdya, produces many adventurers who journey in search of greater insight into their nature of being and into other means that might provide them peace and enlightenment. Nearly all children are raised on the many embellished tales of their ancestors, vanara folk heroes, and their progenitor deity, and they emulate those stories as soon as they can. Thus, many vanaras have a background that evokes a colorful life prior to adventuring, such as criminal, entertainer, gambler, sailor, or scout." + ] + }, + { + "type": "pf2-h3", + "page": 53, + "name": "Alignment and Religion", + "entries": [ + "Vanaras are tricksters who love pranks, but they temper this tendency toward mischief with good intentions and a love of their community\u2014however they personally define that community. They're rarely agitators or troublemakers simply for the sake of causing chaos; they do so to encourage humility among the inflexible or humorless. Most vanaras are mindful of the virtues necessary to elevate their immortal souls and try to act accordingly. Vanaras are thus most likely to be neutral good.", + "Most vanaras live in Vudra, where they're exposed to the dizzyingly abundant array of Vudran deities. Nevertheless, devout vanaras nearly always venerate Ragdya above all others. Priests of Ragdya lead most vanara villages. Even vanaras who aren't religious might call upon Ragdya to help them make wise decisions in times of danger or for guidance when an unlucky prank has caused them trouble they're unsure how to escape. Vanaras interested in developing self-control might worship Irori instead, and regions with local vanara hero-gods or avatars might engender faithful sects of worshippers on a small scale. Some vanaras revere the evil simian hunter Lahkgya, but almost never openly, as this deity of ferocious and sudden violence is unwelcome in most vanara communities. Some communities instead make offerings to turn Lahkgya's attention from them." + ] + }, + { + "type": "pf2-h3", + "page": 53, + "name": "Names", + "entries": [ + "Newborn vanaras aren't given names other than descriptors of their infant personalities or habits, like \"Grip-Hand\" or \"Wailer.\" When they learn to speak, vanaras are given another name based on important historical or mythological figures, or they're given the name of a specific ancestor they resemble in appearance or attitude (or whom their community hopes they'll grow to resemble). The chosen name usually contains consonants or vowels the young vanara frequently uses, as vanaras don't see a lot of use in giving someone a name they can't easily pronounce." + ] + }, + { + "type": "pf2-h4", + "page": 54, + "name": "Sample Names", + "entries": [ + "Ashpaka, Chichipi, Haangeno, Hasa, Huanu, Kana, Nammem, Roprutu, Thathona, Unulu, Vivatu" + ] + } + ], + "heritageInfo": [ + "Both within and outside Vudra, vanaras have a variety of heritages. Choose one of the following vanara heritages at 1st level." + ], + "heritage": [ + { + "shortName": "Bandaagee", + "source": "LOIL", + "page": 54, + "name": "Bandaagee Vanara", + "entries": [ + "Your family is one of many who claims to be descended from the regal vanara peacekeeping family called the Bandaagee. Bandaagee are the most common kind of vanaras. You're very familiar with the trappings of civilization and move easily through the most crowded communities. You ignore difficult terrain from crowds. " + ] + }, + { + "shortName": "Lahkgyan", + "source": "LOIL", + "page": 54, + "name": "Lahkgyan Vanara", + "entries": [ + "Your vanara ancestors might have been born in Ragdya's image, but they found survival only in service to his enemy: the red-faced Lahkgya. You have sharp teeth meant for gnashing and ripping into flesh. You can subsist on raw meat alone. You have a jaws unarmed attack that deals 1d6 piercing damage. Your jaws are in the brawling group and have the finesse and unarmed traits. " + ] + }, + { + "shortName": "Ragdyan", + "source": "LOIL", + "page": 54, + "name": "Ragdyan Vanara", + "entries": [ + "Keepers of traditions and tellers of ancient tales, your family traces its lineage to those born directly from Ragdya's whims. When you speak, others are inclined to listen to you, perhaps due to the divine spark of your connection to Ragdya. You gain one cantrip from the divine spell list; this cantrip can't deal damage or otherwise cause direct harm. You can cast this spell as a divine innate spell at will. A cantrip is heightened to a spell level equal to half your level rounded up. " + ] + }, + { + "shortName": "Wajaghand", + "source": "LOIL", + "page": 54, + "name": "Wajaghand Vanara", + "entries": [ + "Your ancestors were forced into labor by the rakshasa immortal Ravana, the First and the Last. Although their cleverness while in captivity saved countless lives, and they're bound no longer, the time marked your family with scars upon the mind that will never truly heal, even across the generations. You gain a +1 circumstance bonus to saving throws against emotion effects, and whenever you roll a success on a saving throw against an emotion effect, you get a critical success instead." + ] + } + ], + "summary": { + "images": [ + "https://2e.aonprd.com/Images/Ancestries/Kashirishi01.png", + "https://2e.aonprd.com/Images/Ancestries/Kashirishi02.png" + ] + } + } + ] +} diff --git a/data/ancestries/ancestry-vishkanya.json b/data/ancestries/ancestry-vishkanya.json new file mode 100644 index 0000000000..6501760c3c --- /dev/null +++ b/data/ancestries/ancestry-vishkanya.json @@ -0,0 +1,227 @@ +{ + "ancestry": [ + { + "name": "Vishkanya", + "source": "LOIL", + "page": 58, + "rarity": "rare", + "hp": 8, + "size": [ + "small" + ], + "speed": { + "walk": 25 + }, + "boosts": [ + "dexterity", + "free" + ], + "languages": [ + "{@language Common}", + "{@language Vishkanya}", + "Additional languages equal to your Intelligence modifier (if it's positive). Choose from {@language Aklo}, {@language Aquan}, {@language Draconic}, {@language Elven}, {@language Goblin}, {@language Undercommon}, {@language Vanaran}, and any other languages to which you have access (such as the languages prevalent in your region)." + ], + "traits": [ + "humanoid", + "vishkanya" + ], + "features": [ + { + "name": "Low-light Vision", + "entries": [ + "You can see in dim light as though it were bright light, so you ignore the {@condition concealed} condition due to dim light." + ] + }, + { + "name": "Innate Venom", + "entries": [ + "Your blood carries toxins deadly to all but yourself. You gain the {@action Envenom|LOIL} action, which can deliver minor vishkanyan venom. The save DC for your venom is equal to the higher of your class DC or spell DC." + ] + } + ], + "flavor": [ + "Vishkanyas are ophidian humanoids who carry potent venom within their blood and saliva. Largely misunderstood due to old tales of their toxicity and natural finesse, vishkanyas work to grow into more than just what stories paint them to be." + ], + "info": [ + "The true nature of vishkanyas' origin is a matter of debate. Some vishkanyas believe they are rejected spawn of Ravithra, which explains the animosity between vishkanyas and nagas. Others believe themselves the stolen offspring of a forgotten progenitor whose name was excised from history. Regardless, one thing is quite clear: vishkanyas are survivors. Throughout history, fear of their deadly abilities forced vishkanyas to experience subjugation, exploitation, and ostracizing. Yet through it all, they endured. Now free of chains to bind them, vishkanyas live in close-knit groups, and use their love of storytelling and the arts to keep a detailed history of their people while they determine how best to proceed in a world ripe with opportunity.", + { + "type": "pf2-h3", + "page": 58, + "name": "You Might...", + "entries": [ + { + "type": "list", + "items": [ + "Have a powerful sense of community.", + "Find peace and fulfillment in having a creative pursuit.", + "Be adept at matching the environment around you to fit into any number of diverse situations." + ] + } + ] + }, + { + "type": "pf2-h3", + "page": 58, + "name": "Others Probably...", + "entries": [ + { + "type": "list", + "items": [ + "Initially mistake you for having a tiefling or draconic heritage.", + "Think you are an expert in poisons, toxins, and espionage.", + "Misunderstand the nature of your venom and fear physical contact." + ] + } + ] + }, + { + "type": "pf2-h3", + "page": 58, + "name": "Physical Description", + "entries": [ + "Vishkanyas are humanlike in appearance with ophidian features that become clear in close proximity. They are naturally tall and lithe with bright golden eyes, vertical pupils, and a forked tongue. Their small, smooth scales range from earthy tones of browns and greens to bright displays of colored patterns. Hair color is typically of darker shades, though there are occasional instances of brighter colors through parts of the hair. Vishkanyan women are usually taller than the men, though neither ever truly stops growing. As such, vishkanyas can reach heights of 7 feet or taller in old age.", + "Mixed vishkanya families aren't unknown. Vishkanya offspring from this background sometimes strongly resemble their non-vishkanya parent, with only a few stray tells, such as sharp canine teeth, to indicate their heritage. Vishkanyas sometimes refer to these children as \"scaleless\" or \"subtle\" but otherwise welcome them as any other among their kin, though sadly their appearance can fuel paranoia among other ancestries toward a people who are already misunderstood." + ] + }, + { + "type": "pf2-sidebar", + "page": 60, + "name": "Vishkanya Backgrounds", + "entries": [ + "Vishkanyan backgrounds commonly reflect the individual's or their family's role in the community, which can include artist, hunter, acolyte, or emissary. Those who leave to explore the world outside might be entertainers, gamblers, or guards. Their natural grace and agility make vishkanyas excellent rogues, monks, or rangers, although bards, swashbucklers, and alchemists are not unusual to see." + ] + }, + { + "type": "pf2-sidebar", + "page": 61, + "source": "LOIL", + "name": "Vishkanya Adventurers", + "entries": [ + "Vishkanyas may answer the call of adventure for many reasons: providing income for their community, developing self-expression and fulfillment, spreading knowledge and understanding of vishkanyas, accumulating stories of other peoples, or simply experiencing the world outside their family." + ] + }, + { + "type": "pf2-h3", + "page": 58, + "name": "Society", + "entries": [ + "Vishkanyas live in small, tight-knit communities between 50 and 100 individuals who assimilate discreetly into larger societies, with many such groups scattered within a larger area. At the head of these groups is a selection of women chosen for their wisdom and knowledge. Vishkanyas often have multiple partners, give birth in multiples, and adhere to maternal inheritances. Children are generally free to choose their occupation and the nature of their contribution to the larger community, with many vishkanyas pursuing some sort of craft or art. Some roles are burdened with the responsibility of cultural and historical record-keeping, however, and these important tasks continue across generations. Traditionally, these culturally minded vishkanyas regularly meet in secret congregations for the purpose of sharing stories, information, and resources, providing support for youth and creating advisory bodies to help make large-scale decisions for vishkanyas of a given area. The desire to preserve vishkanyan culture has kept this practice going for centuries, yet recently, some have called for more open interaction with the world in an attempt to proudly share vishkanyan culture.", + "Vishkanyas are often mischaracterized as indiscriminately venomous or inherently malicious by other ancestries, which has led to them having very strong concepts of their own ethnicity and their separation from those they consider \"outsiders.\" While most vishkanyas are gracious and hospitable to non-vishkanya visitors, a large stir often arises around the concept of allowing such people into their communities in a more involved capacity. Parents carefully watch any children who seem too attached to non-vishkanya friends, and talk of romance and marriage with another ancestry will inevitably provoke many a long family discussion\u2014though not necessarily hostile ones." + ] + }, + { + "type": "pf2-sidebar", + "page": 62, + "name": "Vishkanya Enclaves", + "source": "LOIL", + "entries": [ + "Vishkanya homes can be found wherever a community decides to settle, usually in or around other major settlements. Some reclusive groups can be found in the jungles or wetlands of Vudra. Those who traveled to Jalmeray typically make their homes in Niswan, as the Niswan community has slowly become more open. Other vishkanyas decided instead to settle in the forests or coasts of the island to create their own ideal communities." + ] + }, + { + "type": "pf2-sidebar", + "page": 63, + "name": "Vishkanya Travelers", + "entries": [ + "Outside Jalmeray, vishkanyas are rare. A small number found their way into the Mwangi Expanse, the Shackles, and even Absalom. Only a handful are known to have gone past that, as intercommunity communication covers only so much. Even so, vishkanyas might find their way anywhere that has need of a skilled blade or a talented artist." + ] + }, + { + "type": "pf2-h3", + "page": 59, + "name": "Alignment and Religion", + "entries": [ + "Concerned mainly with the preservation of their communities, vishkanyas tend to adopt neutral alignments. Vishkanyas who take to individualistic travel to teach others about their ancestry, or simply to experience the world, might be neutral or chaotic good. The topic of faith can be quite different among vishkanyan groups, with some sticking to old vishkanyan beliefs, and some to Vudrani deities like Likha or Ashukharma. Other groups outside Vudra might embrace local gods with tenets of freedom or the arts, such as Arazni, Cayden Cailean, or Shelyn, or divinities more specific to individual pursuits." + ] + }, + { + "type": "pf2-h3", + "page": 59, + "name": "Names", + "entries": [ + "Vishkanyan names often include short vowel sounds in the middle of the name, with a large number of fricative consonants pronounced most accurately with a forked tongue. Names are often chosen from momentous events in vishkanyan history or from matters related to the maternal line of the child. When they go through significant life events, vishkanyas may choose new names for themselves, and many often do so multiple times. Each name represents an important part of the individual's story\u2014who they were, and who they have become." + ] + }, + { + "type": "pf2-h4", + "page": 59, + "name": "Sample Names", + "entries": [ + "Ashath, Casuthis of Guiding Hands, Enysi, Izith, Othasee, Riddle of Esaviz, Salthazar, Thasi the Ragebreaker" + ] + } + ], + "heritageInfo": [ + "Choose one of the following vishkanya heritages at 1st level." + ], + "heritage": [ + { + "shortName": "Elusive", + "name": "Elusive Vishkanya", + "page": 60, + "source": "LOIL", + "entries": [ + "Your flexible body seems unnaturally fluid to some, though they can rarely put a finger on what seems strange about you. You can escape foes with ease. You gain a +1 circumstance bonus to checks to {@action Escape}. Additionally, you move twice as fast when {@action Squeeze||Squeezing}." + ] + }, + { + "shortName": "Keen-Venom", + "name": "Keen-Venom Vishkanya", + "page": 60, + "source": "LOIL", + "entries": [ + "You're practiced with using your venom in combat, allowing you to employ your venom at a moment's notice. Your Envenom action doesn't trigger reactions that normally trigger on a manipulate action. Additionally, you gain the {@action Venom Draw|LOIL} action.", + { + "type": "data", + "tag": "action", + "name": "Venom Draw", + "source": "LOIL" + } + ] + }, + { + "shortName": "Old-Blood", + "name": "Old-Blood Vishkanya", + "page": 60, + "source": "LOIL", + "entries": [ + "You have a direct matrilineal line to the original group of vishkanyas upon the Vudrani ships that came to reclaim Jalmeray. Since then, your family has adjusted well to a new life in the Inner Sea. You become trained in {@skill Society} (or another skill of your choice if you're already trained in {@skill Society}), and you gain your choice of the {@feat Courtly Graces} or {@feat Streetwise} feat." + ] + }, + { + "shortName": "Prismatic", + "name": "Prismatic Vishkanya", + "page": 60, + "source": "LOIL", + "entries": [ + "Your scales shimmer and catch the light in an intoxicating display of colors. You become trained in {@skill Performance} (or another skill of your choice if you're already trained in {@skill Performance}) and gain the {@feat Fascinating Performance} feat." + ] + }, + { + "shortName": "Scalekeeper", + "name": "Scalekeeper Vishkanya", + "page": 60, + "source": "LOIL", + "entries": [ + "You are part of the family of vishkanyas in your community tasked with keeping records of the history and experiences of your people. Your scholarly skill affords you a quick mind. Once per day, you can attempt to Recall Knowledge as a free action. " + ] + }, + { + "shortName": "Venom", + "name": "Venom-Resistant", + "page": 60, + "source": "LOIL", + "entries": [ + "Vishkanya Your body contains not just venom but numerous antivenoms. You gain poison resistance equal to half your level (minimum 1), and each of your successful saving throws against a poison affliction reduces its stage by 2, or by 1 for a virulent poison. Each critical success against an ongoing poison reduces its stage by 3, or by 2 for a virulent poison." + ] + } + ], + "summary": { + "images": [ + "https://2e.aonprd.com/Images/Ancestries/Vishkanya01.png", + "https://2e.aonprd.com/Images/Ancestries/Vishkanya02.png" + ] + } + } + ] +} diff --git a/data/ancestries/index.json b/data/ancestries/index.json index c9f01ea4cf..720acd2889 100644 --- a/data/ancestries/index.json +++ b/data/ancestries/index.json @@ -30,5 +30,10 @@ "automaton": "ancestry-automaton.json", "poppet": "ancestry-poppet.json", "skeleton": "ancestry-skeleton.json", + "ghoran": "ancestry-ghoran.json", + "kashrishi": "ancestry-kashrishi.json", + "nagaji": "ancestry-nagaji.json", + "vanara": "ancestry-vanara.json", + "vishkanya": "ancestry-vishkanya.json", "versatileHeritage": "versatile-heritages.json" } diff --git a/data/ancestries/versatile-heritages.json b/data/ancestries/versatile-heritages.json index ef5095ee36..9f158df6d9 100644 --- a/data/ancestries/versatile-heritages.json +++ b/data/ancestries/versatile-heritages.json @@ -828,6 +828,36 @@ "Ifrits are fiercely independent, sometimes valuing their personal freedoms above those of others around them. Though frequently accused of lacking morals by their detractors, ifrits who tend toward mischief are rarely motivated by malice. The most common alignments among ifrits are lawful neutral and chaotic neutral, with the rest typically falling into true neutrality, neutral good, or neutral evil.", "Ifrits are rarely inclined to venerate Golarion's deities, typically resenting the strictures and rules of an organized faith, but those who do most often worship deities of fire or the sun, such as {@deity Sarenrae} and {@deity Shizuru}, or one of the Elemental Lords of Fire, like {@deity Ymeri} or {@deity Atreia}." ] + }, + { + "type": "entriesOtherSource", + "source": "LOIL", + "page": 30, + "reference": { + "index": 3, + "entry": "the rest" + }, + "entries": [ + { + "type": "pf2-sidebar", + "source": "LOIL", + "page": 31, + "name": "Geniekin Trendsetters", + "reference": { + "auto": true + } + }, + { + "type": "pf2-sidebar", + "source": "LOIL", + "page": 31, + "name": "Geniekin Cuisine", + "reference": { + "auto": true + } + }, + "Most geniekin count genies among their predecessors, though descendants of other elementals also fall under this umbrella. For the most part, geniekin fit the humanoid nationality of their native land while also expressing their elemental nature in some visible way." + ] } ] } @@ -904,6 +934,36 @@ "Oreads are known for being steadfast and reliable, often placing high value on personal honor and keeping their word. Many are fiercely protective of their friends but less concerned for the safety of those outside their circle. The most common alignments among oreads are true neutral and lawful neutral, with the rest typically falling into other neutral alignments like neutral good or neutral evil.", "Religious oreads find that lives of silence, contemplation, or seclusion suit them well, and most dedicate themselves to the worship of earth and nature deities like {@deity Torag}, {@deity Ashukharma}\u2014the Vudran deity of canyons and cliffs\u2014or one of the Elemental Lords of Earth, {@deity Sairazul} and {@deity Ayrzul}. The nature-focused philosophy of the Green Faith also appeals to many oreads, especially those who become druids of the stone order. An oread's contemplative nature also aligns well with the teachings of {@deity Irori} and {@deity Gruhastha}." ] + }, + { + "type": "entriesOtherSource", + "source": "LOIL", + "page": 30, + "reference": { + "index": 3, + "entry": "the rest" + }, + "entries": [ + { + "type": "pf2-sidebar", + "source": "LOIL", + "page": 31, + "name": "Geniekin Trendsetters", + "reference": { + "auto": true + } + }, + { + "type": "pf2-sidebar", + "source": "LOIL", + "page": 31, + "name": "Geniekin Cuisine", + "reference": { + "auto": true + } + }, + "Most geniekin count genies among their predecessors, though descendants of other elementals also fall under this umbrella. For the most part, geniekin fit the humanoid nationality of their native land while also expressing their elemental nature in some visible way." + ] } ] } @@ -979,6 +1039,36 @@ "Most sulis are intense but adaptable people, valuing inner strength and truth over conformity or peace, often respecting others for living their personal truths more than for sharing common values. Sulis usually have a neutral component to their alignment; true neutral is the most common alignment among them, with lawful neutral, chaotic neutral, neutral good, and neutral evil suiting most other sulis.", "Sulis are typically only religious if raised in a religious society, but those that heavily invest in their faiths or become {@class cleric||clerics} tend to follow gods of duality like {@deity Nethys} and {@deity Gozreh}, gods of creation and alchemy like {@deity Qi Zhong} and {@deity Brigh}, or gods of travel like {@deity Desna} and {@deity Alseta}. {@deity Shelyn} is also popular among sulis who identify themselves with the process of artistic creation, seeing themselves as a beautiful whole made of disparate parts." ] + }, + { + "type": "entriesOtherSource", + "source": "LOIL", + "page": 30, + "reference": { + "index": 3, + "entry": "the rest" + }, + "entries": [ + { + "type": "pf2-sidebar", + "source": "LOIL", + "page": 31, + "name": "Geniekin Trendsetters", + "reference": { + "auto": true + } + }, + { + "type": "pf2-sidebar", + "source": "LOIL", + "page": 31, + "name": "Geniekin Cuisine", + "reference": { + "auto": true + } + }, + "Most geniekin count genies among their predecessors, though descendants of other elementals also fall under this umbrella. For the most part, geniekin fit the humanoid nationality of their native land while also expressing their elemental nature in some visible way." + ] } ] } @@ -1054,6 +1144,36 @@ "Most sylphs place little value on laws and tradition, preferring to forge their own paths and go where the wind blows, especially as many have a great love for subterfuge and trickery, placing them at odds with nearly all laws and social norms. Overall, they tend toward neutrality, pursuing the most expedient avenues toward accomplishing their goals, regardless of legality.", "Sylphs often find themselves drawn toward the mysteries of secretive cults, worshipping outsider demigods like the elemental lords of air {@deity Hshurha} and {@deity Ranginori}, or the empyreal lords of detectives and vigilance {@deity Zohls} or {@deity Tanagaar}. Those who worship conventional deities tend to favor gods of travel like {@deity Desna}, gods of secrets such as {@deity Norgorber}, or the obvious gods of air, Gozreh and {@deity Hei Feng}." ] + }, + { + "type": "entriesOtherSource", + "source": "LOIL", + "page": 30, + "reference": { + "index": 3, + "entry": "the rest" + }, + "entries": [ + { + "type": "pf2-sidebar", + "source": "LOIL", + "page": 31, + "name": "Geniekin Trendsetters", + "reference": { + "auto": true + } + }, + { + "type": "pf2-sidebar", + "source": "LOIL", + "page": 31, + "name": "Geniekin Cuisine", + "reference": { + "auto": true + } + }, + "Most geniekin count genies among their predecessors, though descendants of other elementals also fall under this umbrella. For the most part, geniekin fit the humanoid nationality of their native land while also expressing their elemental nature in some visible way." + ] } ] } @@ -1194,6 +1314,36 @@ ] } ] + }, + { + "type": "entriesOtherSource", + "source": "LOIL", + "page": 32, + "reference": { + "index": 3, + "entry": "the rest" + }, + "entries": [ + { + "type": "pf2-sidebar", + "source": "LOIL", + "page": 33, + "name": "Family Matters", + "reference": { + "auto": true + } + }, + { + "type": "pf2-sidebar", + "source": "LOIL", + "page": 33, + "name": "The Shaded Library", + "reference": { + "auto": true + } + }, + "Though Jalmeray permits tieflings to migrate and live there, the arrangement can be fraught; working the most degrading jobs, acting as menagerie oddities, or making a name in the underworld are the only choices available to most tieflings." + ] } ] } @@ -1268,6 +1418,36 @@ "Undines are flexible and community-minded, often valuing the overall health of their communities above that of any one individual. Usually of a neutral alignment, their moral concerns are often centered around their societies rather than their actions.", "Religion isn't a major part of most undine's lives, but they often have strong spiritual connections to their supernatural ancestors or to water itself. Some undines worship deities of water, such as {@deity Gozreh} or {@deity Hei Feng}, while others might offer their prayers to {@deity Lysianassa}, the lost elemental lord of water." ] + }, + { + "type": "entriesOtherSource", + "source": "LOIL", + "page": 30, + "reference": { + "index": 3, + "entry": "the rest" + }, + "entries": [ + { + "type": "pf2-sidebar", + "source": "LOIL", + "page": 31, + "name": "Geniekin Trendsetters", + "reference": { + "auto": true + } + }, + { + "type": "pf2-sidebar", + "source": "LOIL", + "page": 31, + "name": "Geniekin Cuisine", + "reference": { + "auto": true + } + }, + "Most geniekin count genies among their predecessors, though descendants of other elementals also fall under this umbrella. For the most part, geniekin fit the humanoid nationality of their native land while also expressing their elemental nature in some visible way." + ] } ] } diff --git a/data/archetypes.json b/data/archetypes.json index 061ce3e246..238f79c072 100644 --- a/data/archetypes.json +++ b/data/archetypes.json @@ -1,5 +1,16 @@ { "archetype": [ + { + "name": "Shieldmarshal", + "source": "LOIL", + "page": 108, + "rarity": "uncommon", + "entries": [ + "Gunplay isn't enough to uphold Alkenstar's laws; when firearms are readily available to criminals and the corrupt, relying solely on firepower isn't always the best approach to law enforcement. To stay ahead in their never-ending war against crime and espionage, Alkenstar's elite shieldmarshals instead refine their skills of marksmanship and situational awareness into a potent blend of operational acumen and special tactics. Shieldmarshals study forensics, engineering, law, and etiquette to navigate the city's volatile conditions and politics; advanced lessons include specialized training to deal with criminals using technology as well as tactical analysis for maneuvering in congested urban environments.", + "You've undergone specialized training to help you keep the peace in Alkenstar's sprawling streets. Urban operations are dreadfully complex endeavors; closed doors and high walls conceal suspects and belligerents, while every alley and corridor could be a fatal funnel. As a shieldmarshal, you overcome these complexities by reducing and adapting to uncertain elements. You methodically observe your surroundings, make swift decisions, and actualize best practices to pacify hostiles, rescue hostages, and otherwise meet overall mission objectives." + ], + "dedicationLevel": 4 + }, { "name": "Sleepwalker", "source": "DA", @@ -626,7 +637,7 @@ "style": "pf2-stat pf2-stat__section--wide", "entries": [ "{@b Catharsis Trigger} An enemy makes you {@condition frightened}.", - "{@b Catharsis Activation} Increase your {@condition frightened} value by 1, to a maximum of {@condition frightened} 4.", + "{@b Catharsis Activation} Increase your {@condition frightened} value by 1, to a maximum of {@condition frightened 4}.", "{@b Emotional Fervor} You don't take the status penalty from the {@condition frightened} condition to your spell DCs or spell attack bonus. Instead, you gain a status bonus to spell attack rolls equal to the penalty you would've taken, and your foes take the same status penalty to their saving throws against your spells. Any other statistic takes the status penalty as normal. Spell: {@spell fear}", "{@b Emotional Fallout} You are {@condition fleeing} for 2 rounds, running from the source of the {@condition frightened} condition that triggered your Catharsis. If that source is no longer present, you instead flee from the position where you were at the start of your emotional fallout.", "{@b Focus Spell} {@spell waking nightmare}" @@ -647,7 +658,7 @@ "{@b Catharsis Trigger} You start your first turn in an encounter against your emotional focus or one of their followers. If the encounter includes multiple eligible followers and doesn't include your actual emotional focus, choose one of the followers to act as your emotional focus for this encounter (or until your actual emotional focus shows up).", "{@b Catharsis Activation} You can {@action Step} or {@action Stride}. You must end this movement closer to your emotional focus.", "{@b Emotional Fervor} Your emotional focus is {@condition flat-footed} to you and takes a \u20132 status penalty to saves against your spells. You're {@condition flat-footed} to your emotional focus and take a \u20132 status penalty to saves against it. Spell: {@spell blood vendetta|APG}", - "{@b Emotional Fallout} You become {@condition stunned} 2.", + "{@b Emotional Fallout} You become {@condition stunned 2}.", "{@b Focus Spell} {@spell cry of destruction}" ] } @@ -742,7 +753,7 @@ "{@b Catharsis Trigger} An ally within 30 feet drops to 0 Hit Points.", "{@b Catharsis Activation} You {@action Step} or {@action Stride}. You must end this movement closer to the triggering ally", "{@b Emotional Fervor} Any spell you cast that restores Hit Points to the triggering ally gets a status bonus to the Hit Points healed equal to the spell's level, or double the spell's level if the ally is at 0 Hit Points. Spell: {@spell warrior's regret|SoM}", - "{@b Emotional Fallout} Your emotional weight crushes you, leaving you {@condition stupefied} 2 until you Settle your Emotions.", + "{@b Emotional Fallout} Your emotional weight crushes you, leaving you {@condition stupefied 2} until you Settle your Emotions.", "{@b Focus Spell} {@spell healer's blessing}" ] } @@ -2828,7 +2839,7 @@ ], [ "8", - "{@b Oppressive Voice} ({@trait divination}, {@trait mental}, {@trait nonlethal}) The voice of your muse, your deity, an ancestor, or another appropriate entity suddenly overwhelms your mind. You must attempt a Will saving throw. You take {@scaledice 1d4|1-10|1d4} mental damage per spell level with a basic Will save. On a failure, you're also {@condition stunned} 1 ({@condition stunned} 2 on a critical failure)." + "{@b Oppressive Voice} ({@trait divination}, {@trait mental}, {@trait nonlethal}) The voice of your muse, your deity, an ancestor, or another appropriate entity suddenly overwhelms your mind. You must attempt a Will saving throw. You take {@scaledice 1d4|1-10|1d4} mental damage per spell level with a basic Will save. On a failure, you're also {@condition stunned 1} ({@condition stunned 2} on a critical failure)." ], [ "9", @@ -2848,7 +2859,7 @@ ], [ "13", - "{@b Tinge of Terror} ({@trait emotion}, {@trait enchantment}, {@trait fear}, {@trait mental}) All creatures within 20 feet are affected by powerful fright. They attempt a Will save, becoming {@condition frightened} 1 on a failure or {@condition frightened} 2 on a critical failure." + "{@b Tinge of Terror} ({@trait emotion}, {@trait enchantment}, {@trait fear}, {@trait mental}) All creatures within 20 feet are affected by powerful fright. They attempt a Will save, becoming {@condition frightened 1} on a failure or {@condition frightened 2} on a critical failure." ], [ "14", @@ -2856,7 +2867,7 @@ ], [ "15", - "{@b Life Sap} ({@trait necromancy}) The surge drains your life force and strength. You become {@condition drained} 1 and {@condition doomed} 1, and you are {@condition enfeebled} 2 for 1 minute." + "{@b Life Sap} ({@trait necromancy}) The surge drains your life force and strength. You become {@condition drained 1} and {@condition doomed 1}, and you are {@condition enfeebled 2} for 1 minute." ], [ "16", diff --git a/data/backgrounds/backgrounds-apg.json b/data/backgrounds/backgrounds-apg.json index df14b5e2b8..f419e4ad89 100644 --- a/data/backgrounds/backgrounds-apg.json +++ b/data/backgrounds/backgrounds-apg.json @@ -281,8 +281,7 @@ "name": "Fey's Fortune", "activity": { "number": 1, - "unit": "free", - "entry": "{@as F}" + "unit": "free" }, "components": [ "(concentrate", diff --git a/data/backgrounds/backgrounds-lowg.json b/data/backgrounds/backgrounds-lowg.json index f19cc54a35..edd342a0fd 100644 --- a/data/backgrounds/backgrounds-lowg.json +++ b/data/backgrounds/backgrounds-lowg.json @@ -684,7 +684,7 @@ "source": "LOWG", "page": 94, "entries": [ - "You studied magic at the prestigious Magaambya academy in Nantambu, learning magical traditions dating back to Old- Mage Jatembe and earning a pedigree respected by magical scholars almost everywhere.", + "You studied magic at the prestigious Magaambya academy in Nantambu, learning magical traditions dating back to Old-Mage Jatembe and earning a pedigree respected by magical scholars almost everywhere.", "Choose two ability boosts. One must be to Intelligence or Charisma, and one is a free ability boost.", "You're trained in your choice of either the {@skill Arcana} or {@skill Nature} skill, as well as the {@skill Lore||Academia Lore} skill. You gain the {@feat Recognize Spell} skill feat." ], diff --git a/data/bestiary/creatures-aoa1.json b/data/bestiary/creatures-aoa1.json index 93e84b843b..c6e0444f26 100644 --- a/data/bestiary/creatures-aoa1.json +++ b/data/bestiary/creatures-aoa1.json @@ -59,9 +59,8 @@ "name": "greatsword", "attack": 10, "traits": [ - "versatile p" + "versatile

" ], - "effects": [], "damage": "{@damage 1d12+4} slashing", "types": [ "slashing" @@ -72,9 +71,8 @@ "name": "javelin", "attack": 7, "traits": [ - "versatile p" + "versatile

" ], - "effects": [], "damage": "{@damage 1d6+4} piercing", "types": [ "piercing" @@ -217,9 +215,8 @@ "traits": [ "agile", "finesse", - "versatile s" + "versatile " ], - "effects": [], "damage": "{@damage 1d6+5} piercing", "types": [ "piercing" @@ -251,7 +248,6 @@ "reload <0>", "volley <30 feet>" ], - "effects": [], "damage": "{@damage 1d8+1} piercing", "types": [ "piercing" @@ -262,7 +258,7 @@ { "name": "Arcane Innate", "type": "Innate", - "tradition": "Arcane", + "tradition": "arcane", "DC": 25, "attack": 17, "entry": { @@ -461,9 +457,8 @@ "traits": [ "agile", "finesse", - "versatile s" + "versatile " ], - "effects": [], "damage": "{@damage 1d6+2} piercing", "types": [ "piercing" @@ -476,7 +471,6 @@ "traits": [ "finesse" ], - "effects": [], "damage": "{@damage 1d8+2} piercing plus", "types": [ "piercing" @@ -574,9 +568,8 @@ "traits": [ "agile", "finesse", - "versatile s" + "versatile " ], - "effects": [], "damage": "{@damage 1d6+3} piercing", "types": [ "piercing" @@ -602,7 +595,7 @@ { "name": "Arcane Innate", "type": "Innate", - "tradition": "Arcane", + "tradition": "arcane", "DC": 22, "entry": { "0": { @@ -795,9 +788,8 @@ "name": "longsword", "attack": 9, "traits": [ - "versatile p" + "versatile

" ], - "effects": [], "damage": "{@damage 1d8+4} slashing", "types": [ "slashing" @@ -812,7 +804,6 @@ "range increment <60 feet>", "reload <0>" ], - "effects": [], "damage": "{@damage 1d6} piercing", "types": [ "piercing" @@ -955,9 +946,8 @@ "traits": [ "agile", "finesse", - "versatile s" + "versatile " ], - "effects": [], "damage": "{@damage 1d4+4} piercing", "types": [ "piercing" @@ -972,7 +962,6 @@ "range increment <60 feet>", "reload <0>" ], - "effects": [], "damage": "{@damage 1d6} piercing", "types": [ "piercing" @@ -985,9 +974,8 @@ "traits": [ "agile", "thrown <10 feet>", - "versatile s" + "versatile " ], - "effects": [], "damage": "{@damage 1d4+4} piercing", "types": [ "piercing" @@ -1148,7 +1136,6 @@ "disarm", "finesse" ], - "effects": [], "damage": "{@damage 2d6+3} piercing", "types": [ "piercing" @@ -1161,9 +1148,8 @@ "traits": [ "agile", "finesse", - "versatile s" + "versatile " ], - "effects": [], "damage": "{@damage 1d4+3} piercing", "types": [ "piercing" @@ -1178,7 +1164,6 @@ "range increment <60 feet>", "reload <0>" ], - "effects": [], "damage": "{@damage 1d6+1} piercing", "types": [ "piercing" @@ -1191,9 +1176,8 @@ "traits": [ "agile", "thrown <10 feet>", - "versatile s" + "versatile " ], - "effects": [], "damage": "{@damage 1d4+3} piercing", "types": [ "piercing" @@ -1328,9 +1312,8 @@ "attack": 15, "traits": [ "reach <10 feet>", - "versatile p" + "versatile

" ], - "effects": [], "damage": "{@damage 1d8+9} slashing", "types": [ "slashing" @@ -1340,7 +1323,6 @@ "range": "Melee", "name": "shield boss", "attack": 15, - "effects": [], "damage": "{@damage 1d6+9} bludgeoning", "types": [ "bludgeoning" @@ -1350,7 +1332,6 @@ "range": "Melee", "name": "door", "attack": 13, - "effects": [], "damage": "{@damage 1d4+8} bludgeoning", "types": [ "bludgeoning" @@ -1361,7 +1342,7 @@ { "name": "Innate Arcane", "type": "Innate", - "tradition": "Arcane", + "tradition": "arcane", "DC": 19, "entry": { "2": { @@ -1525,7 +1506,6 @@ "range": "Melee", "name": "beak", "attack": 11, - "effects": [], "damage": "{@damage 1d10+2} piercing", "types": [ "piercing" @@ -1539,7 +1519,6 @@ "agile", "reach <10 feet>" ], - "effects": [], "damage": "{@damage 1d8+3} slashing", "types": [ "slashing" @@ -1666,7 +1645,6 @@ "range": "Melee", "name": "jaws", "attack": 10, - "effects": [], "damage": "{@damage 1d12+4} piercing", "types": [ "piercing" @@ -1679,7 +1657,6 @@ "traits": [ "agile" ], - "effects": [], "damage": "{@damage 1d8+4} bludgeoning", "types": [ "bludgeoning" @@ -1828,7 +1805,6 @@ "range": "Melee", "name": "jaws", "attack": 8, - "effects": [], "damage": "{@damage 1d6+3} piercing", "types": [ "piercing" @@ -1841,7 +1817,6 @@ "traits": [ "agile" ], - "effects": [], "damage": "{@damage 1d4+3} slashing", "types": [ "slashing" @@ -1851,7 +1826,6 @@ "range": "Melee", "name": "shell spikes", "attack": 8, - "effects": [], "damage": "{@damage 1d4+3} piercing", "types": [ "piercing" @@ -2119,9 +2093,8 @@ "traits": [ "agile", "free-hand", - "versatile s" + "versatile " ], - "effects": [], "damage": "{@damage 2d4+5} piercing plus {@damage 1d6} fire on a critical hit", "types": [ "fire", @@ -2136,7 +2109,6 @@ "agile", "sweep" ], - "effects": [], "damage": "{@damage 1d6+5} slashing", "types": [ "slashing" @@ -2151,7 +2123,6 @@ "sweep", "thrown <10 feet>" ], - "effects": [], "damage": "{@damage 1d6+5} slashing", "types": [ "slashing" @@ -2165,7 +2136,6 @@ "deadly <1d6>", "range <20 feet>" ], - "effects": [], "damage": "{@damage 2d6+5} bludgeoning", "types": [ "bludgeoning" @@ -2176,7 +2146,7 @@ { "name": "Divine Prepared", "type": "Prepared", - "tradition": "Divine", + "tradition": "divine", "DC": 23, "attack": 13, "entry": { @@ -2364,7 +2334,7 @@ { "name": "Arcane Innate", "type": "Innate", - "tradition": "Arcane", + "tradition": "arcane", "DC": 22, "entry": { "0": { @@ -2549,7 +2519,7 @@ "attack": 11, "traits": [ "reach <10 feet>", - "versatile s" + "versatile " ], "effects": [ "Invoke Reckoning" @@ -2566,7 +2536,6 @@ "traits": [ "agile" ], - "effects": [], "damage": "{@damage 1d6+4} slashing", "types": [ "slashing" @@ -2708,7 +2677,6 @@ "finesse", "trip" ], - "effects": [], "damage": "{@damage 1d4+3} slashing", "types": [ "slashing" @@ -2725,7 +2693,6 @@ "reach", "trip" ], - "effects": [], "damage": "{@damage 1d4+3} slashing", "types": [ "slashing" @@ -2739,7 +2706,6 @@ "deadly ", "thrown <20 feet>" ], - "effects": [], "damage": "{@damage 1d6+3} bludgeoning", "types": [ "bludgeoning" @@ -2860,7 +2826,6 @@ "range": "Melee", "name": "jaws", "attack": 10, - "effects": [], "damage": "{@damage 1d12+5} piercing", "types": [ "piercing" @@ -2886,7 +2851,6 @@ "traits": [ "agile" ], - "effects": [], "damage": "{@damage 1d10+5} bludgeoning", "types": [ "bludgeoning" @@ -3033,9 +2997,8 @@ "agile", "finesse", "magical", - "versatile s" + "versatile " ], - "effects": [], "damage": "{@damage 1d4+3} piercing", "types": [ "piercing" @@ -3049,9 +3012,8 @@ "agile", "magical", "thrown <10 feet>", - "versatile s" + "versatile " ], - "effects": [], "damage": "{@damage 1d4+3} piercing", "types": [ "piercing" @@ -3062,7 +3024,7 @@ { "name": "Arcane Prepared", "type": "Prepared", - "tradition": "Arcane", + "tradition": "arcane", "DC": 23, "attack": 15, "entry": { @@ -3150,7 +3112,7 @@ ], "rituals": [ { - "tradition": "Arcane", + "tradition": "arcane", "DC": 23, "rituals": [ { @@ -3288,7 +3250,6 @@ "nonlethal", "unarmed" ], - "effects": [], "damage": "{@dice 1d4-1} bludgeoning", "types": [ "bludgeoning" @@ -3298,7 +3259,6 @@ "range": "Melee", "name": "heavy book", "attack": 0, - "effects": [], "damage": "{@dice 1d6-1} bludgeoning", "types": [ "bludgeoning" @@ -3311,7 +3271,6 @@ "traits": [ "thrown <10 feet>" ], - "effects": [], "damage": "{@dice 1d6-1} bludgeoning", "types": [ "bludgeoning" diff --git a/data/bestiary/creatures-aoa2.json b/data/bestiary/creatures-aoa2.json index 9d2bcc326d..08ee22eab0 100644 --- a/data/bestiary/creatures-aoa2.json +++ b/data/bestiary/creatures-aoa2.json @@ -61,7 +61,6 @@ "traits": [ "deadly <1d8>" ], - "effects": [], "damage": "{@damage 2d8+7} piercing", "types": [ "piercing" @@ -203,7 +202,6 @@ "range": "Melee", "name": "jaws", "attack": 20, - "effects": [], "damage": "{@damage 2d8+11} piercing plus {@damage 1d12} acid", "types": [ "acid", @@ -217,7 +215,6 @@ "traits": [ "agile" ], - "effects": [], "damage": "{@damage 2d8+11} slashing", "types": [ "slashing" @@ -243,7 +240,7 @@ { "name": "Divine Prepared", "type": "Prepared", - "tradition": "Divine", + "tradition": "divine", "DC": 27, "attack": 19, "entry": { @@ -325,8 +322,7 @@ { "activity": { "number": 1, - "unit": "reaction", - "entry": "{@as R}" + "unit": "reaction" }, "traits": [ "auditory", @@ -467,7 +463,6 @@ "traits": [ "reach <15 feet>" ], - "effects": [], "damage": "{@damage 2d12+9} piercing", "types": [ "piercing" @@ -493,7 +488,7 @@ { "name": "Occult Innate", "type": "Innate", - "tradition": "Occult", + "tradition": "occult", "DC": 26, "entry": { "2": { @@ -643,7 +638,6 @@ "range": "Melee", "name": "jaws", "attack": 14, - "effects": [], "damage": "{@damage 2d8+5} piercing", "types": [ "piercing" @@ -656,7 +650,6 @@ "traits": [ "reach <10 feet>" ], - "effects": [], "damage": "{@damage 1d8+5} piercing", "types": [ "piercing" @@ -671,7 +664,6 @@ "range increment <60 feet>", "reload <0>" ], - "effects": [], "damage": "{@damage 1d6+3} piercing", "types": [ "piercing" @@ -682,7 +674,7 @@ { "name": "Primal Innate", "type": "Innate", - "tradition": "Primal", + "tradition": "primal", "DC": 21, "entry": { "1": { @@ -838,7 +830,6 @@ "range": "Melee", "name": "jaws", "attack": 8, - "effects": [], "damage": "{@damage 1d8+3} piercing", "types": [ "piercing" @@ -848,7 +839,6 @@ "range": "Melee", "name": "spear", "attack": 8, - "effects": [], "damage": "{@damage 1d6+3} piercing", "types": [ "piercing" @@ -861,7 +851,6 @@ "traits": [ "thrown <20 feet>" ], - "effects": [], "damage": "{@damage 1d6+3} piercing", "types": [ "piercing" @@ -872,7 +861,7 @@ { "name": "Primal Innate", "type": "Innate", - "tradition": "Primal", + "tradition": "primal", "DC": 17, "entry": { "1": { @@ -1004,7 +993,6 @@ "traits": [ "thrown <20 feet>" ], - "effects": [], "damage": "{@damage 1d6+5} piercing", "types": [ "piercing" @@ -1018,7 +1006,6 @@ "agile", "nonlethal" ], - "effects": [], "damage": "{@damage 1d4+5} bludgeoning", "types": [ "bludgeoning" @@ -1032,7 +1019,6 @@ "deadly ", "thrown <20 feet>" ], - "effects": [], "damage": "{@damage 1d6+5} piercing", "types": [ "piercing" @@ -1046,7 +1032,6 @@ "deadly ", "thrown <20 feet>" ], - "effects": [], "damage": "{@damage 1d6+5} bludgeoning", "types": [ "bludgeoning" @@ -1057,7 +1042,7 @@ { "name": "Divine Prepared", "type": "Prepared", - "tradition": "Divine", + "tradition": "divine", "DC": 21, "attack": 11, "entry": { @@ -1230,7 +1215,6 @@ "traits": [ "magical" ], - "effects": [], "damage": "{@damage 2d8+8} slashing", "types": [ "slashing" @@ -1244,7 +1228,6 @@ "agile", "nonlethal" ], - "effects": [], "damage": "{@damage 1d4+8} bludgeoning", "types": [ "bludgeoning" @@ -1259,7 +1242,6 @@ "magical", "thrown <20 feet>" ], - "effects": [], "damage": "{@damage 2d8+8} piercing", "types": [ "piercing" @@ -1273,7 +1255,6 @@ "deadly ", "thrown <20 feet>" ], - "effects": [], "damage": "{@damage 2d6+8} bludgeoning", "types": [ "bludgeoning" @@ -1445,9 +1426,12 @@ "attacks": [ { "range": "Melee", - "name": "longsword (magical, versatile P)", + "name": "longsword", + "traits": [ + "magical", + "versatile

" + ], "attack": 17, - "effects": [], "damage": "{@damage 2d8+6} slashing", "types": [ "slashing" @@ -1457,7 +1441,6 @@ "range": "Melee", "name": "bite", "attack": 16, - "effects": [], "damage": "{@damage 1d10+6} piercing plus {@damage 1d6} fire", "types": [ "fire", @@ -1471,7 +1454,6 @@ "traits": [ "agile" ], - "effects": [], "damage": "{@damage 1d10+6} slashing", "types": [ "slashing" @@ -1484,7 +1466,6 @@ "traits": [ "reach <10 feet>" ], - "effects": [], "damage": "{@damage 1d8+6} slashing", "types": [ "slashing" @@ -1498,7 +1479,6 @@ "deadly ", "thrown <20 feet>" ], - "effects": [], "damage": "{@damage 2d6+6} bludgeoning", "types": [ "bludgeoning" @@ -1509,7 +1489,7 @@ { "name": "Divine Prepared", "type": "Prepared", - "tradition": "Divine", + "tradition": "divine", "DC": 25, "attack": 17, "entry": { @@ -1722,7 +1702,6 @@ "agile", "sweep" ], - "effects": [], "damage": "{@damage 1d6+3} slashing", "types": [ "slashing" @@ -1735,9 +1714,8 @@ "traits": [ "agile", "finesse", - "versatile s" + "versatile " ], - "effects": [], "damage": "{@damage 1d4+3} piercing", "types": [ "piercing" @@ -1751,7 +1729,6 @@ "agile", "nonlethal" ], - "effects": [], "damage": "{@damage 1d4+3} bludgeoning", "types": [ "bludgeoning" @@ -1767,7 +1744,6 @@ "sweep", "thrown <10 feet>" ], - "effects": [], "damage": "{@damage 1d6+3} slashing", "types": [ "slashing" @@ -1781,9 +1757,8 @@ "agile", "deadly ", "thrown <10 feet>", - "versatile s" + "versatile " ], - "effects": [], "damage": "{@damage 1d4+3} piercing", "types": [ "piercing" @@ -1797,7 +1772,6 @@ "deadly ", "thrown <20 feet>" ], - "effects": [], "damage": "{@damage 1d6+3} bludgeoning", "types": [ "bludgeoning" @@ -1916,9 +1890,8 @@ "attack": 11, "traits": [ "agile", - "versatile s" + "versatile " ], - "effects": [], "damage": "{@damage 1d4+3} piercing", "types": [ "piercing" @@ -1949,9 +1922,8 @@ "traits": [ "agile", "thrown <10 feet>", - "versatile s" + "versatile " ], - "effects": [], "damage": "{@damage 1d4+3} piercing", "types": [ "piercing" @@ -1962,7 +1934,7 @@ { "name": "Primal Innate", "type": "Innate", - "tradition": "Primal", + "tradition": "primal", "DC": 16, "entry": { "0": { @@ -2120,7 +2092,6 @@ "range": "Melee", "name": "jaws", "attack": 17, - "effects": [], "damage": "{@damage 2d8+8} piercing", "types": [ "piercing" @@ -2133,9 +2104,8 @@ "traits": [ "agile", "magical", - "versatile s" + "versatile " ], - "effects": [], "damage": "{@damage 1d4+8} piercing", "types": [ "piercing" @@ -2151,7 +2121,6 @@ "range increment <20 feet>", "reload <1>" ], - "effects": [], "damage": "1 piercing plus {@damage 2d4} {@condition persistent damage ||persistent poison}", "types": [ "persistent", @@ -2166,9 +2135,8 @@ "agile", "magical", "thrown <10 feet>", - "versatile s" + "versatile " ], - "effects": [], "damage": "{@damage 1d4+8} piercing", "types": [ "piercing" @@ -2179,7 +2147,7 @@ { "name": "Primal Innate", "type": "Innate", - "tradition": "Primal", + "tradition": "primal", "DC": 22, "entry": { "1": { @@ -2333,7 +2301,6 @@ "reach <10 feet>", "trip" ], - "effects": [], "damage": "{@damage 2d4+6} slashing", "types": [ "slashing" @@ -2358,9 +2325,8 @@ "traits": [ "agile", "finesse", - "versatile s" + "versatile " ], - "effects": [], "damage": "{@damage 1d4+6} piercing", "types": [ "piercing" @@ -2373,9 +2339,8 @@ "traits": [ "agile", "thrown <10 feet>", - "versatile s" + "versatile " ], - "effects": [], "damage": "{@damage 1d4+6} piercing", "types": [ "piercing" @@ -2537,9 +2502,8 @@ "traits": [ "agile", "finesse", - "versatile s" + "versatile " ], - "effects": [], "damage": "{@damage 1d6+3} piercing", "types": [ "piercing" @@ -2554,7 +2518,6 @@ "range increment <60 feet>", "reload <0>" ], - "effects": [], "damage": "{@damage 1d6+2} piercing", "types": [ "piercing" @@ -2680,7 +2643,6 @@ "traits": [ "two-hand " ], - "effects": [], "damage": "{@damage 1d4+4} bludgeoning", "types": [ "bludgeoning" @@ -2694,7 +2656,6 @@ "agile", "thrown <20 feet>" ], - "effects": [], "damage": "{@damage 1d4+4} piercing", "types": [ "piercing" @@ -2705,7 +2666,7 @@ { "name": "Primal Prepared", "type": "Prepared", - "tradition": "Primal", + "tradition": "primal", "DC": 23, "attack": 13, "entry": { @@ -2888,7 +2849,6 @@ "finesse", "trip" ], - "effects": [], "damage": "{@damage 1d4+1} slashing", "types": [ "slashing" @@ -2902,7 +2862,6 @@ "agile", "thrown <20 feet>" ], - "effects": [], "damage": "{@damage 1d4+1} piercing", "types": [ "piercing" @@ -3021,9 +2980,8 @@ "agile", "finesse", "magical", - "versatile s" + "versatile " ], - "effects": [], "damage": "{@damage 1d4+2} piercing", "types": [ "piercing" @@ -3037,7 +2995,6 @@ "magical", "two-hand " ], - "effects": [], "damage": "{@dice 1d4-1} bludgeoning", "types": [ "bludgeoning" @@ -3052,7 +3009,6 @@ "range increment <120 feet>", "reload <1>" ], - "effects": [], "damage": "{@damage 1d6+3} piercing (plus wyvern poison on first four shots)", "types": [ "piercing" @@ -3066,9 +3022,8 @@ "agile", "magical", "thrown <10 feet>", - "versatile s" + "versatile " ], - "effects": [], "damage": "{@damage 1d4+2} piercing", "types": [ "piercing" @@ -3218,9 +3173,8 @@ "traits": [ "agile", "magical", - "versatile s" + "versatile " ], - "effects": [], "damage": "{@damage 1d4+7} piercing plus {@damage 1d6} positive to undead", "types": [ "piercing", @@ -3234,9 +3188,8 @@ "traits": [ "agile", "magical", - "versatile s" + "versatile " ], - "effects": [], "damage": "{@damage 2d4+7} piercing", "types": [ "piercing" @@ -3253,7 +3206,6 @@ "reload <0>", "volley <30 feet>" ], - "effects": [], "damage": "{@damage 1d8+3} piercing", "types": [ "piercing" @@ -3267,9 +3219,8 @@ "agile", "magical", "thrown <10 feet>", - "versatile s" + "versatile " ], - "effects": [], "damage": "{@damage 1d4+7} piercing plus {@damage 1d6} positive to undead", "types": [ "piercing", @@ -3284,9 +3235,8 @@ "agile", "magical", "thrown <10 feet>", - "versatile s" + "versatile " ], - "effects": [], "damage": "{@damage 2d4+7} piercing", "types": [ "piercing" @@ -3312,7 +3262,7 @@ { "name": "Primal Innate", "type": "Innate", - "tradition": "Primal", + "tradition": "primal", "DC": 24, "entry": { "0": { @@ -3465,7 +3415,6 @@ "traits": [ "agile" ], - "effects": [], "damage": "{@damage 2d8+9} slashing", "types": [ "slashing" @@ -3476,7 +3425,7 @@ { "name": "Arcane Innate", "type": "Innate", - "tradition": "Arcane", + "tradition": "arcane", "DC": 27, "entry": { "1": { @@ -3757,7 +3706,6 @@ "traits": [ "reach <15 feet>" ], - "effects": [], "damage": "{@damage 2d12+10} piercing", "types": [ "piercing" @@ -3770,7 +3718,6 @@ "traits": [ "reach <20 feet>" ], - "effects": [], "damage": "{@damage 2d6+10} bludgeoning", "types": [ "bludgeoning" @@ -3783,7 +3730,6 @@ "traits": [ "reach <10 feet>" ], - "effects": [], "damage": "{@damage 2d8+10} bludgeoning", "types": [ "bludgeoning" @@ -3938,7 +3884,6 @@ "finesse", "reach <15 feet>" ], - "effects": [], "damage": "{@damage 2d6+4} bludgeoning", "types": [ "bludgeoning" @@ -3952,7 +3897,6 @@ "magical", "two-hand " ], - "effects": [], "damage": "{@damage 1d4+4} bludgeoning", "types": [ "bludgeoning" @@ -3982,7 +3926,7 @@ { "name": "Occult Spontaneous", "type": "Spontaneous", - "tradition": "Occult", + "tradition": "occult", "DC": 24, "attack": 14, "entry": { @@ -4085,7 +4029,7 @@ { "name": "Primal Innate", "type": "Innate", - "tradition": "Primal", + "tradition": "primal", "DC": 24, "entry": { "0": { @@ -4247,7 +4191,6 @@ "range": "Melee", "name": "jaws", "attack": 20, - "effects": [], "damage": "{@damage 2d8+9} piercing plus {@damage 2d4} fire", "types": [ "fire", @@ -4261,7 +4204,6 @@ "traits": [ "agile" ], - "effects": [], "damage": "{@damage 2d8+9} slashing", "types": [ "slashing" @@ -4274,7 +4216,6 @@ "traits": [ "reach <10 feet>" ], - "effects": [], "damage": "{@damage 2d8+9} slashing", "types": [ "slashing" @@ -4288,7 +4229,6 @@ "deadly <1d6>", "thrown <20 feet>" ], - "effects": [], "damage": "{@damage 2d6+9} bludgeoning", "types": [ "bludgeoning" @@ -4443,7 +4383,6 @@ "range": "Melee", "name": "jaws", "attack": 14, - "effects": [], "damage": "{@damage 2d8+4} piercing plus 1 {@condition persistent damage ||persistent bleed}", "types": [ "persistent", @@ -4470,7 +4409,6 @@ "range": "Melee", "name": "spear", "attack": 13, - "effects": [], "damage": "{@damage 1d6+4} piercing", "types": [ "piercing" @@ -4483,7 +4421,6 @@ "traits": [ "thrown <20 feet>" ], - "effects": [], "damage": "{@damage 1d6+4} piercing", "types": [ "piercing" diff --git a/data/bestiary/creatures-aoa3.json b/data/bestiary/creatures-aoa3.json index 07ac6a4267..c8fb589dc1 100644 --- a/data/bestiary/creatures-aoa3.json +++ b/data/bestiary/creatures-aoa3.json @@ -71,9 +71,8 @@ "traits": [ "agile", "finesse", - "versatile p" + "versatile

" ], - "effects": [], "damage": "{@dice 1d4-1} slashing plus {@damage 1d4} {@condition persistent damage ||persistent bleed}", "types": [ "persistent", @@ -85,7 +84,7 @@ { "name": "Innate Divine", "type": "Innate", - "tradition": "Divine", + "tradition": "divine", "DC": 17, "entry": { "0": { @@ -293,9 +292,8 @@ "name": "morningstar", "attack": 20, "traits": [ - "versatile p" + "versatile

" ], - "effects": [], "damage": "{@damage 2d6+8} bludgeoning", "types": [ "bludgeoning" @@ -308,9 +306,8 @@ "traits": [ "agile", "finesse", - "versatile s" + "versatile " ], - "effects": [], "damage": "{@damage 1d4+8} piercing", "types": [ "piercing" @@ -323,9 +320,8 @@ "traits": [ "agile", "thrown <10 feet>", - "versatile s" + "versatile " ], - "effects": [], "damage": "{@damage 1d4+8} piercing", "types": [ "piercing" @@ -336,7 +332,7 @@ { "name": "Arcane Prepared", "type": "Prepared", - "tradition": "Arcane", + "tradition": "arcane", "DC": 32, "attack": 22, "entry": { @@ -606,7 +602,6 @@ "range": "Melee", "name": "jaws", "attack": 17, - "effects": [], "damage": "{@damage 2d8+8} piercing", "types": [ "piercing" @@ -965,7 +960,6 @@ "traits": [ "agile" ], - "effects": [], "damage": "{@damage 2d8+9} slashing plus", "types": [ "slashing" @@ -1161,7 +1155,6 @@ "traits": [ "shove" ], - "effects": [], "damage": "{@damage 2d6+9} bludgeoning", "types": [ "bludgeoning" @@ -1173,9 +1166,8 @@ "attack": 18, "traits": [ "agile", - "versatile s" + "versatile " ], - "effects": [], "damage": "{@damage 1d4+9} piercing", "types": [ "piercing" @@ -1188,9 +1180,8 @@ "traits": [ "agile", "thrown <10 feet>", - "versatile s" + "versatile " ], - "effects": [], "damage": "{@damage 1d4+9} piercing", "types": [ "piercing" @@ -1201,7 +1192,7 @@ { "name": "Occult Prepared", "type": "Prepared", - "tradition": "Occult", + "tradition": "occult", "DC": 27, "attack": 19, "entry": { @@ -1437,7 +1428,6 @@ "deadly <2d10>", "reach <10 feet>" ], - "effects": [], "damage": "{@damage 3d10+13} slashing plus {@damage 2d6} {@condition persistent damage ||persistent bleed}", "types": [ "persistent", @@ -1449,7 +1439,7 @@ { "name": "Innate Divine", "type": "Innate", - "tradition": "Divine", + "tradition": "divine", "DC": 33, "entry": { "4": { @@ -1663,7 +1653,6 @@ "traits": [ "deadly <1d8>" ], - "effects": [], "damage": "{@damage 2d10+13} piercing", "types": [ "piercing" @@ -1676,7 +1665,6 @@ "traits": [ "agile" ], - "effects": [], "damage": "{@damage 2d8+13} slashing", "types": [ "slashing" @@ -1686,7 +1674,6 @@ "range": "Melee", "name": "jaws", "attack": 23, - "effects": [], "damage": "{@damage 2d6+13} piercing", "types": [ "piercing" @@ -1697,7 +1684,7 @@ { "name": "Divine Innate", "type": "Innate", - "tradition": "Divine", + "tradition": "divine", "DC": 27, "entry": { "1": { @@ -1739,7 +1726,7 @@ ], "rituals": [ { - "tradition": "Divine", + "tradition": "divine", "DC": 27, "rituals": [ { @@ -1915,7 +1902,6 @@ "magical", "sweep" ], - "effects": [], "damage": "{@damage 2d6+12} slashing", "types": [ "slashing" @@ -1928,7 +1914,6 @@ "traits": [ "agile" ], - "effects": [], "damage": "{@damage 2d6+12} piercing", "types": [ "piercing" @@ -1944,7 +1929,6 @@ "range increment <100 feet>", "volley <30 feet>" ], - "effects": [], "damage": "{@damage 2d8+10} piercing plus {@damage 1d6} fire", "types": [ "fire", @@ -2145,7 +2129,6 @@ "forceful", "sweep" ], - "effects": [], "damage": "{@damage 1d6+7} slashing", "types": [ "slashing" @@ -2160,7 +2143,6 @@ "range increment <60 feet>", "reload <0>" ], - "effects": [], "damage": "{@damage 1d6+3} piercing", "types": [ "piercing" @@ -2303,7 +2285,6 @@ "magical", "finesse" ], - "effects": [], "damage": "{@damage 2d6+11} piercing", "types": [ "piercing" @@ -2316,7 +2297,6 @@ "traits": [ "magical" ], - "effects": [], "damage": "{@damage 1d6+6} piercing", "types": [ "piercing" @@ -2327,7 +2307,7 @@ { "name": "Occult Spontaneous", "type": "Spontaneous", - "tradition": "Occult", + "tradition": "occult", "DC": 29, "attack": 23, "entry": { @@ -2564,9 +2544,8 @@ "traits": [ "agile", "finesse", - "versatile s" + "versatile " ], - "effects": [], "damage": "{@damage 1d4+8} piercing", "types": [ "piercing" @@ -2582,7 +2561,6 @@ "range increment <80 feet>", "reload <1>" ], - "effects": [], "damage": "{@damage 2d10+7} bludgeoning plus {@damage 1d6} chaotic", "types": [ "bludgeoning", @@ -2596,9 +2574,8 @@ "traits": [ "agile", "thrown <10 feet>", - "versatile s" + "versatile " ], - "effects": [], "damage": "{@damage 1d4+8} piercing", "types": [ "piercing" @@ -2785,7 +2762,6 @@ "traits": [ "agile" ], - "effects": [], "damage": "{@damage 1d8+11} bludgeoning", "types": [ "bludgeoning" @@ -2800,7 +2776,6 @@ "range increment <60 feet>", "reload <0>" ], - "effects": [], "damage": "{@damage 2d6+8} piercing", "types": [ "piercing" @@ -2971,7 +2946,6 @@ "range": "Melee", "name": "jaws", "attack": 20, - "effects": [], "damage": "{@damage 2d10+11} piercing", "types": [ "piercing" @@ -2985,7 +2959,6 @@ "agile", "reach <10 feet>" ], - "effects": [], "damage": "{@damage 2d6+11} slashing", "types": [ "slashing" @@ -3013,7 +2986,6 @@ "traits": [ "range increment <30 feet>" ], - "effects": [], "damage": "{@damage 2d6+8} piercing", "types": [ "piercing" @@ -3024,7 +2996,7 @@ { "name": "Divine Innate", "type": "Innate", - "tradition": "Divine", + "tradition": "divine", "DC": 25, "entry": { "2": { @@ -3067,7 +3039,7 @@ ], "rituals": [ { - "tradition": "Divine", + "tradition": "divine", "DC": 25, "rituals": [ { @@ -3259,7 +3231,6 @@ "finesse", "reach <10 feet>" ], - "effects": [], "damage": "{@damage 4d10+6} slashing plus {@damage 1d6} {@condition persistent damage ||persistent bleed}", "types": [ "persistent", @@ -3271,7 +3242,7 @@ { "name": "Innate Divine", "type": "Innate", - "tradition": "Divine", + "tradition": "divine", "DC": 38, "entry": { "8": { @@ -3504,7 +3475,6 @@ "fire", "shove" ], - "effects": [], "damage": "{@damage 2d6+8} bludgeoning plus {@damage 2d6} fire", "types": [ "bludgeoning", @@ -3678,7 +3648,7 @@ { "name": "Primal Innate", "type": "Innate", - "tradition": "Primal", + "tradition": "primal", "DC": 35, "entry": { "2": { @@ -3950,7 +3920,7 @@ ], "rituals": [ { - "tradition": "Divine", + "tradition": "divine", "DC": 29, "rituals": [ { @@ -4122,9 +4092,8 @@ "traits": [ "agile", "finesse", - "versatile p" + "versatile

" ], - "effects": [], "damage": "{@damage 1d6+10} slashing", "types": [ "slashing" @@ -4270,7 +4239,6 @@ "disarm", "finesse" ], - "effects": [], "damage": "{@damage 1d6+5} piercing", "types": [ "piercing" @@ -4283,9 +4251,8 @@ "traits": [ "agile", "finesse", - "versatile s" + "versatile " ], - "effects": [], "damage": "{@damage 1d4+4} piercing", "types": [ "piercing" @@ -4298,9 +4265,8 @@ "traits": [ "agile", "thrown <10 feet>", - "versatile s" + "versatile " ], - "effects": [], "damage": "{@damage 1d4+4} piercing", "types": [ "piercing" @@ -4462,7 +4428,6 @@ "fatal ", "magical" ], - "effects": [], "damage": "{@damage 1d6+10} piercing", "types": [ "piercing" @@ -4479,7 +4444,6 @@ "reload <0>", "volley <30 feet>" ], - "effects": [], "damage": "{@damage 2d8+8} piercing", "types": [ "piercing" @@ -4616,7 +4580,6 @@ "sweep", "trip" ], - "effects": [], "damage": "{@damage 2d6+10} bludgeoning", "types": [ "bludgeoning" @@ -4629,7 +4592,6 @@ "traits": [ "thrown <30 feet>" ], - "effects": [], "damage": "{@damage 1d6+10} piercing", "types": [ "piercing" @@ -4812,7 +4774,6 @@ "brutal", "range increment <120 feet>" ], - "effects": [], "damage": "{@damage 2d8+18} bludgeoning", "types": [ "bludgeoning" @@ -4979,7 +4940,6 @@ "agile", "magical" ], - "effects": [], "damage": "{@damage 3d10+11} piercing", "types": [ "piercing" @@ -4994,7 +4954,6 @@ "finesse", "magical" ], - "effects": [], "damage": "{@damage 3d8+11} slashing", "types": [ "slashing" @@ -5005,7 +4964,7 @@ { "name": "Occult Spontaneous", "type": "Spontaneous", - "tradition": "Occult", + "tradition": "occult", "DC": 32, "attack": 24, "entry": { @@ -5118,7 +5077,7 @@ { "name": "Occult Innate", "type": "Innate", - "tradition": "Occult", + "tradition": "occult", "DC": 32, "entry": { "3": { @@ -5134,7 +5093,7 @@ ], "rituals": [ { - "tradition": "Occult", + "tradition": "occult", "DC": 32, "rituals": [ { diff --git a/data/bestiary/creatures-aoa4.json b/data/bestiary/creatures-aoa4.json index e46448c257..42da57c9c5 100644 --- a/data/bestiary/creatures-aoa4.json +++ b/data/bestiary/creatures-aoa4.json @@ -77,7 +77,6 @@ "traits": [ "shove" ], - "effects": [], "damage": "{@damage 2d8+14} bludgeoning", "types": [ "bludgeoning" @@ -279,7 +278,6 @@ "magical", "reach <15 feet>" ], - "effects": [], "damage": "{@damage 3d10+11} piercing plus {@damage 3d6} fire", "types": [ "fire", @@ -295,7 +293,6 @@ "magical", "reach <10 feet>" ], - "effects": [], "damage": "{@damage 3d10+11} slashing", "types": [ "slashing" @@ -309,7 +306,6 @@ "magical", "reach <20 feet>" ], - "effects": [], "damage": "{@damage 2d12+10} bludgeoning", "types": [ "bludgeoning" @@ -323,7 +319,6 @@ "magical", "reach <15 feet>" ], - "effects": [], "damage": "{@damage 2d10+10} piercing", "types": [ "piercing" @@ -334,7 +329,7 @@ { "name": "Primal Innate", "type": "Innate", - "tradition": "Primal", + "tradition": "primal", "DC": 31, "attack": 23, "entry": { @@ -571,7 +566,6 @@ "magical", "reach <20 feet>" ], - "effects": [], "damage": "{@damage 3d12+20} piercing plus {@damage 4d6} fire", "types": [ "fire", @@ -587,7 +581,6 @@ "magical", "reach <15 feet>" ], - "effects": [], "damage": "{@damage 3d10+20} slashing", "types": [ "slashing" @@ -601,7 +594,6 @@ "magical", "reach <25 feet>" ], - "effects": [], "damage": "{@damage 3d12+18} bludgeoning", "types": [ "bludgeoning" @@ -615,7 +607,6 @@ "magical", "reach <20 feet>" ], - "effects": [], "damage": "{@damage 2d12+18} piercing", "types": [ "piercing" @@ -626,7 +617,7 @@ { "name": "Primal Innate", "type": "Innate", - "tradition": "Primal", + "tradition": "primal", "DC": 40, "attack": 32, "entry": { @@ -851,9 +842,8 @@ "name": "pseudopod", "attack": 24, "traits": [ - "versatile s" + "versatile " ], - "effects": [], "damage": "{@damage 4d8+7} piercing", "types": [ "piercing" @@ -1051,7 +1041,6 @@ "traits": [ "shove" ], - "effects": [], "damage": "{@damage 2d12+15} bludgeoning", "types": [ "bludgeoning" @@ -1066,7 +1055,6 @@ "range increment <60 feet>", "reload <0>" ], - "effects": [], "damage": "{@damage 1d8+8} piercing", "types": [ "piercing" @@ -1195,7 +1183,6 @@ "traits": [ "reach <15 feet>" ], - "effects": [], "damage": "{@damage 3d8+11} bludgeoning plus {@damage 2d6} fire", "types": [ "bludgeoning", @@ -1209,7 +1196,6 @@ "traits": [ "range increment <150 feet>" ], - "effects": [], "damage": "{@damage 2d10+11} bludgeoning", "types": [ "bludgeoning" @@ -1220,7 +1206,7 @@ { "name": "Primal Innate", "type": "Innate", - "tradition": "Primal", + "tradition": "primal", "DC": 31, "entry": { "7": { @@ -1416,7 +1402,6 @@ "range": "Melee", "name": "fangs", "attack": 24, - "effects": [], "damage": "{@damage 3d12+11} piercing", "types": [ "piercing" @@ -1430,7 +1415,6 @@ "agile", "finesse" ], - "effects": [], "damage": "{@damage 3d8+11} bludgeoning", "types": [ "bludgeoning" @@ -1441,7 +1425,7 @@ { "name": "Primal Innate", "type": "Innate", - "tradition": "Primal", + "tradition": "primal", "DC": 32, "entry": { "6": { @@ -1605,7 +1589,7 @@ ], "rituals": [ { - "tradition": "Occult", + "tradition": "occult", "DC": 31, "rituals": [ { @@ -1755,9 +1739,8 @@ "attack": 27, "traits": [ "magical", - "versatile p" + "versatile

" ], - "effects": [], "damage": "{@damage 1d12+9} slashing plus {@damage 2d6} negative plus {@damage 3d6} fire", "types": [ "fire", @@ -1947,9 +1930,8 @@ "agile", "finesse", "magical", - "versatile s" + "versatile " ], - "effects": [], "damage": "{@damage 2d6+10} slashing", "types": [ "slashing" @@ -1967,7 +1949,6 @@ "reload <0>", "volley <30 feet>" ], - "effects": [], "damage": "{@damage 2d8+8} piercing", "types": [ "piercing" @@ -1978,7 +1959,7 @@ { "name": "Occult Innate", "type": "Innate", - "tradition": "Occult", + "tradition": "occult", "DC": 33, "entry": { "2": { @@ -2397,7 +2378,6 @@ "disarm", "trip" ], - "effects": [], "damage": "{@damage 2d8+5} slashing plus {@damage 1d6} fire", "types": [ "fire", @@ -2411,7 +2391,6 @@ "traits": [ "shove" ], - "effects": [], "damage": "{@damage 1d8+7} bludgeoning", "types": [ "bludgeoning" @@ -2591,7 +2570,6 @@ "agile", "reach <15 feet>" ], - "effects": [], "damage": "{@damage 3d8+14} slashing", "types": [ "slashing" @@ -2778,7 +2756,6 @@ "magical", "trip" ], - "effects": [], "damage": "{@damage 2d8+14} slashing plus {@damage 1d6} fire", "types": [ "fire", @@ -2793,7 +2770,6 @@ "agile", "magical" ], - "effects": [], "damage": "{@damage 2d6+14} bludgeoning", "types": [ "bludgeoning" @@ -2808,7 +2784,6 @@ "magical", "thrown <20 feet>" ], - "effects": [], "damage": "{@damage 2d6+14} bludgeoning", "types": [ "bludgeoning" @@ -2819,7 +2794,7 @@ { "name": "Divine Prepared", "type": "Prepared", - "tradition": "Divine", + "tradition": "divine", "DC": 36, "attack": 32, "entry": { @@ -3225,7 +3200,6 @@ "magical", "shove" ], - "effects": [], "damage": "{@damage 2d12+12} bludgeoning plus {@damage 1d6} sonic", "types": [ "bludgeoning", @@ -3237,7 +3211,7 @@ { "name": "Arcane Prepared", "type": "Prepared", - "tradition": "Arcane", + "tradition": "arcane", "DC": 35, "attack": 27, "entry": { @@ -3529,7 +3503,6 @@ "reach", "trip" ], - "effects": [], "damage": "{@damage 2d4+16} slashing plus {@damage 1d6} acid", "types": [ "acid", @@ -3547,7 +3520,6 @@ "reload <0>", "volley <30 feet>" ], - "effects": [], "damage": "{@damage 2d8+12} piercing", "types": [ "piercing" @@ -3558,7 +3530,7 @@ { "name": "Occult Innate", "type": "Innate", - "tradition": "Occult", + "tradition": "occult", "DC": 34, "entry": { "2": { @@ -3680,7 +3652,6 @@ "magical", "reach <10 feet>" ], - "effects": [], "damage": "{@damage 2d10+11} bludgeoning plus {@damage 2d6} negative", "types": [ "bludgeoning", @@ -3866,7 +3837,7 @@ { "name": "Occult Innate", "type": "Innate", - "tradition": "Occult", + "tradition": "occult", "DC": 33, "attack": 27, "entry": { @@ -4057,7 +4028,6 @@ "range": "Melee", "name": "edifice", "attack": 30, - "effects": [], "damage": "{@damage 4d10+9} bludgeoning", "types": [ "bludgeoning" @@ -4226,7 +4196,6 @@ "finesse", "magical" ], - "effects": [], "damage": "{@damage 3d10+12} negative", "types": [ "negative" @@ -4237,7 +4206,7 @@ { "name": "Arcane Innate", "type": "Innate", - "tradition": "Arcane", + "tradition": "arcane", "DC": 33, "attack": 27, "entry": { @@ -4677,7 +4646,6 @@ "magical", "reach <15 feet>" ], - "effects": [], "damage": "{@damage 3d10+15} piercing plus {@damage 4d6} fire", "types": [ "fire", @@ -4693,7 +4661,6 @@ "magical", "reach <10 feet>" ], - "effects": [], "damage": "{@damage 3d10+15} slashing", "types": [ "slashing" @@ -4707,7 +4674,6 @@ "magical", "reach <20 feet>" ], - "effects": [], "damage": "{@damage 2d12+15} bludgeoning", "types": [ "bludgeoning" @@ -4721,7 +4687,6 @@ "magical", "reach <15 feet>" ], - "effects": [], "damage": "{@damage 2d12+15} piercing", "types": [ "piercing" @@ -4732,7 +4697,7 @@ { "name": "Primal Innate", "type": "Innate", - "tradition": "Primal", + "tradition": "primal", "DC": 40, "entry": { "0": { @@ -4973,7 +4938,6 @@ "traits": [ "reach <15 feet>" ], - "effects": [], "damage": "{@damage 3d12+14} piercing", "types": [ "piercing" @@ -4987,7 +4951,6 @@ "agile", "reach <15 feet>" ], - "effects": [], "damage": "{@damage 3d8+14} slashing", "types": [ "slashing" @@ -4998,7 +4961,7 @@ { "name": "Occult Innate", "type": "Innate", - "tradition": "Occult", + "tradition": "occult", "DC": 33, "attack": 27, "entry": { @@ -5219,7 +5182,6 @@ "fire", "reach <10 feet>" ], - "effects": [], "damage": "{@damage 2d10+8} piercing plus {@damage 2d6} fire", "types": [ "fire", @@ -5233,7 +5195,6 @@ "traits": [ "agile" ], - "effects": [], "damage": "{@damage 2d10+8} slashing", "types": [ "slashing" @@ -5246,7 +5207,6 @@ "traits": [ "reach <15 feet>" ], - "effects": [], "damage": "{@damage 2d12+7} bludgeoning", "types": [ "bludgeoning" @@ -5259,7 +5219,6 @@ "traits": [ "reach <10 feet>" ], - "effects": [], "damage": "{@damage 1d12+7} piercing", "types": [ "piercing" @@ -5270,7 +5229,7 @@ { "name": "Primal Innate", "type": "Innate", - "tradition": "Primal", + "tradition": "primal", "DC": 26, "attack": 18, "entry": { diff --git a/data/bestiary/creatures-aoa5.json b/data/bestiary/creatures-aoa5.json index 183aa512e5..6a501beddd 100644 --- a/data/bestiary/creatures-aoa5.json +++ b/data/bestiary/creatures-aoa5.json @@ -202,9 +202,8 @@ "traits": [ "magical", "reach <10 feet>", - "versatile p" + "versatile

" ], - "effects": [], "damage": "{@damage 2d8+15} slashing", "types": [ "slashing" @@ -219,7 +218,6 @@ "reach <10 feet>", "nonlethal" ], - "effects": [], "damage": "{@damage 3d8+13} bludgeoning", "types": [ "bludgeoning" @@ -230,7 +228,7 @@ { "name": "Arcane Innate", "type": "Innate", - "tradition": "Arcane", + "tradition": "arcane", "DC": 28, "entry": { "1": { @@ -439,7 +437,6 @@ "magical", "reach <10 feet>" ], - "effects": [], "damage": "{@damage 3d10+14} slashing", "types": [ "slashing" @@ -466,7 +463,7 @@ { "name": "Divine Innate", "type": "Innate", - "tradition": "Divine", + "tradition": "divine", "DC": 36, "entry": { "4": { @@ -504,7 +501,7 @@ ], "rituals": [ { - "tradition": "Divine", + "tradition": "divine", "DC": 36, "rituals": [ { @@ -724,9 +721,8 @@ "finesse", "magical", "reach <10 feet>", - "versatile s" + "versatile " ], - "effects": [], "damage": "{@damage 4d4+14} piercing plus {@damage 2d6} {@condition persistent damage ||persistent bleed}", "types": [ "persistent", @@ -738,7 +734,7 @@ { "name": "Divine Innate", "type": "Innate", - "tradition": "Divine", + "tradition": "divine", "DC": 32, "attack": 28, "entry": { @@ -936,7 +932,6 @@ "traits": [ "reach <10 feet>" ], - "effects": [], "damage": "{@damage 4d10+17} piercing", "types": [ "piercing" @@ -950,7 +945,6 @@ "agile", "reach <20 feet>" ], - "effects": [], "damage": "{@damage 3d10+17} slashing", "types": [ "slashing" @@ -1075,7 +1069,6 @@ "range": "Melee", "name": "jaws", "attack": 8, - "effects": [], "damage": "{@damage 1d10+1} piercing", "types": [ "piercing" @@ -1089,7 +1082,6 @@ "agile", "reach <10 feet>" ], - "effects": [], "damage": "{@damage 1d8+1} slashing", "types": [ "slashing" @@ -1223,7 +1215,7 @@ { "name": "Divine Innate", "type": "Innate", - "tradition": "Divine", + "tradition": "divine", "DC": 37, "attack": 31, "entry": { @@ -1460,9 +1452,8 @@ "traits": [ "agile", "magical", - "versatile s" + "versatile " ], - "effects": [], "damage": "{@damage 3d4+17} piercing plus {@damage 1d6} acid", "types": [ "acid", @@ -1474,7 +1465,7 @@ { "name": "Occult Innate", "type": "Innate", - "tradition": "Occult", + "tradition": "occult", "DC": 40, "entry": { "6": { @@ -1687,7 +1678,6 @@ "magical", "reach <15 feet>" ], - "effects": [], "damage": "{@damage 3d12+14} piercing", "types": [ "piercing" @@ -1702,7 +1692,6 @@ "magical", "reach <15 feet>" ], - "effects": [], "damage": "{@damage 3d8+14} slashing", "types": [ "slashing" @@ -1713,7 +1702,7 @@ { "name": "Divine Innate", "type": "Innate", - "tradition": "Divine", + "tradition": "divine", "DC": 34, "entry": { "4": { @@ -1764,7 +1753,7 @@ ], "rituals": [ { - "tradition": "Divine", + "tradition": "divine", "DC": 34, "rituals": [ { @@ -1943,9 +1932,8 @@ "traits": [ "agile", "finesse", - "versatile s" + "versatile " ], - "effects": [], "damage": "{@damage 2d6+12} piercing", "types": [ "piercing" @@ -1960,7 +1948,6 @@ "range increment <60 feet>", "reload <0>" ], - "effects": [], "damage": "{@damage 3d6+9} piercing", "types": [ "piercing" @@ -2091,7 +2078,6 @@ "magical", "sweep" ], - "effects": [], "damage": "{@damage 3d6+15} slashing", "types": [ "slashing" @@ -2106,7 +2092,6 @@ "magical", "nonlethal" ], - "effects": [], "damage": "{@damage 2d6+15} bludgeoning", "types": [ "bludgeoning" @@ -2123,7 +2108,6 @@ "range increment <60 feet>", "reload <0>" ], - "effects": [], "damage": "{@damage 2d6+12} piercing", "types": [ "piercing" @@ -2262,9 +2246,8 @@ "traits": [ "agile", "finesse", - "versatile p" + "versatile

" ], - "effects": [], "damage": "{@damage 2d4+9} slashing", "types": [ "slashing" @@ -2275,7 +2258,7 @@ { "name": "Arcane Prepared", "type": "Prepared", - "tradition": "Arcane", + "tradition": "arcane", "DC": 36, "attack": 30, "entry": { @@ -2353,7 +2336,7 @@ { "name": "Divine Innate", "type": "Innate", - "tradition": "Divine", + "tradition": "divine", "DC": 36, "entry": { "2": { @@ -2463,7 +2446,6 @@ "magical", "trip" ], - "effects": [], "damage": "{@damage 3d6+14} slashing plus {@damage 1d6} sonic", "types": [ "slashing", @@ -2478,7 +2460,6 @@ "magical", "thrown <30 feet>" ], - "effects": [], "damage": "{@damage 3d6+14} piercing", "types": [ "piercing" @@ -2655,7 +2636,7 @@ { "name": "Arcane Innate", "type": "Innate", - "tradition": "Arcane", + "tradition": "arcane", "DC": 38, "entry": { "5": { @@ -2853,7 +2834,6 @@ "finesse", "magical" ], - "effects": [], "damage": "{@damage 1d4+3} piercing plus {@damage 8d6} negative", "types": [ "negative", @@ -2865,7 +2845,7 @@ { "name": "Arcane Innate", "type": "Innate", - "tradition": "Arcane", + "tradition": "arcane", "DC": 43, "attack": 37, "entry": { @@ -3142,7 +3122,6 @@ "magical", "sweep" ], - "effects": [], "damage": "{@damage 4d6+17} slashing", "types": [ "slashing" @@ -3155,7 +3134,6 @@ "traits": [ "magical" ], - "effects": [], "damage": "{@damage 3d6+17} piercing", "types": [ "piercing" @@ -3168,9 +3146,8 @@ "traits": [ "agile", "thrown <10 feet>", - "versatile s" + "versatile " ], - "effects": [], "damage": "{@damage 4d4+12} piercing", "types": [ "piercing" @@ -3370,7 +3347,6 @@ "magical", "reach <10 feet>" ], - "effects": [], "damage": "{@damage 1d10+6} piercing", "types": [ "piercing" @@ -3397,7 +3373,7 @@ { "name": "Arcane Innate", "type": "Innate", - "tradition": "Arcane", + "tradition": "arcane", "DC": 23, "attack": 15, "entry": { @@ -3633,7 +3609,6 @@ "agile", "reach <10 feet>" ], - "effects": [], "damage": "{@damage 4d6+9} slashing plus {@damage 2d8} {@condition persistent damage ||persistent fire}", "types": [ "persistent", diff --git a/data/bestiary/creatures-aoa6.json b/data/bestiary/creatures-aoa6.json index e4f3957c98..73e78dff8e 100644 --- a/data/bestiary/creatures-aoa6.json +++ b/data/bestiary/creatures-aoa6.json @@ -367,7 +367,6 @@ "finesse", "magical" ], - "effects": [], "damage": "{@damage 8d8+8} negative", "types": [ "negative" @@ -378,7 +377,7 @@ { "name": "Arcane Innate", "type": "Innate", - "tradition": "Arcane", + "tradition": "arcane", "DC": 44, "attack": 39, "entry": { @@ -649,7 +648,6 @@ "magical", "reach <15 feet>" ], - "effects": [], "damage": "{@damage 6d10+8} piercing plus {@damage 2d10} {@condition persistent damage ||persistent bleed}", "types": [ "persistent", @@ -665,7 +663,6 @@ "magical", "reach <10 feet>" ], - "effects": [], "damage": "{@damage 9d6+8} slashing", "types": [ "slashing" @@ -840,9 +837,8 @@ "traits": [ "magical", "reach <15 feet>", - "versatile p" + "versatile

" ], - "effects": [], "damage": "{@damage 3d12+20} slashing plus {@damage 1d6} electricity", "types": [ "electricity", @@ -856,7 +852,6 @@ "traits": [ "range increment <120 feet>" ], - "effects": [], "damage": "{@damage 3d10+12} bludgeoning plus {@damage 1d6} electricity", "types": [ "bludgeoning", @@ -868,7 +863,7 @@ { "name": "Arcane Innate", "type": "Innate", - "tradition": "Arcane", + "tradition": "arcane", "DC": 40, "entry": { "3": { @@ -1076,7 +1071,7 @@ { "name": "Divine Innate", "type": "Innate", - "tradition": "Divine", + "tradition": "divine", "DC": 46, "attack": 42, "entry": { @@ -1092,7 +1087,7 @@ ], "rituals": [ { - "tradition": "Divine", + "tradition": "divine", "DC": 46, "rituals": [ { @@ -1358,7 +1353,6 @@ "magical", "two-hand " ], - "effects": [], "damage": "{@damage 8d4+8} bludgeoning", "types": [ "bludgeoning" @@ -1369,7 +1363,7 @@ { "name": "Arcane Prepared", "type": "Prepared", - "tradition": "Arcane", + "tradition": "arcane", "DC": 45, "attack": 36, "entry": { @@ -1555,7 +1549,7 @@ ], "rituals": [ { - "tradition": "Arcane", + "tradition": "arcane", "DC": 45, "rituals": [ { @@ -1840,9 +1834,8 @@ "agile", "finesse", "magic", - "versatile s" + "versatile " ], - "effects": [], "damage": "{@damage 4d4+14} piercing", "types": [ "piercing" @@ -1853,7 +1846,7 @@ { "name": "Arcane Prepared", "type": "Prepared", - "tradition": "Arcane", + "tradition": "arcane", "DC": 44, "attack": 36, "entry": { @@ -2026,7 +2019,7 @@ ], "rituals": [ { - "tradition": "Arcane", + "tradition": "arcane", "DC": 44, "rituals": [ { @@ -2182,9 +2175,8 @@ "finesse", "magical", "thrown <10 feet>", - "versatile s" + "versatile " ], - "effects": [], "damage": "{@damage 4d4+10} piercing", "types": [ "piercing" @@ -2197,7 +2189,6 @@ "traits": [ "agile" ], - "effects": [], "damage": "{@damage 2d8+10} piercing", "types": [ "piercing" @@ -2343,9 +2334,8 @@ "attack": 33, "traits": [ "magical", - "versatile p" + "versatile

" ], - "effects": [], "damage": "{@damage 7d8+8} slashing", "types": [ "slashing" @@ -2456,7 +2446,6 @@ "range": "Melee", "name": "spear", "attack": 38, - "effects": [], "damage": "{@damage 6d6+20} piercing", "types": [ "piercing" @@ -2469,7 +2458,6 @@ "traits": [ "thrown <20 feet>" ], - "effects": [], "damage": "{@damage 6d6+8} piercing", "types": [ "piercing" @@ -2649,7 +2637,6 @@ "magical", "reach <20 feet>" ], - "effects": [], "damage": "{@damage 4d10+22} piercing plus {@damage 3d6} fire", "types": [ "fire", @@ -2665,7 +2652,6 @@ "magical", "reach <15 feet>" ], - "effects": [], "damage": "{@damage 4d8+22} slashing", "types": [ "slashing" @@ -2679,7 +2665,6 @@ "magical", "reach <25 feet>" ], - "effects": [], "damage": "{@damage 4d10+17} slashing", "types": [ "slashing" @@ -2694,7 +2679,6 @@ "magical", "reach <20 feet>" ], - "effects": [], "damage": "{@damage 3d8+17} slashing", "types": [ "slashing" @@ -2705,7 +2689,7 @@ { "name": "Arcane Innate", "type": "Innate", - "tradition": "Arcane", + "tradition": "arcane", "DC": 46, "entry": { "0": { @@ -2985,7 +2969,6 @@ "magical", "reach <15 feet>" ], - "effects": [], "damage": "{@damage 8d8+8} slashing", "types": [ "slashing" @@ -3034,7 +3017,6 @@ "magical", "reach <20 feet>" ], - "effects": [], "damage": "{@damage 8d8+8} slashing", "types": [ "slashing" @@ -3045,7 +3027,7 @@ { "name": "Divine Prepared", "type": "Prepared", - "tradition": "Divine", + "tradition": "divine", "DC": 48, "attack": 44, "entry": { @@ -3479,7 +3461,6 @@ "magical", "reach <20 feet>" ], - "effects": [], "damage": "{@damage 6d12+11} piercing plus {@damage 4d6} fire", "types": [ "fire", @@ -3495,7 +3476,6 @@ "magical", "reach <15 feet>" ], - "effects": [], "damage": "{@damage 6d10+11} slashing", "types": [ "slashing" @@ -3509,7 +3489,6 @@ "magical", "reach <25 feet>" ], - "effects": [], "damage": "{@damage 6d10+11} slashing", "types": [ "slashing" @@ -3524,7 +3503,6 @@ "magical", "reach <20 feet>" ], - "effects": [], "damage": "{@damage 5d12+11} piercing", "types": [ "piercing" @@ -3535,7 +3513,7 @@ { "name": "Arcane Innate", "type": "Innate", - "tradition": "Arcane", + "tradition": "arcane", "DC": 45, "attack": 42, "entry": { @@ -3691,7 +3669,7 @@ ], "rituals": [ { - "tradition": "Arcane", + "tradition": "arcane", "DC": 45, "rituals": [ { @@ -3950,9 +3928,8 @@ "attack": 38, "traits": [ "magical", - "versatile p" + "versatile

" ], - "effects": [], "damage": "{@damage 7d8+8} slashing", "types": [ "slashing" @@ -3969,7 +3946,6 @@ "range increment <60 feet>", "reload <0>" ], - "effects": [], "damage": "{@damage 4d8+8} piercing", "types": [ "piercing" @@ -4149,7 +4125,6 @@ "forceful", "magical" ], - "effects": [], "damage": "{@damage 4d8+24} slashing", "types": [ "slashing" @@ -4160,7 +4135,7 @@ { "name": "Divine Spontaneous", "type": "Spontaneous", - "tradition": "Divine", + "tradition": "divine", "DC": 42, "attack": 38, "entry": { @@ -4606,7 +4581,6 @@ "magical", "reach <15 feet>" ], - "effects": [], "damage": "{@damage 5d10+20} slashing", "types": [ "slashing" @@ -4622,7 +4596,6 @@ "magical", "reach <30 feet>" ], - "effects": [], "damage": "{@damage 4d12+20} bludgeoning", "types": [ "bludgeoning" @@ -4638,7 +4611,6 @@ "magical", "reach <15 feet>" ], - "effects": [], "damage": "{@damage 4d10+20} piercing", "types": [ "piercing" @@ -4655,7 +4627,6 @@ "magical", "range increment <120 feet>" ], - "effects": [], "damage": "{@damage 3d10+20} piercing", "types": [ "piercing" @@ -4926,7 +4897,6 @@ "traits": [ "range <100 feet>" ], - "effects": [], "damage": "{@damage 10d6} electricity plus {@damage 10d6} force", "types": [ "electricity", @@ -4938,7 +4908,7 @@ { "name": "Occult Innate", "type": "Innate", - "tradition": "Occult", + "tradition": "occult", "DC": 38, "entry": { "0": { @@ -5007,7 +4977,7 @@ ], "rituals": [ { - "tradition": "Occult", + "tradition": "occult", "DC": 38, "rituals": [ { @@ -5191,7 +5161,6 @@ "traits": [ "reach <10 feet>" ], - "effects": [], "damage": "{@damage 4d10+8} piercing plus {@damage 3d10} acid", "types": [ "acid", @@ -5218,7 +5187,7 @@ { "name": "Arcane Innate", "type": "Innate", - "tradition": "Arcane", + "tradition": "arcane", "DC": 35, "entry": { "4": { @@ -5441,7 +5410,7 @@ { "name": "Divine Innate", "type": "Innate", - "tradition": "Divine", + "tradition": "divine", "DC": 35, "attack": 33, "entry": { @@ -5497,7 +5466,7 @@ ], "rituals": [ { - "tradition": "Divine", + "tradition": "divine", "DC": 35, "rituals": [ { @@ -5732,7 +5701,6 @@ "traits": [ "reach <20 feet>" ], - "effects": [], "damage": "{@damage 5d10+8} piercing plus {@damage 2d10} {@condition persistent damage ||persistent fire}", "types": [ "persistent", @@ -5747,7 +5715,6 @@ "agile", "reach <20 feet>" ], - "effects": [], "damage": "{@damage 5d8+8} slashing plus {@damage 2d8} {@condition persistent damage ||persistent fire}", "types": [ "persistent", @@ -5761,7 +5728,6 @@ "traits": [ "range increment <80 feet>" ], - "effects": [], "damage": "{@damage 2d10+8} bludgeoning plus {@damage 2d10} {@condition persistent damage ||persistent fire}", "types": [ "bludgeoning", diff --git a/data/bestiary/creatures-aoe1.json b/data/bestiary/creatures-aoe1.json index e7c37da151..4f421a4fb6 100644 --- a/data/bestiary/creatures-aoe1.json +++ b/data/bestiary/creatures-aoe1.json @@ -65,7 +65,6 @@ "finesse", "magical" ], - "effects": [], "damage": "{@damage 1d6+2} piercing", "types": [ "piercing" @@ -171,7 +170,6 @@ "disarm", "finesse" ], - "effects": [], "damage": "{@damage 1d6+2} piercing", "types": [ "piercing" @@ -182,7 +180,7 @@ { "name": "Divine Prepared", "type": "Prepared", - "tradition": "Divine", + "tradition": "divine", "DC": 16, "entry": { "0": { @@ -286,7 +284,6 @@ "traits": [ "fatal " ], - "effects": [], "damage": "{@damage 1d10+3} piercing", "types": [ "piercing" @@ -299,7 +296,6 @@ "traits": [ "reach" ], - "effects": [], "damage": "{@damage 1d8+3} piercing", "types": [ "piercing" @@ -314,7 +310,6 @@ "range increment <50 feet>", "reload <1>" ], - "effects": [], "damage": "{@damage 1d6+1} bludgeoning", "types": [ "bludgeoning" @@ -411,7 +406,6 @@ "finesse", "magical" ], - "effects": [], "damage": "{@damage 1d8+4} negative", "types": [ "negative" @@ -568,7 +562,6 @@ "traits": [ "sweep" ], - "effects": [], "damage": "{@damage 1d8+4} slashing", "types": [ "slashing" @@ -803,9 +796,8 @@ "agile", "finesse", "thrown <10 feet>", - "versatile s" + "versatile " ], - "effects": [], "damage": "{@damage 1d4} piercing", "types": [ "piercing" @@ -896,7 +888,6 @@ "agile", "finesse" ], - "effects": [], "damage": "{@damage 1d4+2} piercing", "types": [ "piercing" @@ -912,7 +903,6 @@ "finesse", "monk" ], - "effects": [], "damage": "{@damage 1d4+2} piercing", "types": [ "piercing" @@ -926,7 +916,6 @@ "range increment <120 feet>", "reload <1>" ], - "effects": [], "damage": "{@damage 1d8} piercing", "types": [ "piercing" @@ -1048,7 +1037,6 @@ "range": "Melee", "name": "jaws", "attack": 12, - "effects": [], "damage": "{@damage 1d8+6} piercing", "types": [ "piercing" @@ -1062,7 +1050,6 @@ "agile", "finesse" ], - "effects": [], "damage": "{@damage 1d6+6} slashing", "types": [ "slashing" @@ -1192,7 +1179,6 @@ "nonlethal", "thrown <10 feet>" ], - "effects": [], "damage": "{@damage 1d6+13} bludgeoning", "types": [ "bludgeoning" @@ -1206,7 +1192,6 @@ "range increment <60 feet>", "reload <1>" ], - "effects": [], "damage": "{@damage 1d6} piercing", "types": [ "piercing" @@ -1358,7 +1343,6 @@ "finesse", "shove" ], - "effects": [], "damage": "{@damage 2d4+7} bludgeoning", "types": [ "bludgeoning" @@ -1369,7 +1353,7 @@ { "name": "Arcane Prepared", "type": "Prepared", - "tradition": "Arcane", + "tradition": "arcane", "DC": 22, "attack": 14, "entry": { @@ -1512,7 +1496,6 @@ "agile", "finesse" ], - "effects": [], "damage": "{@damage 1d4+2} piercing", "types": [ "piercing" @@ -1528,7 +1511,6 @@ "finesse", "monk" ], - "effects": [], "damage": "{@damage 1d4+2} piercing", "types": [ "piercing" @@ -1542,7 +1524,6 @@ "range increment <120 feet>", "reload <1>" ], - "effects": [], "damage": "{@damage 1d8} piercing", "types": [ "piercing" @@ -1661,7 +1642,6 @@ "nonlethal", "unarmed" ], - "effects": [], "damage": "{@damage 1d4} bludgeoning", "types": [ "bludgeoning" @@ -1672,7 +1652,7 @@ { "name": "Arcane Prepared", "type": "Prepared", - "tradition": "Arcane", + "tradition": "arcane", "DC": 18, "attack": 12, "entry": { @@ -1822,7 +1802,6 @@ "traits": [ "thrown <20 feet>" ], - "effects": [], "damage": "{@damage 1d8+6} piercing", "types": [ "piercing" @@ -1923,9 +1902,8 @@ "agile", "finesse", "thrown <10 feet>", - "versatile s" + "versatile " ], - "effects": [], "damage": "{@damage 1d4} piercing", "types": [ "piercing" @@ -1939,7 +1917,6 @@ "range <120 feet>", "reload <1>" ], - "effects": [], "damage": "{@damage 1d8} piercing", "types": [ "piercing" @@ -2169,9 +2146,8 @@ "traits": [ "agile", "finesse", - "versatile s" + "versatile " ], - "effects": [], "damage": "{@damage 1d6+7} piercing", "types": [ "piercing" @@ -2185,9 +2161,8 @@ "agile", "finesse", "thrown <10 feet>", - "versatile s" + "versatile " ], - "effects": [], "damage": "{@damage 1d4+7} piercing", "types": [ "piercing" @@ -2319,7 +2294,6 @@ "range": "Melee", "name": "jaws", "attack": 11, - "effects": [], "damage": "{@damage 1d8+4} piercing", "types": [ "piercing" @@ -2431,7 +2405,6 @@ "range": "Melee", "name": "slam", "attack": 11, - "effects": [], "damage": "{@damage 1d8+4} bludgeoning", "types": [ "bludgeoning" @@ -2442,7 +2415,7 @@ { "name": "Occult Innate", "type": "Innate", - "tradition": "Occult", + "tradition": "occult", "DC": 20, "attack": 12, "entry": { @@ -2616,9 +2589,8 @@ "agile", "finesse", "thrown <10 feet>", - "versatile s" + "versatile " ], - "effects": [], "damage": "{@damage 1d4} piercing", "types": [ "piercing" @@ -2632,9 +2604,8 @@ "agile", "finesse", "thrown <10 feet>", - "versatile s" + "versatile " ], - "effects": [], "damage": "{@damage 1d4} piercing", "types": [ "piercing" @@ -2927,7 +2898,6 @@ "range": "Melee", "name": "claw", "attack": 11, - "effects": [], "damage": "{@damage 1d8+3} slashing", "types": [ "slashing" @@ -2937,7 +2907,6 @@ "range": "Melee", "name": "fangs", "attack": 11, - "effects": [], "damage": "{@damage 1d6+3} piercing", "types": [ "piercing" diff --git a/data/bestiary/creatures-aoe2.json b/data/bestiary/creatures-aoe2.json index 34f42d7a45..afbb97b77d 100644 --- a/data/bestiary/creatures-aoe2.json +++ b/data/bestiary/creatures-aoe2.json @@ -193,9 +193,8 @@ "agile", "finesse", "thrown <10 feet>", - "versatile s" + "versatile " ], - "effects": [], "damage": "{@damage 1d4+5} piercing", "types": [ "piercing" @@ -206,7 +205,7 @@ { "name": "Arcane Prepared", "type": "Prepared", - "tradition": "Arcane", + "tradition": "arcane", "DC": 23, "attack": 15, "entry": { @@ -380,9 +379,8 @@ "traits": [ "agile", "finesse", - "versatile s" + "versatile " ], - "effects": [], "damage": "{@damage 1d6+5} piercing", "types": [ "piercing" @@ -396,7 +394,6 @@ "range <60 feet>", "reload <1>" ], - "effects": [], "damage": "{@damage 1d6} piercing", "types": [ "piercing" @@ -525,7 +522,6 @@ "agile", "finesse" ], - "effects": [], "damage": "{@damage 2d10+6} slashing", "types": [ "slashing" @@ -542,7 +538,6 @@ "magical", "trip" ], - "effects": [], "damage": "{@damage 2d10+8} slashing", "types": [ "slashing" @@ -553,7 +548,7 @@ { "name": "Occult Innate", "type": "Innate", - "tradition": "Occult", + "tradition": "occult", "DC": 23, "entry": { "1": { @@ -755,7 +750,6 @@ "traits": [ "range <20 feet>" ], - "effects": [], "damage": "{@damage 3d6+4} bludgeoning and {@condition dazzled} for 1 round", "types": [ "bludgeoning", @@ -917,7 +911,6 @@ "disarm", "finesse" ], - "effects": [], "damage": "{@damage 2d6+5} piercing", "types": [ "piercing" @@ -933,9 +926,8 @@ "finesse", "magical", "parry", - "versatile s" + "versatile " ], - "effects": [], "damage": "{@damage 2d4+5} piercing", "types": [ "piercing" @@ -949,9 +941,8 @@ "agile", "finesse", "thrown <10 feet>", - "versatile s" + "versatile " ], - "effects": [], "damage": "{@damage 1d4+5} piercing", "types": [ "piercing" @@ -965,9 +956,8 @@ "agile", "finesse", "thrown <10 feet>", - "versatile s" + "versatile " ], - "effects": [], "damage": "{@damage 1d4+5} piercing", "types": [ "piercing" @@ -1120,7 +1110,6 @@ "magical", "two-hand " ], - "effects": [], "damage": "{@damage 2d8+12} slashing", "types": [ "slashing" @@ -1134,7 +1123,6 @@ "magical", "thrown <20 feet>" ], - "effects": [], "damage": "{@damage 1d6+12} piercing", "types": [ "piercing" @@ -1148,7 +1136,6 @@ "magical", "thrown <20 feet>" ], - "effects": [], "damage": "{@damage 1d6+12} piercing", "types": [ "piercing" @@ -1473,9 +1460,8 @@ "traits": [ "agile", "finesse", - "versatile s" + "versatile " ], - "effects": [], "damage": "{@damage 1d4} piercing", "types": [ "piercing" @@ -1488,9 +1474,8 @@ "traits": [ "agile", "thrown <10 feet>", - "versatile s" + "versatile " ], - "effects": [], "damage": "{@damage 1d4+3} piercing", "types": [ "piercing" @@ -1915,9 +1900,8 @@ "traits": [ "nonlethal", "unarmed", - "versatile p" + "versatile

" ], - "effects": [], "damage": "{@damage 2d10+4} slashing", "types": [ "slashing" @@ -1933,7 +1917,6 @@ "nonlethal", "unarmed" ], - "effects": [], "damage": "{@damage 2d6+4} bludgeoning", "types": [ "bludgeoning" @@ -2024,7 +2007,7 @@ { "entries": [ "While in this stance, the only {@action Strike||Strikes} Shristi can make are skyward slash unarmed attacks.", - "These deal {@damage 1d10} slashing damage; are in the {@group brawling}; and have the nonlethal, unarmed, and versatile P traits." + "These deal {@damage 1d10} slashing damage; are in the {@group brawling}; and have the {@trait nonlethal}, {@trait unarmed}, and {@trait versatile

} traits." ], "name": "Sky and Heaven." }, @@ -2112,9 +2095,8 @@ "agile", "finesse", "magical", - "versatile s" + "versatile " ], - "effects": [], "damage": "{@damage 1d6+5} piercing", "types": [ "piercing" @@ -2130,7 +2112,6 @@ "deadly ", "finesse" ], - "effects": [], "damage": "{@damage 1d4+5} piercing", "types": [ "piercing" @@ -2144,9 +2125,8 @@ "agile", "finesse", "thrown <10 feet>", - "versatile s" + "versatile " ], - "effects": [], "damage": "{@damage 1d4+5} piercing", "types": [ "piercing" @@ -2276,7 +2256,6 @@ "deadly ", "finesse" ], - "effects": [], "damage": "{@damage 1d4+7} piercing", "types": [ "piercing" @@ -2290,9 +2269,8 @@ "agile", "finesse", "magical", - "versatile s" + "versatile " ], - "effects": [], "damage": "{@damage 2d6+7} piercing", "types": [ "piercing" @@ -2306,9 +2284,8 @@ "agile", "finesse", "thrown <10 feet>", - "versatile s" + "versatile " ], - "effects": [], "damage": "{@damage 1d4+7} piercing", "types": [ "piercing" @@ -2433,7 +2410,6 @@ "agile", "sweep" ], - "effects": [], "damage": "{@damage 2d4+8} slashing", "types": [ "slashing" @@ -2447,7 +2423,6 @@ "forceful", "reach <10 feet>" ], - "effects": [], "damage": "{@damage 2d8+8} bludgeoning", "types": [ "bludgeoning" @@ -2586,7 +2561,6 @@ "range": "Melee", "name": "jaws", "attack": 14, - "effects": [], "damage": "{@damage 2d8+4} piercing", "types": [ "piercing" @@ -2741,7 +2715,6 @@ "traits": [ "reach <10 feet>" ], - "effects": [], "damage": "{@damage 3d6+9} piercing", "types": [ "piercing" @@ -2767,7 +2740,6 @@ "traits": [ "reach <10 feet>" ], - "effects": [], "damage": "{@damage 3d10+9} bludgeoning", "types": [ "bludgeoning" @@ -2918,7 +2890,6 @@ "range": "Melee", "name": "pseudopod", "attack": 17, - "effects": [], "damage": "{@damage 1d8+8} bludgeoning plus {@damage 2d6} acid", "types": [ "acid", @@ -3080,7 +3051,6 @@ "forceful", "sweep" ], - "effects": [], "damage": "{@damage 2d8+8} slashing", "types": [ "slashing" diff --git a/data/bestiary/creatures-aoe3.json b/data/bestiary/creatures-aoe3.json index f66a12b447..2860c8630b 100644 --- a/data/bestiary/creatures-aoe3.json +++ b/data/bestiary/creatures-aoe3.json @@ -83,9 +83,8 @@ "agile", "finesse", "magical", - "versatile s" + "versatile " ], - "effects": [], "damage": "{@damage 2d4+4} piercing", "types": [ "piercing" @@ -95,7 +94,6 @@ "range": "Melee", "name": "spine", "attack": 16, - "effects": [], "damage": "{@damage 2d6+4} piercing plus {@damage 1d6} {@condition persistent damage ||persistent bleed}", "types": [ "persistent", @@ -111,9 +109,8 @@ "finesse", "magical", "thrown <10 feet>", - "versatile s" + "versatile " ], - "effects": [], "damage": "{@damage 2d4+4} piercing", "types": [ "piercing" @@ -124,7 +121,7 @@ { "name": "Primal Innate", "type": "Innate", - "tradition": "Primal", + "tradition": "primal", "DC": 30, "attack": 22, "entry": { @@ -534,9 +531,8 @@ "deadly <1d10>", "magical", "trip", - "versatile b" + "versatile " ], - "effects": [], "damage": "{@damage 2d10+11} slashing", "types": [ "slashing" @@ -550,7 +546,6 @@ "range increment <120 feet>", "reload <2>" ], - "effects": [], "damage": "{@damage 1d10} piercing", "types": [ "piercing" @@ -704,7 +699,6 @@ "traits": [ "reach <10 feet>" ], - "effects": [], "damage": "{@damage 2d12+8} piercing", "types": [ "piercing" @@ -890,7 +884,6 @@ "magical", "nonlethal" ], - "effects": [], "damage": "{@damage 2d6+6} bludgeoning", "types": [ "bludgeoning" @@ -1024,9 +1017,8 @@ "attack": 18, "traits": [ "magical", - "versatile p" + "versatile

" ], - "effects": [], "damage": "{@damage 1d6+8} bludgeoning", "types": [ "bludgeoning" @@ -1041,7 +1033,6 @@ "propulsive", "reload <1>" ], - "effects": [], "damage": "{@damage 1d6+6} bludgeoning plus {@damage 3d4+3 force}", "types": [ "bludgeoning", @@ -1057,7 +1048,6 @@ "bomb", "range increment <30 feet>" ], - "effects": [], "damage": "{@damage 2d6} cold or electricity plus 2 splash", "types": [ "cold", @@ -1183,7 +1173,6 @@ "magical", "reach <15 feet>" ], - "effects": [], "damage": "{@damage 2d10+11} piercing", "types": [ "piercing" @@ -1199,7 +1188,6 @@ "magical", "reach <15 feet>" ], - "effects": [], "damage": "{@damage 2d6+11} slashing plus {@damage 1d4} fire", "types": [ "fire", @@ -1359,9 +1347,8 @@ "agile", "finesse", "magical", - "versatile s" + "versatile " ], - "effects": [], "damage": "{@damage 2d6+9} piercing", "types": [ "piercing" @@ -1376,7 +1363,6 @@ "range <120 feet>", "reload <1>" ], - "effects": [], "damage": "{@damage 2d8} piercing", "types": [ "piercing" @@ -1539,9 +1525,8 @@ "finesse", "magical", "thrown <10 feet>", - "versatile s" + "versatile " ], - "effects": [], "damage": "{@damage 3d4+3} piercing", "types": [ "piercing" @@ -1556,7 +1541,6 @@ "range <60 feet>", "reload <1>" ], - "effects": [], "damage": "{@damage 3d6} piercing", "types": [ "piercing" @@ -1692,7 +1676,6 @@ "agile", "finesse" ], - "effects": [], "damage": "{@damage 4d6+12} slashing", "types": [ "slashing" @@ -2007,7 +1990,6 @@ "traits": [ "reach <10 feet>" ], - "effects": [], "damage": "{@damage 3d10+12} piercing", "types": [ "piercing" @@ -2021,7 +2003,6 @@ "agile", "reach <10 feet>" ], - "effects": [], "damage": "{@damage 3d8+8} slashing", "types": [ "slashing" @@ -2188,9 +2169,8 @@ "agile", "finesse", "magical", - "versatile s" + "versatile " ], - "effects": [], "damage": "{@damage 2d4+1} piercing", "types": [ "piercing" @@ -2205,7 +2185,6 @@ "magical", "thrown <10 feet>" ], - "effects": [], "damage": "{@damage 2d4+1} piercing", "types": [ "piercing" @@ -2216,7 +2195,7 @@ { "name": "Arcane Prepared", "type": "Prepared", - "tradition": "Arcane", + "tradition": "arcane", "DC": 33, "attack": 25, "entry": { @@ -2446,7 +2425,6 @@ "magical", "sweep" ], - "effects": [], "damage": "{@damage 2d6+10} slashing", "types": [ "slashing" @@ -2456,7 +2434,6 @@ "range": "Melee", "name": "jaws", "attack": 19, - "effects": [], "damage": "{@damage 1d6+10} piercing", "types": [ "piercing" @@ -2469,7 +2446,6 @@ "traits": [ "agile" ], - "effects": [], "damage": "{@damage 1d4+10} bludgeoning", "types": [ "bludgeoning" @@ -2482,7 +2458,6 @@ "traits": [ "thrown <30 feet>" ], - "effects": [], "damage": "{@damage 1d6+10} piercing", "types": [ "piercing" @@ -2654,7 +2629,6 @@ "finesse", "forceful" ], - "effects": [], "damage": "{@damage 2d8+5} slashing", "types": [ "slashing" @@ -2668,7 +2642,6 @@ "range increment <120 feet>", "reload <1>" ], - "effects": [], "damage": "{@damage 1d8+4} piercing", "types": [ "piercing" @@ -2679,7 +2652,7 @@ { "name": "Arcane Innate", "type": "Innate", - "tradition": "Arcane", + "tradition": "arcane", "DC": 26, "attack": 18, "entry": { @@ -2850,7 +2823,6 @@ "finesse", "trip" ], - "effects": [], "damage": "{@damage 2d4+8} slashing", "types": [ "slashing" @@ -2868,7 +2840,6 @@ "range increment <20 feet>", "splash" ], - "effects": [], "damage": "{@damage 2d6} {@condition persistent damage ||persistent acid} plus 2 acid splash", "types": [ "acid", @@ -2887,7 +2858,6 @@ "range increment <20 feet>", "splash" ], - "effects": [], "damage": "{@damage 2d8} fire plus 2 {@condition persistent damage ||persistent fire} and 2 fire splash", "types": [ "fire", @@ -3011,9 +2981,8 @@ "attack": 18, "traits": [ "magical", - "versatile p" + "versatile

" ], - "effects": [], "damage": "{@damage 1d6+8} bludgeoning", "types": [ "bludgeoning" @@ -3023,7 +2992,6 @@ "range": "Melee", "name": "shield bash", "attack": 18, - "effects": [], "damage": "{@damage 1d4+6} bludgeoning", "types": [ "bludgeoning" @@ -3037,7 +3005,6 @@ "range increment <120 feet>", "reload <2>" ], - "effects": [], "damage": "{@damage 1d10} piercing", "types": [ "piercing" diff --git a/data/bestiary/creatures-aoe4.json b/data/bestiary/creatures-aoe4.json index cf56d2df46..33dda6d03e 100644 --- a/data/bestiary/creatures-aoe4.json +++ b/data/bestiary/creatures-aoe4.json @@ -63,7 +63,6 @@ "finesse", "shove" ], - "effects": [], "damage": "{@damage 1d4} bludgeoning plus {@damage 2d8} poison", "types": [ "bludgeoning", @@ -216,9 +215,8 @@ "agile", "finesse", "magic", - "versatile s" + "versatile " ], - "effects": [], "damage": "{@damage 1d4+6} piercing", "types": [ "piercing" @@ -245,7 +243,7 @@ { "name": "Divine Prepared", "type": "Prepared", - "tradition": "Divine", + "tradition": "divine", "DC": 24, "attack": 17, "entry": { @@ -450,7 +448,6 @@ "magical", "range increment <120 feet>" ], - "effects": [], "damage": "{@damage 2d10+9} slashing", "types": [ "slashing" @@ -641,7 +638,6 @@ "electricity", "magical" ], - "effects": [], "damage": "{@damage 4d8+13} electricity", "types": [ "electricity" @@ -797,9 +793,8 @@ "agile", "finesse", "magical", - "versatile s" + "versatile " ], - "effects": [], "damage": "{@damage 2d4+9} piercing", "types": [ "piercing" @@ -813,7 +808,6 @@ "magical", "two-handed d8" ], - "effects": [], "damage": "{@damage 1d4+9} bludgeoning", "types": [ "bludgeoning" @@ -824,7 +818,7 @@ { "name": "Arcane Prepared", "type": "Prepared", - "tradition": "Arcane", + "tradition": "arcane", "DC": 33, "attack": 27, "entry": { @@ -1264,7 +1258,7 @@ "agile", "finesse", "magical", - "versatile s" + "versatile " ], "effects": [ "crisis of faith" @@ -1297,7 +1291,7 @@ { "name": "Divine Prepared", "type": "Prepared", - "tradition": "Divine", + "tradition": "divine", "DC": 37, "attack": 29, "entry": { @@ -1606,7 +1600,6 @@ "traits": [ "agile" ], - "effects": [], "damage": "{@damage 2d6+14} slashing", "types": [ "slashing" @@ -1630,7 +1623,7 @@ { "name": "Occult Innate", "type": "Innate", - "tradition": "Occult", + "tradition": "occult", "DC": 34, "entry": { "1": { @@ -1885,9 +1878,8 @@ "agile", "finesse", "magic", - "versatile s" + "versatile " ], - "effects": [], "damage": "{@damage 2d4+10} piercing plus {@damage 2d6} poison", "types": [ "piercing", @@ -1904,7 +1896,6 @@ "propulsive", "range increment <60 feet>" ], - "effects": [], "damage": "{@damage 2d6+1} piercing plus {@damage 2d6} poison and shadow essence for the first 3 arrows", "types": [ "arrows", @@ -1917,7 +1908,7 @@ { "name": "Divine Prepared", "type": "Prepared", - "tradition": "Divine", + "tradition": "divine", "DC": 32, "attack": 26, "entry": { @@ -2146,9 +2137,8 @@ "traits": [ "agile", "finesse", - "versatile s" + "versatile " ], - "effects": [], "damage": "{@damage 1d4+6} piercing", "types": [ "piercing" @@ -2162,7 +2152,6 @@ "magical", "two-handed d8" ], - "effects": [], "damage": "{@damage 1d6+4} bludgeoning", "types": [ "bludgeoning" @@ -2176,9 +2165,8 @@ "agile", "finesse", "thrown <10 feet>", - "versatile s" + "versatile " ], - "effects": [], "damage": "{@damage 1d4+6} piercing", "types": [ "piercing" @@ -2189,7 +2177,7 @@ { "name": "Primal Spontaneous", "type": "Spontaneous", - "tradition": "Primal", + "tradition": "primal", "DC": 28, "attack": 17, "entry": { @@ -2294,7 +2282,7 @@ { "name": "Primal Innate", "type": "Innate", - "tradition": "Primal", + "tradition": "primal", "DC": 28, "entry": { "2": { @@ -2427,9 +2415,8 @@ "traits": [ "agile", "finesse", - "versatile s" + "versatile " ], - "effects": [], "damage": "{@damage 1d4+9} piercing", "types": [ "piercing" @@ -2443,9 +2430,8 @@ "agile", "finesse", "magical", - "versatile s" + "versatile " ], - "effects": [], "damage": "{@damage 2d6+9} piercing", "types": [ "piercing" @@ -2459,9 +2445,8 @@ "agile", "finesse", "thrown <10 feet>", - "versatile s" + "versatile " ], - "effects": [], "damage": "{@damage 1d4+9} piercing", "types": [ "piercing" @@ -2624,9 +2609,8 @@ "attack": 18, "traits": [ "agile", - "versatile s" + "versatile " ], - "effects": [], "damage": "{@damage 1d4+6} piercing", "types": [ "piercing" @@ -2639,9 +2623,8 @@ "traits": [ "agile", "thrown <10 feet>", - "versatile s" + "versatile " ], - "effects": [], "damage": "{@damage 1d4+8} piercing", "types": [ "piercing" @@ -2789,7 +2772,6 @@ "finesse", "magical" ], - "effects": [], "damage": "{@damage 3d6+11} slashing plus {@damage 2d6} {@condition persistent damage ||persistent bleed}", "types": [ "persistent", @@ -2804,7 +2786,6 @@ "magical", "range increment <30 feet>" ], - "effects": [], "damage": "{@damage 3d6+11} piercing", "types": [ "piercing" @@ -2987,7 +2968,6 @@ "traits": [ "trip" ], - "effects": [], "damage": "{@damage 2d8+8} slashing", "types": [ "slashing" @@ -3001,7 +2981,6 @@ "agile", "nonlethal" ], - "effects": [], "damage": "{@damage 1d6+8} bludgeoning", "types": [ "bludgeoning" @@ -3017,7 +2996,6 @@ "range <60 feet>", "reload <0>" ], - "effects": [], "damage": "{@damage 1d6+4} piercing", "types": [ "piercing" @@ -3169,9 +3147,8 @@ "agile", "finesse", "magical", - "versatile s" + "versatile " ], - "effects": [], "damage": "{@damage 3d6+13} piercing plus {@damage 2d10} {@condition persistent damage ||persistent bleed}", "types": [ "persistent", @@ -3188,7 +3165,6 @@ "magical", "thrown <20 feet>" ], - "effects": [], "damage": "{@damage 3d4+13} piercing plus {@damage 2d10} {@condition persistent damage ||persistent bleed}", "types": [ "persistent", @@ -3200,7 +3176,7 @@ { "name": "Occult Innate", "type": "Innate", - "tradition": "Occult", + "tradition": "occult", "DC": 38, "entry": { "6": { @@ -3242,7 +3218,7 @@ ], "rituals": [ { - "tradition": "Occult", + "tradition": "occult", "DC": 38, "rituals": [ { @@ -3470,9 +3446,8 @@ "agile", "finesse", "magical", - "versatile s" + "versatile " ], - "effects": [], "damage": "{@damage 3d6+10} piercing plus {@damage 2d8} {@condition persistent damage ||persistent bleed}", "types": [ "persistent", @@ -3499,7 +3474,7 @@ { "name": "Divine Innate", "type": "Innate", - "tradition": "Divine", + "tradition": "divine", "DC": 36, "entry": { "4": { @@ -3707,9 +3682,8 @@ "agile", "finesse", "magic", - "versatile s" + "versatile " ], - "effects": [], "damage": "{@damage 2d4+12} piercing", "types": [ "piercing" @@ -3720,7 +3694,7 @@ { "name": "Divine Prepared", "type": "Prepared", - "tradition": "Divine", + "tradition": "divine", "DC": 34, "entry": { "0": { @@ -3958,7 +3932,7 @@ "attack": 32, "traits": [ "magical", - "versatile p" + "versatile

" ], "effects": [ "hampering strike" diff --git a/data/bestiary/creatures-aoe5.json b/data/bestiary/creatures-aoe5.json index 71b607acea..1ad7ddd5e9 100644 --- a/data/bestiary/creatures-aoe5.json +++ b/data/bestiary/creatures-aoe5.json @@ -51,7 +51,6 @@ "traits": [ "thrown <10 feet>" ], - "effects": [], "damage": "{@damage 1d6+11} bludgeoning", "types": [ "bludgeoning" @@ -64,7 +63,6 @@ "traits": [ "thrown <10 feet>" ], - "effects": [], "damage": "{@damage 2d6+11} bludgeoning", "types": [ "bludgeoning" @@ -207,9 +205,8 @@ "traits": [ "agile", "finesse", - "versatile s" + "versatile " ], - "effects": [], "damage": "{@damage 1d4+9} piercing", "types": [ "piercing" @@ -222,7 +219,6 @@ "traits": [ "magical" ], - "effects": [], "damage": "{@damage 2d6+9} bludgeoning", "types": [ "bludgeoning" @@ -235,9 +231,8 @@ "traits": [ "agile", "finesse", - "versatile s" + "versatile " ], - "effects": [], "damage": "{@damage 1d4+9} piercing", "types": [ "piercing" @@ -381,7 +376,6 @@ "nonlethal", "sweep" ], - "effects": [], "damage": "{@damage 3d4+13} slashing plus {@damage 1d6} lawful vs. chaotic creatures", "types": [ "lawful", @@ -397,7 +391,6 @@ "range increment <120 feet>", "reload <2>" ], - "effects": [], "damage": "{@damage 2d10+8} piercing", "types": [ "piercing" @@ -571,9 +564,8 @@ "agile", "finesse", "magical", - "versatile s" + "versatile " ], - "effects": [], "damage": "{@damage 2d6+9} piercing plus {@damage 3d6} acid", "types": [ "acid", @@ -603,7 +595,6 @@ "traits": [ "range increment <30 feet>" ], - "effects": [], "damage": "{@damage 7d6} acid", "types": [ "acid" @@ -708,7 +699,6 @@ "magical", "reach <10 feet>" ], - "effects": [], "damage": "{@damage 4d12+18} slashing", "types": [ "slashing" @@ -722,7 +712,6 @@ "magical", "reach <10 feet>" ], - "effects": [], "damage": "{@damage 10d6} fire", "types": [ "fire" @@ -784,7 +773,6 @@ "magical", "range increment <40 feet>" ], - "effects": [], "damage": "{@damage 4d12+8} piercing", "types": [ "piercing" @@ -951,7 +939,6 @@ "magical", "range increment <120 feet>" ], - "effects": [], "damage": "{@damage 2d10+9} slashing", "types": [ "slashing" @@ -1137,9 +1124,8 @@ "agile", "finesse", "magical", - "versatile s" + "versatile " ], - "effects": [], "damage": "{@damage 2d4+11} piercing", "types": [ "piercing" @@ -1154,7 +1140,6 @@ "range increment <120 feet>", "reload <1>" ], - "effects": [], "damage": "{@damage 2d8+6} piercing", "types": [ "piercing" @@ -1169,9 +1154,8 @@ "finesse", "magical", "thrown <10 feet>", - "versatile s" + "versatile " ], - "effects": [], "damage": "{@damage 2d4+11} piercing", "types": [ "piercing" @@ -1357,7 +1341,6 @@ "agile", "magical" ], - "effects": [], "damage": "{@damage 3d12+13} slashing", "types": [ "slashing" @@ -1491,9 +1474,8 @@ "attack": 28, "traits": [ "magical", - "versatile p" + "versatile

" ], - "effects": [], "damage": "{@damage 3d8+12} slashing", "types": [ "slashing" @@ -1507,7 +1489,6 @@ "range increment <120 feet>", "reload <1>" ], - "effects": [], "damage": "{@damage 1d8+6} piercing", "types": [ "piercing" @@ -1665,7 +1646,7 @@ { "name": "Occult Innate", "type": "Innate", - "tradition": "Occult", + "tradition": "occult", "DC": 40, "attack": 32, "entry": { @@ -1889,7 +1870,6 @@ "magical", "two-hand " ], - "effects": [], "damage": "{@damage 2d4+5} bludgeoning", "types": [ "bludgeoning" @@ -1900,7 +1880,7 @@ { "name": "Arcane Prepared", "type": "Prepared", - "tradition": "Arcane", + "tradition": "arcane", "DC": 37, "attack": 27, "entry": { @@ -2118,7 +2098,6 @@ "nonlethal", "unarmed" ], - "effects": [], "damage": "{@damage 3d6+14} bludgeoning", "types": [ "bludgeoning" @@ -2308,7 +2287,7 @@ { "name": "Primal Innate", "type": "Innate", - "tradition": "Primal", + "tradition": "primal", "DC": 38, "entry": { "8": { @@ -2545,7 +2524,6 @@ "magical", "reach <10 feet>" ], - "effects": [], "damage": "{@damage 3d10+16} piercing plus", "types": [ "piercing" @@ -2556,7 +2534,7 @@ { "name": "Primal Innate", "type": "Innate", - "tradition": "Primal", + "tradition": "primal", "DC": 40, "entry": { "5": { @@ -2761,9 +2739,8 @@ "disarm", "magical", "two-hand 3d10", - "versatile p" + "versatile

" ], - "effects": [], "damage": "{@damage 3d6+13} slashing plus {@damage 2d6} chaotic and {@damage 2d6} negative", "types": [ "chaotic", @@ -2779,7 +2756,6 @@ "agile", "thrown <20 feet>" ], - "effects": [], "damage": "{@damage 1d4+11} piercing plus {@damage 2d6} chaotic and {@damage 2d6} negative", "types": [ "chaotic", @@ -2792,7 +2768,7 @@ { "name": "Occult Innate", "type": "Innate", - "tradition": "Occult", + "tradition": "occult", "DC": 41, "entry": { "2": { @@ -2842,7 +2818,7 @@ { "name": "Occult Prepared", "type": "Prepared", - "tradition": "Occult", + "tradition": "occult", "DC": 39, "entry": { "6": { @@ -3050,7 +3026,6 @@ "magical", "reach <10 feet>" ], - "effects": [], "damage": "{@damage 3d10+11} bludgeoning", "types": [ "bludgeoning" @@ -3075,7 +3050,7 @@ { "name": "Arcane Spontaneous", "type": "Spontaneous", - "tradition": "Arcane", + "tradition": "arcane", "DC": 39, "attack": 30, "entry": { @@ -3362,7 +3337,6 @@ "agile", "magical" ], - "effects": [], "damage": "{@damage 3d10+16} slashing plus {@damage 2d6} evil", "types": [ "evil", @@ -3374,7 +3348,7 @@ { "name": "Occult Innate", "type": "Innate", - "tradition": "Occult", + "tradition": "occult", "DC": 41, "attack": 31, "entry": { @@ -3656,7 +3630,7 @@ { "name": "Occult Innate", "type": "Innate", - "tradition": "Occult", + "tradition": "occult", "DC": 40, "attack": 32, "entry": { @@ -3865,7 +3839,7 @@ { "name": "Divine Innate", "type": "Innate", - "tradition": "Divine", + "tradition": "divine", "DC": 34, "entry": { "3": { @@ -4025,7 +3999,6 @@ "agile", "magical" ], - "effects": [], "damage": "{@damage 3d12+14} bludgeoning", "types": [ "bludgeoning" @@ -4040,7 +4013,6 @@ "magical", "thrown <20 feet>" ], - "effects": [], "damage": "{@damage 3d8+14} piercing", "types": [ "piercing" @@ -4169,7 +4141,7 @@ }, { "stage": 2, - "entry": "{@damage 4d6} poison {@condition sickened|CRB|sickened 2} .", + "entry": "{@damage 4d6} poison {@condition sickened|CRB|sickened 2}.", "duration": "1 round" } ] @@ -4284,7 +4256,6 @@ "range increment <120 feet>", "reload <1>" ], - "effects": [], "damage": "{@damage 2d8+6} piercing", "types": [ "piercing" @@ -4430,7 +4401,6 @@ "magical", "thrown <20 feet>" ], - "effects": [], "damage": "{@damage 2d6+3} piercing", "types": [ "piercing" @@ -4444,7 +4414,6 @@ "magical", "thrown <20 feet>" ], - "effects": [], "damage": "{@damage 2d6+3} piercing", "types": [ "piercing" @@ -4455,7 +4424,7 @@ { "name": "Arcane Prepared", "type": "Prepared", - "tradition": "Arcane", + "tradition": "arcane", "DC": 34, "attack": 26, "entry": { @@ -4678,7 +4647,6 @@ "deadly <2d8>", "finesse" ], - "effects": [], "damage": "{@damage 3d4+11} slashing plus {@damage 2d10} {@condition persistent damage ||persistent bleed}", "types": [ "persistent", @@ -4693,9 +4661,8 @@ "agile", "finesse", "thrown <20 feet>", - "versatile s" + "versatile " ], - "effects": [], "damage": "{@damage 1d4+11} piercing", "types": [ "piercing" @@ -4776,7 +4743,7 @@ } }, { - "name": "Water", + "name": "Elemental Vessel, Water", "isNpc": false, "source": "AoE5", "page": 82, @@ -4827,7 +4794,6 @@ "traits": [ "reach <10 feet>" ], - "effects": [], "damage": "{@damage 3d12+12} bludgeoning plus Push 10 feet", "types": [ "bludgeoning" @@ -4838,7 +4804,7 @@ { "name": "Arcane Innate", "type": "Innate", - "tradition": "Arcane", + "tradition": "arcane", "DC": 38, "attack": 30, "entry": { @@ -4955,16 +4921,10 @@ "mental" ], "entries": [ - "Any member of the elemental vessel's spell circle can spend 3 actions to mentally inhabit the vessel for 1 round. While they inhabit the vessel, the inhabiter controls the vessel's actions, and the vessel uses the inhabiter's." - ], - "name": "Inhabit Vessel" - }, - { - "entries": [ - "Charisma modifiers for all checks.", + "Any member of the elemental vessel's spell circle can spend 3 actions to mentally inhabit the vessel for 1 round. While they inhabit the vessel, the inhabiter controls the vessel's actions, and the vessel uses the inhabiter's Intelligence, Wisdom, and Charisma modifiers for all checks.", "Only one creature can inhabit an elemental vessel at a time." ], - "name": "Intelligence, Wisdom, and" + "name": "Inhabit Vessel" } ], "bot": [ @@ -5275,9 +5235,8 @@ "attack": 24, "traits": [ "magical", - "versatile p" + "versatile

" ], - "effects": [], "damage": "{@damage 2d6+9} bludgeoning plus {@damage 2d6} chaotic and {@damage 2d6} negative", "types": [ "bludgeoning", @@ -5294,7 +5253,6 @@ "range increment <50 feet>", "reload <1>" ], - "effects": [], "damage": "{@damage 1d6+6} bludgeoning plus {@damage 2d6} chaotic and {@damage 2d6} negative", "types": [ "bludgeoning", @@ -5307,7 +5265,7 @@ { "name": "Occult Innate", "type": "Innate", - "tradition": "Occult", + "tradition": "occult", "DC": 33, "entry": { "2": { diff --git a/data/bestiary/creatures-aoe6.json b/data/bestiary/creatures-aoe6.json index c34c7266dd..71d7ff2fae 100644 --- a/data/bestiary/creatures-aoe6.json +++ b/data/bestiary/creatures-aoe6.json @@ -128,7 +128,7 @@ { "name": "Divine Innate", "type": "Innate", - "tradition": "Divine", + "tradition": "divine", "DC": 41, "entry": { "1": { @@ -371,7 +371,6 @@ "magical", "reach <15 feet>" ], - "effects": [], "damage": "{@damage 2d12+14} slashing plus {@damage 2d6} fire and {@damage 2d6} evil", "types": [ "evil", @@ -387,7 +386,6 @@ "range increment <100 feet>", "splash" ], - "effects": [], "damage": "{@damage 4d8} fire plus {@damage 2d6} {@condition persistent damage ||persistent fire} plus 8 fire splash", "types": [ "fire", @@ -399,7 +397,7 @@ { "name": "Divine Innate", "type": "Innate", - "tradition": "Divine", + "tradition": "divine", "DC": 41, "entry": { "1": { @@ -624,7 +622,6 @@ "magical", "reach <15 feet>" ], - "effects": [], "damage": "{@damage 4d10+18} bludgeoning plus {@damage 2d6} acid", "types": [ "acid", @@ -779,7 +776,6 @@ "reach <10 feet>", "versatile 10 feet" ], - "effects": [], "damage": "{@damage 4d12+21} slashing plus {@damage 1d6} evil", "types": [ "evil", @@ -795,7 +791,6 @@ "magical", "range <60 feet>" ], - "effects": [], "damage": "{@damage 6d6+15} fire plus {@damage 2d6} evil (plus {@condition dazzled} on critical hit)", "types": [ "evil", @@ -807,7 +802,7 @@ { "name": "Divine Innate", "type": "Innate", - "tradition": "Divine", + "tradition": "divine", "DC": 47, "attack": 39, "entry": { @@ -1077,7 +1072,7 @@ { "name": "Arcane Innate", "type": "Innate", - "tradition": "Arcane", + "tradition": "arcane", "DC": 44, "entry": { "8": { @@ -1285,7 +1280,6 @@ "finesse", "magical" ], - "effects": [], "damage": "{@damage 4d6+11} piercing", "types": [ "piercing" @@ -1296,7 +1290,7 @@ { "name": "Arcane Prepared", "type": "Prepared", - "tradition": "Arcane", + "tradition": "arcane", "DC": 42, "attack": 38, "entry": { @@ -1577,7 +1571,6 @@ "finesse", "magical" ], - "effects": [], "damage": "{@damage 3d8+12} chaotic", "types": [ "chaotic" @@ -1588,7 +1581,7 @@ { "name": "Innate Arcane", "type": "Innate", - "tradition": "Arcane", + "tradition": "arcane", "DC": 36, "attack": 28, "entry": { @@ -1816,7 +1809,7 @@ { "name": "Occult Innate", "type": "Innate", - "tradition": "Occult", + "tradition": "occult", "DC": 43, "entry": { "5": { @@ -2036,7 +2029,6 @@ "reach <25 feet>", "trip" ], - "effects": [], "damage": "{@damage 4d10+19} slashing", "types": [ "slashing" @@ -2051,7 +2043,6 @@ "magical", "reach <20 feet>" ], - "effects": [], "damage": "{@damage 4d10+19} bludgeoning plus {@damage 1d6} chaotic and {@damage 1d6} fire", "types": [ "bludgeoning", @@ -2256,7 +2247,6 @@ "finesse", "magical" ], - "effects": [], "damage": "{@damage 4d8+14} slashing plus {@damage 1d6} evil", "types": [ "evil", @@ -2268,7 +2258,7 @@ { "name": "Divine Prepared", "type": "Prepared", - "tradition": "Divine", + "tradition": "divine", "DC": 46, "attack": 38, "entry": { @@ -2416,7 +2406,7 @@ { "name": "Divine Innate", "type": "Innate", - "tradition": "Divine", + "tradition": "divine", "DC": 46, "entry": { "constant": { @@ -2676,7 +2666,7 @@ { "name": "Divine Innate", "type": "Innate", - "tradition": "Divine", + "tradition": "divine", "DC": 45, "entry": { "4": { @@ -2898,7 +2888,6 @@ "reach <10 feet>", "sweep" ], - "effects": [], "damage": "{@damage 4d8+20} slashing plus {@damage 2d6} evil and {@damage 1d6} {@condition persistent damage ||persistent bleed}", "types": [ "evil", @@ -2932,7 +2921,7 @@ { "name": "Divine Innate", "type": "Innate", - "tradition": "Divine", + "tradition": "divine", "DC": 38, "entry": { "4": { @@ -3172,7 +3161,6 @@ "traits": [ "range <30 feet>" ], - "effects": [], "damage": "{@damage 5d6+7} bludgeoning and {@condition dazzled} for 1 round (or {@condition blinded} for 1 round on critical hit)", "types": [ "bludgeoning", @@ -3360,9 +3348,8 @@ "traits": [ "good", "magical", - "versatile p" + "versatile

" ], - "effects": [], "damage": "{@damage 3d12+16} slashing plus {@damage 1d6} good and {@dice 1d6} other (see Choose Weakness)", "types": [ "good", @@ -3380,7 +3367,6 @@ "light", "range <300 feet>" ], - "effects": [], "damage": "{@damage 2d12} chaotic plus {@damage 1d12} good plus {@dice 2d6+6} other (see Choose", "types": [ "chaotic", @@ -3393,7 +3379,7 @@ { "name": "Divine Innate", "type": "Innate", - "tradition": "Divine", + "tradition": "divine", "DC": 38, "entry": { "0": { @@ -3514,7 +3500,7 @@ ], "rituals": [ { - "tradition": "Divine", + "tradition": "divine", "DC": 38, "rituals": [ { @@ -3705,7 +3691,6 @@ "magical", "sweep" ], - "effects": [], "damage": "{@damage 3d12+19} slashing plus {@damage 1d6} fire", "types": [ "fire", @@ -3720,7 +3705,6 @@ "magical", "thrown <30 feet>" ], - "effects": [], "damage": "{@damage 3d6+19} piercing plus {@damage 1d6} fire", "types": [ "fire", @@ -3931,7 +3915,6 @@ "magical", "reach <10 feet>" ], - "effects": [], "damage": "{@damage 2d8+14} slashing plus {@damage 1d6} chaotic", "types": [ "chaotic", @@ -3961,7 +3944,7 @@ { "name": "Divine Innate", "type": "Innate", - "tradition": "Divine", + "tradition": "divine", "DC": 38, "entry": { "2": { @@ -4280,7 +4263,7 @@ { "name": "Divine Innate", "type": "Innate", - "tradition": "Divine", + "tradition": "divine", "DC": 45, "attack": 39, "entry": { @@ -4630,7 +4613,6 @@ "magical", "reach <10 feet>" ], - "effects": [], "damage": "{@damage 4d8+12} bludgeoning plus {@damage 1d6} negative", "types": [ "bludgeoning", @@ -4642,7 +4624,7 @@ { "name": "Occult Innate", "type": "Innate", - "tradition": "Occult", + "tradition": "occult", "DC": 40, "attack": 35, "entry": { @@ -4909,9 +4891,8 @@ "finesse", "magical", "thrown <10 feet>", - "versatile s" + "versatile " ], - "effects": [], "damage": "{@damage 3d4+12} piercing plus {@damage 1d6} chaotic (plus warpwave on critical hit)", "types": [ "chaotic", @@ -4923,7 +4904,7 @@ { "name": "Arcane Spontaneous", "type": "Spontaneous", - "tradition": "Arcane", + "tradition": "arcane", "DC": 39, "attack": 33, "entry": { @@ -5099,7 +5080,7 @@ { "name": "Divine Innate", "type": "Innate", - "tradition": "Divine", + "tradition": "divine", "DC": 39, "entry": { "constant": { @@ -5382,7 +5363,7 @@ { "name": "Divine Innate", "type": "Innate", - "tradition": "Divine", + "tradition": "divine", "DC": 47, "entry": { "2": { @@ -5728,7 +5709,6 @@ "magical", "reach <15 feet>" ], - "effects": [], "damage": "{@damage 4d8+15} bludgeoning", "types": [ "bludgeoning" @@ -5914,7 +5894,6 @@ "finesse", "magical" ], - "effects": [], "damage": "{@damage 4d8+13} bludgeoning plus {@damage 5d6} evil", "types": [ "bludgeoning", @@ -5931,7 +5910,6 @@ "mental", "range <100 feet>" ], - "effects": [], "damage": "{@damage 4d12} mental plus {@damage 5d6} evil", "types": [ "evil", @@ -5943,7 +5921,7 @@ { "name": "Divine Innate", "type": "Innate", - "tradition": "Divine", + "tradition": "divine", "DC": 41, "entry": { "4": { @@ -6153,7 +6131,7 @@ "finesse", "magical", "thrown <10 feet>", - "versatile s" + "versatile " ], "effects": [ "tears of death" @@ -6185,7 +6163,7 @@ { "name": "Divine Innate", "type": "Innate", - "tradition": "Divine", + "tradition": "divine", "DC": 47, "attack": 37, "entry": { @@ -6486,7 +6464,6 @@ "magical", "reach <10 feet>" ], - "effects": [], "damage": "{@damage 3d6+16} slashing plus {@damage 1d6} chaotic", "types": [ "chaotic", @@ -6516,7 +6493,7 @@ { "name": "Divine Innate", "type": "Innate", - "tradition": "Divine", + "tradition": "divine", "DC": 38, "entry": { "1": { @@ -6805,7 +6782,7 @@ { "name": "Divine Innate", "type": "Innate", - "tradition": "Divine", + "tradition": "divine", "DC": 36, "entry": { "4": { @@ -7045,7 +7022,6 @@ "reach <10 feet>", "trip" ], - "effects": [], "damage": "{@damage 3d8+18} slashing plus {@damage 3d6} evil", "types": [ "evil", @@ -7060,7 +7036,6 @@ "evil", "magical" ], - "effects": [], "damage": "{@damage 4d6+18} slashing plus {@damage 3d6} evil", "types": [ "evil", @@ -7072,7 +7047,7 @@ { "name": "Divine Innate", "type": "Innate", - "tradition": "Divine", + "tradition": "divine", "DC": 45, "entry": { "4": { @@ -7508,7 +7483,7 @@ { "name": "Divine Innate", "type": "Innate", - "tradition": "Divine", + "tradition": "divine", "DC": 38, "entry": { "1": { @@ -7739,7 +7714,6 @@ "magical", "shove" ], - "effects": [], "damage": "{@damage 3d8+20} bludgeoning", "types": [ "bludgeoning" @@ -7755,9 +7729,8 @@ "finesse", "magical", "thrown <10 feet>", - "versatile s" + "versatile " ], - "effects": [], "damage": "{@damage 1d4+20} piercing", "types": [ "piercing" @@ -7768,7 +7741,7 @@ { "name": "Divine Innate", "type": "Innate", - "tradition": "Divine", + "tradition": "divine", "DC": 39, "attack": 33, "entry": { @@ -8047,7 +8020,6 @@ "magical", "reach <20 feet>" ], - "effects": [], "damage": "{@damage 4d10+18} piercing plus {@damage 4d6} electricity", "types": [ "electricity", @@ -8063,7 +8035,6 @@ "magical", "reach <15 feet>" ], - "effects": [], "damage": "{@damage 4d10+18} slashing", "types": [ "slashing" @@ -8077,7 +8048,6 @@ "magical", "reach <25 feet>" ], - "effects": [], "damage": "{@damage 4d12+18} slashing", "types": [ "slashing" @@ -8091,7 +8061,6 @@ "agile", "magical reach <20 feet>" ], - "effects": [], "damage": "{@damage 3d10+18} slashing", "types": [ "slashing" @@ -8102,7 +8071,7 @@ { "name": "Occult Innate", "type": "Innate", - "tradition": "Occult", + "tradition": "occult", "DC": 42, "entry": { "0": { diff --git a/data/bestiary/creatures-av1.json b/data/bestiary/creatures-av1.json index afc1d73bb3..6f5e035a0d 100644 --- a/data/bestiary/creatures-av1.json +++ b/data/bestiary/creatures-av1.json @@ -438,7 +438,6 @@ "traits": [ "range <30 feet>" ], - "effects": [], "damage": "{@damage 3d6} negative", "types": [ "negative" @@ -578,7 +577,6 @@ "range": "Melee", "name": "trident", "attack": 6, - "effects": [], "damage": "{@damage 1d8+1} piercing", "types": [ "piercing" @@ -608,7 +606,6 @@ "traits": [ "thrown <20 feet>" ], - "effects": [], "damage": "{@damage 1d8+1} piercing", "types": [ "piercing" @@ -619,7 +616,7 @@ { "name": "Primal Innate", "type": "Innate", - "tradition": "Primal", + "tradition": "primal", "DC": 17, "entry": { "0": { @@ -828,7 +825,7 @@ { "name": "Occult Prepared", "type": "Prepared", - "tradition": "Occult", + "tradition": "occult", "DC": 20, "attack": 12, "entry": { @@ -1050,7 +1047,6 @@ "finesse", "magical" ], - "effects": [], "damage": "{@damage 3d8+4} negative", "types": [ "negative" @@ -1185,7 +1181,6 @@ "range": "Melee", "name": "jaws", "attack": 10, - "effects": [], "damage": "{@damage 1d8+6} piercing", "types": [ "piercing" @@ -1198,7 +1193,6 @@ "traits": [ "agile" ], - "effects": [], "damage": "{@damage 1d6+6} slashing", "types": [ "slashing" @@ -1369,7 +1363,6 @@ "traits": [ "magical" ], - "effects": [], "damage": "{@damage 1d8+2} electricity", "types": [ "electricity" @@ -1524,7 +1517,6 @@ "finesse", "magical" ], - "effects": [], "damage": "{@damage 3d8} negative", "types": [ "negative" @@ -1689,7 +1681,6 @@ "magical", "monk" ], - "effects": [], "damage": "{@damage 2d4+7} piercing", "types": [ "piercing" @@ -1702,7 +1693,6 @@ "traits": [ "agile" ], - "effects": [], "damage": "{@damage 2d6+7} slashing", "types": [ "slashing" @@ -1725,7 +1715,7 @@ { "name": "Primal Prepared", "type": "Prepared", - "tradition": "Primal", + "tradition": "primal", "DC": 24, "attack": 15, "entry": { @@ -1907,7 +1897,6 @@ "range": "Melee", "name": "jaws", "attack": 13, - "effects": [], "damage": "{@damage 2d6+7} piercing plus", "types": [ "piercing" @@ -2019,7 +2008,6 @@ "range": "Melee", "name": "club", "attack": 11, - "effects": [], "damage": "{@damage 1d6+5} bludgeoning", "types": [ "bludgeoning" @@ -2032,7 +2020,6 @@ "traits": [ "agile" ], - "effects": [], "damage": "{@damage 1d4+5} piercing", "types": [ "piercing" @@ -2045,7 +2032,6 @@ "traits": [ "range increment <10 feet>" ], - "effects": [], "damage": "{@damage 1d6+5} bludgeoning", "types": [ "bludgeoning" @@ -2056,7 +2042,7 @@ { "name": "Occult Innate", "type": "Innate", - "tradition": "Occult", + "tradition": "occult", "DC": 21, "attack": 13, "entry": { @@ -2216,7 +2202,6 @@ "traits": [ "shove" ], - "effects": [], "damage": "{@damage 1d8+6} bludgeoning", "types": [ "bludgeoning" @@ -2229,7 +2214,6 @@ "traits": [ "agile" ], - "effects": [], "damage": "{@damage 1d4+6} piercing", "types": [ "piercing" @@ -2242,9 +2226,8 @@ "traits": [ "deadly ", "range increment <50 feet>", - "versatile p" + "versatile

" ], - "effects": [], "damage": "{@damage 1d6+6} bludgeoning", "types": [ "bludgeoning" @@ -2390,9 +2373,8 @@ "traits": [ "agile", "finesse", - "versatile s" + "versatile " ], - "effects": [], "damage": "{@damage 1d4+2} piercing", "types": [ "piercing" @@ -2405,7 +2387,6 @@ "traits": [ "agile" ], - "effects": [], "damage": "{@damage 1d4+2} piercing", "types": [ "piercing" @@ -2417,10 +2398,9 @@ "attack": 9, "traits": [ "agile", - "thrown 10 ft.", - "versatile s" + "thrown <10 ft.>", + "versatile " ], - "effects": [], "damage": "{@damage 1d4+2} piercing", "types": [ "piercing" @@ -2589,7 +2569,6 @@ "magical", "two-hand " ], - "effects": [], "damage": "{@damage 1d4+6} bludgeoning", "types": [ "bludgeoning" @@ -2600,7 +2579,7 @@ { "name": "Divine Prepared", "type": "Prepared", - "tradition": "Divine", + "tradition": "divine", "DC": 22, "attack": 14, "entry": { @@ -2838,7 +2817,6 @@ "finesse", "magical" ], - "effects": [], "damage": "{@damage 3d6+6} negative", "types": [ "negative" @@ -3025,7 +3003,6 @@ "traits": [ "range increment <20 feet>" ], - "effects": [], "damage": "{@damage 2d4+5} piercing", "types": [ "piercing" @@ -3208,7 +3185,7 @@ { "name": "Occult Innate", "type": "Innate", - "tradition": "Occult", + "tradition": "occult", "DC": 26, "entry": { "4": { @@ -3407,7 +3384,6 @@ "traits": [ "reach <10 feet>" ], - "effects": [], "damage": "{@damage 2d8+8} {@condition persistent damage||persistent piercing damage}", "types": [ "persistent" @@ -3418,7 +3394,7 @@ { "name": "Occult Spontaneous", "type": "Spontaneous", - "tradition": "Occult", + "tradition": "occult", "DC": 25, "attack": 17, "entry": { @@ -3475,7 +3451,7 @@ { "name": "Divine Innate", "type": "Innate", - "tradition": "Divine", + "tradition": "divine", "DC": 25, "entry": { "0": { @@ -3668,9 +3644,8 @@ "deadly ", "finesse", "magical", - "versatile s" + "versatile " ], - "effects": [], "damage": "{@damage 1d4} piercing", "types": [ "piercing" @@ -3685,7 +3660,6 @@ "finesse", "unarmed" ], - "effects": [], "damage": "{@damage 1d4} bludgeoning", "types": [ "bludgeoning" @@ -3700,9 +3674,8 @@ "deadly ", "magical", "thrown <20 feet>", - "versatile s" + "versatile " ], - "effects": [], "damage": "{@damage 1d4} piercing", "types": [ "piercing" @@ -3713,7 +3686,7 @@ { "name": "Primal Spontaneous", "type": "Spontaneous", - "tradition": "Primal", + "tradition": "primal", "DC": 22, "attack": 14, "entry": { diff --git a/data/bestiary/creatures-av2.json b/data/bestiary/creatures-av2.json index 54310aa979..ae23726e8c 100644 --- a/data/bestiary/creatures-av2.json +++ b/data/bestiary/creatures-av2.json @@ -59,9 +59,8 @@ "attack": 17, "traits": [ "magical", - "versatile p" + "versatile

" ], - "effects": [], "damage": "{@damage 2d8+8} slashing", "types": [ "slashing" @@ -74,7 +73,6 @@ "traits": [ "agile" ], - "effects": [], "damage": "{@damage 1d6+4} bludgeoning", "types": [ "bludgeoning" @@ -88,7 +86,6 @@ "agile", "thrown <20 feet>" ], - "effects": [], "damage": "{@damage 1d6+4} bludgeoning", "types": [ "bludgeoning" @@ -260,7 +257,6 @@ "traits": [ "two-hand " ], - "effects": [], "damage": "{@damage 1d4+7} bludgeoning", "types": [ "bludgeoning" @@ -271,7 +267,7 @@ { "name": "Arcane Prepared", "type": "Prepared", - "tradition": "Arcane", + "tradition": "arcane", "DC": 26, "attack": 18, "entry": { @@ -539,7 +535,6 @@ "agile", "finesse" ], - "effects": [], "damage": "{@damage 2d6+4} slashing", "types": [ "slashing" @@ -552,7 +547,6 @@ "traits": [ "range increment <30 feet>" ], - "effects": [], "damage": "{@damage 1d4} piercing plus {@damage 2d8} electricity", "types": [ "electricity", @@ -708,7 +702,6 @@ "deadly <1d12>", "reach <10 feet>" ], - "effects": [], "damage": "{@damage 2d10+10} piercing plus {@damage 1d4} {@condition persistent damage ||persistent acid}", "types": [ "persistent", @@ -723,7 +716,6 @@ "range increment <30 feet>", "splash" ], - "effects": [], "damage": "{@damage 2d6} acid plus {@damage 1d6} {@condition persistent damage ||persistent acid} and {@damage 1d6} acid splash", "types": [ "acid", @@ -874,7 +866,6 @@ "traits": [ "deadly <1d12>" ], - "effects": [], "damage": "{@damage 1d8+7} piercing plus {@damage 1d6} {@condition persistent damage ||persistent acid}", "types": [ "persistent", @@ -889,7 +880,6 @@ "range increment <30 feet>", "splash" ], - "effects": [], "damage": "{@damage 1d6} acid plus {@damage 1d6} {@condition persistent damage ||persistent acid} and {@damage 1d6} acid splash damage", "types": [ "acid", @@ -1141,7 +1131,6 @@ "shove", "two-hand " ], - "effects": [], "damage": "{@damage 1d4+6} bludgeoning", "types": [ "bludgeoning" @@ -1151,7 +1140,6 @@ "range": "Melee", "name": "jaws", "attack": 13, - "effects": [], "damage": "{@damage 1d6+6} piercing", "types": [ "piercing" @@ -1164,7 +1152,6 @@ "traits": [ "agile" ], - "effects": [], "damage": "{@damage 1d4+6} slashing", "types": [ "slashing" @@ -1176,9 +1163,8 @@ "attack": 13, "traits": [ "agile", - "versatile s" + "versatile " ], - "effects": [], "damage": "{@damage 1d4+6} piercing", "types": [ "piercing" @@ -1191,9 +1177,8 @@ "traits": [ "agile", "thrown <10 feet>", - "versatile s" + "versatile " ], - "effects": [], "damage": "{@damage 1d4+6} piercing", "types": [ "piercing" @@ -1387,7 +1372,6 @@ "range increment <20 feet>", "splash" ], - "effects": [], "damage": "5 acid plus {@damage 2d6+2} {@condition persistent damage ||persistent acid} and 6 acid splash", "types": [ "acid", @@ -1403,7 +1387,6 @@ "range increment <20 feet>", "splash" ], - "effects": [], "damage": "{@damage 2d6+2} electricity plus 6 electricity splash", "types": [ "electricity" @@ -1414,7 +1397,7 @@ { "name": "Occult Innate", "type": "Innate", - "tradition": "Occult", + "tradition": "occult", "DC": 26, "attack": 18, "entry": { @@ -1650,7 +1633,7 @@ { "name": "Occult Spontaneous", "type": "Spontaneous", - "tradition": "Occult", + "tradition": "occult", "DC": 21, "attack": 13, "entry": { @@ -1690,7 +1673,7 @@ { "name": "Occult Innate", "type": "Innate", - "tradition": "Occult", + "tradition": "occult", "DC": 21, "entry": { "2": { @@ -1851,7 +1834,6 @@ "finesse", "magical" ], - "effects": [], "damage": "{@damage 1d6+8} slashing plus {@damage 1d6} mental", "types": [ "mental", @@ -1862,7 +1844,6 @@ "range": "Melee", "name": "fist", "attack": 17, - "effects": [], "damage": "{@damage 2d8+8} bludgeoning", "types": [ "bludgeoning" @@ -1878,7 +1859,6 @@ "magical", "thrown <20 feet>" ], - "effects": [], "damage": "{@damage 1d6+8} slashing plus {@damage 1d6} mental", "types": [ "mental", @@ -2047,7 +2027,6 @@ "finesse", "unarmed" ], - "effects": [], "damage": "{@damage 2d6+7} bludgeoning", "types": [ "bludgeoning" @@ -2062,7 +2041,6 @@ "sweep", "unarmed" ], - "effects": [], "damage": "{@damage 2d10+7} slashing", "types": [ "slashing" @@ -2076,7 +2054,6 @@ "agile", "range increment <20 feet>" ], - "effects": [], "damage": "{@damage 1d4+7} piercing", "types": [ "piercing" @@ -2224,7 +2201,6 @@ "finesse", "trip" ], - "effects": [], "damage": "{@damage 1d6+5} slashing", "types": [ "slashing" @@ -2238,7 +2214,6 @@ "range increment <60 feet>", "reload <1>" ], - "effects": [], "damage": "{@damage 1d6+2} piercing", "types": [ "piercing" @@ -2249,7 +2224,7 @@ { "name": "Occult Innate", "type": "Innate", - "tradition": "Occult", + "tradition": "occult", "DC": 20, "attack": 12, "entry": { @@ -2415,7 +2390,6 @@ "agile", "finesse" ], - "effects": [], "damage": "{@damage 1d4+1} piercing", "types": [ "piercing" @@ -2426,7 +2400,7 @@ { "name": "Occult Spontaneous", "type": "Spontaneous", - "tradition": "Occult", + "tradition": "occult", "DC": 21, "attack": 13, "entry": { @@ -2621,7 +2595,6 @@ "electricity", "magical" ], - "effects": [], "damage": "{@damage 2d8+8} electricity", "types": [ "electricity" @@ -2632,7 +2605,7 @@ { "name": "Divine Prepared", "type": "Prepared", - "tradition": "Divine", + "tradition": "divine", "DC": 28, "attack": 20, "entry": { @@ -2907,7 +2880,6 @@ "sweep", "reach <10 feet>" ], - "effects": [], "damage": "{@damage 1d8+8} bludgeoning plus {@damage 1d10} chaotic", "types": [ "bludgeoning", @@ -2919,7 +2891,7 @@ { "name": "Occult Innate", "type": "Innate", - "tradition": "Occult", + "tradition": "occult", "DC": 28, "attack": 20, "entry": { @@ -3221,9 +3193,8 @@ "attack": 14, "traits": [ "reach <10 feet>", - "versatile p" + "versatile

" ], - "effects": [], "damage": "{@damage 1d8+5} piercing", "types": [ "piercing" @@ -3234,7 +3205,7 @@ { "name": "Occult Innate", "type": "Innate", - "tradition": "Occult", + "tradition": "occult", "DC": 24, "attack": 16, "entry": { @@ -3452,9 +3423,8 @@ "traits": [ "agile", "range increment <30 feet>", - "versatile p" + "versatile

" ], - "effects": [], "damage": "{@damage 1d12+11} bludgeoning", "types": [ "bludgeoning" @@ -3639,9 +3609,8 @@ "traits": [ "agile", "range increment <20 feet>", - "versatile p" + "versatile

" ], - "effects": [], "damage": "{@damage 1d8+8} bludgeoning", "types": [ "bludgeoning" @@ -3828,7 +3797,7 @@ { "name": "Divine Innate", "type": "Innate", - "tradition": "Divine", + "tradition": "divine", "DC": 30, "entry": { "0": { @@ -4087,7 +4056,6 @@ "traits": [ "deadly " ], - "effects": [], "damage": "{@damage 2d8+10} bludgeoning", "types": [ "bludgeoning" @@ -4110,7 +4078,7 @@ { "name": "Divine Innate", "type": "Innate", - "tradition": "Divine", + "tradition": "divine", "DC": 22, "attack": 14, "entry": { diff --git a/data/bestiary/creatures-av3.json b/data/bestiary/creatures-av3.json index 8866f026b6..cac2897b3c 100644 --- a/data/bestiary/creatures-av3.json +++ b/data/bestiary/creatures-av3.json @@ -74,7 +74,6 @@ "finesse", "magical" ], - "effects": [], "damage": "{@damage 3d8+12} negative", "types": [ "negative" @@ -85,7 +84,7 @@ { "name": "Occult Spontaneous", "type": "Spontaneous", - "tradition": "Occult", + "tradition": "occult", "DC": 33, "attack": 25, "entry": { @@ -461,7 +460,6 @@ "traits": [ "two-hand " ], - "effects": [], "damage": "{@damage 1d4+4} bludgeoning", "types": [ "bludgeoning" @@ -472,7 +470,7 @@ { "name": "Divine Innate", "type": "Innate", - "tradition": "Divine", + "tradition": "divine", "DC": 28, "entry": { "0": { @@ -500,7 +498,7 @@ { "name": "Occult Spontaneous", "type": "Spontaneous", - "tradition": "Occult", + "tradition": "occult", "DC": 28, "attack": 20, "entry": { @@ -753,7 +751,6 @@ "light", "magical" ], - "effects": [], "damage": "{@damage 2d8+11} fire", "types": [ "fire" @@ -769,7 +766,6 @@ "magical", "range increment <60 feet>" ], - "effects": [], "damage": "{@damage 2d6+11} fire", "types": [ "fire" @@ -964,7 +960,7 @@ "traits": [ "agile", "finesse", - "versatile s" + "versatile " ], "effects": [ "black smear poison" @@ -996,7 +992,7 @@ { "name": "Occult Innate", "type": "Innate", - "tradition": "Occult", + "tradition": "occult", "DC": 24, "entry": { "0": { @@ -1189,7 +1185,6 @@ "agile", "reach <15 feet>" ], - "effects": [], "damage": "{@damage 2d6+11} slashing", "types": [ "slashing" @@ -1319,7 +1314,6 @@ "range": "Ranged", "name": "bloom", "attack": 18, - "effects": [], "damage": "{@damage 2d10+8} bludgeoning plus {@damage 1d6} poison", "types": [ "bludgeoning", @@ -1333,7 +1327,6 @@ "traits": [ "range increment <30 feet>" ], - "effects": [], "damage": "{@damage 3d8} poison", "types": [ "poison" @@ -1494,7 +1487,6 @@ "agile", "reach <15 feet>" ], - "effects": [], "damage": "{@damage 3d6+12} slashing", "types": [ "slashing" @@ -1505,7 +1497,7 @@ { "name": "Occult Innate", "type": "Innate", - "tradition": "Occult", + "tradition": "occult", "DC": 27, "entry": { "3": { @@ -1864,9 +1856,8 @@ "name": "longsword", "attack": 16, "traits": [ - "versatile p" + "versatile

" ], - "effects": [], "damage": "{@damage 1d8+7} slashing", "types": [ "slashing" @@ -1883,7 +1874,6 @@ "reload <0>", "volley <30 feet>" ], - "effects": [], "damage": "{@damage 1d8+7} piercing", "types": [ "piercing" @@ -1894,7 +1884,7 @@ { "name": "Divine Innate", "type": "Innate", - "tradition": "Divine", + "tradition": "divine", "DC": 23, "entry": { "0": { @@ -2068,7 +2058,6 @@ "disarm", "finesse" ], - "effects": [], "damage": "{@damage 1d6+9} piercing", "types": [ "piercing" @@ -2096,7 +2085,7 @@ { "name": "Divine Innate", "type": "Innate", - "tradition": "Divine", + "tradition": "divine", "DC": 24, "entry": { "0": { @@ -2328,7 +2317,7 @@ { "name": "Divine Innate", "type": "Innate", - "tradition": "Divine", + "tradition": "divine", "DC": 19, "entry": { "0": { @@ -2491,7 +2480,6 @@ "sweep", "trip" ], - "effects": [], "damage": "{@damage 2d10+8} bludgeoning", "types": [ "bludgeoning" @@ -2502,7 +2490,7 @@ { "name": "Occult Innate", "type": "Innate", - "tradition": "Occult", + "tradition": "occult", "DC": 28, "attack": 20, "entry": { @@ -2725,7 +2713,7 @@ { "name": "Primal Prepared", "type": "Prepared", - "tradition": "Primal", + "tradition": "primal", "DC": 28, "attack": 20, "entry": { @@ -2793,7 +2781,7 @@ { "name": "Primal Innate", "type": "Innate", - "tradition": "Primal", + "tradition": "primal", "DC": 28, "entry": { "1": { @@ -2964,9 +2952,8 @@ "traits": [ "agile", "finesse", - "versatile s" + "versatile " ], - "effects": [], "damage": "{@damage 1d4+9} piercing", "types": [ "piercing" @@ -2979,9 +2966,8 @@ "traits": [ "agile", "thrown <10 feet>", - "versatile s" + "versatile " ], - "effects": [], "damage": "{@damage 1d4+9} piercing", "types": [ "piercing" @@ -2992,7 +2978,7 @@ { "name": "Occult Innate", "type": "Innate", - "tradition": "Occult", + "tradition": "occult", "DC": 28, "attack": 20, "entry": { @@ -3028,7 +3014,7 @@ { "name": "Arcane Prepared", "type": "Prepared", - "tradition": "Arcane", + "tradition": "arcane", "DC": 30, "attack": 22, "entry": { @@ -3274,7 +3260,6 @@ "magical", "two-hand 2d10" ], - "effects": [], "damage": "{@damage 2d8+11} slashing", "types": [ "slashing" @@ -3300,7 +3285,6 @@ "range increment <120 feet>", "reload <2>" ], - "effects": [], "damage": "{@damage 1d10} piercing", "types": [ "piercing" @@ -3311,7 +3295,7 @@ { "name": "Divine Innate", "type": "Innate", - "tradition": "Divine", + "tradition": "divine", "DC": 28, "attack": 20, "entry": { @@ -3549,7 +3533,7 @@ { "name": "Divine Innate", "type": "Innate", - "tradition": "Divine", + "tradition": "divine", "DC": 30, "attack": 22, "entry": { @@ -3567,7 +3551,7 @@ { "name": "Occult Spontaneous", "type": "Spontaneous", - "tradition": "Occult", + "tradition": "occult", "DC": 30, "attack": 22, "entry": { @@ -3855,9 +3839,8 @@ "traits": [ "agile", "finesse", - "versatile s" + "versatile " ], - "effects": [], "damage": "{@damage 1d4+7} piercing", "types": [ "piercing" @@ -3868,7 +3851,7 @@ { "name": "Occult Innate", "type": "Innate", - "tradition": "Occult", + "tradition": "occult", "DC": 26, "attack": 18, "entry": { @@ -4078,7 +4061,6 @@ "finesse", "trip" ], - "effects": [], "damage": "{@damage 2d6+9} slashing", "types": [ "slashing" @@ -4106,7 +4088,7 @@ { "name": "Divine Innate", "type": "Innate", - "tradition": "Divine", + "tradition": "divine", "DC": 28, "entry": { "0": { @@ -4512,9 +4494,8 @@ "name": "longsword", "attack": 24, "traits": [ - "versatile p" + "versatile

" ], - "effects": [], "damage": "{@damage 2d8+9} slashing plus {@damage 1d6} acid", "types": [ "acid", @@ -4538,7 +4519,7 @@ { "name": "Divine Innate", "type": "Innate", - "tradition": "Divine", + "tradition": "divine", "DC": 28, "entry": { "0": { @@ -4710,7 +4691,6 @@ "agile", "trip" ], - "effects": [], "damage": "{@damage 2d6+8} piercing", "types": [ "piercing" @@ -4732,7 +4712,7 @@ { "name": "Divine Innate", "type": "Innate", - "tradition": "Divine", + "tradition": "divine", "DC": 26, "attack": 18, "entry": { @@ -4769,7 +4749,7 @@ { "name": "Occult Spontaneous", "type": "Spontaneous", - "tradition": "Occult", + "tradition": "occult", "DC": 26, "attack": 18, "entry": { @@ -5037,7 +5017,6 @@ "range increment <20 feet>", "splash" ], - "effects": [], "damage": "{@damage 2d6} negative plus 2 negative splash damage (and {@condition sickened|CRB|sickened 2} on a critical hit)", "types": [ "negative" @@ -5048,7 +5027,7 @@ { "name": "Divine Innate", "type": "Innate", - "tradition": "Divine", + "tradition": "divine", "DC": 21, "attack": 13, "entry": { @@ -5248,7 +5227,7 @@ { "name": "Divine Innate", "type": "Innate", - "tradition": "Divine", + "tradition": "divine", "DC": 22, "attack": 14, "entry": { diff --git a/data/bestiary/creatures-b1.json b/data/bestiary/creatures-b1.json index 2f9d670dd5..8ead829288 100644 --- a/data/bestiary/creatures-b1.json +++ b/data/bestiary/creatures-b1.json @@ -67,9 +67,8 @@ "name": "longsword", "attack": 15, "traits": [ - "versatile p" + "versatile

" ], - "effects": [], "damage": "{@damage 1d8+7} slashing", "types": [ "slashing" @@ -83,7 +82,6 @@ "range increment <120 feet>", "reload <1>" ], - "effects": [], "damage": "{@damage 1d8+3} piercing", "types": [ "piercing" @@ -94,7 +92,7 @@ { "name": "Divine Innate", "type": "Innate", - "tradition": "Divine", + "tradition": "divine", "DC": 20, "entry": { "0": { @@ -128,8 +126,7 @@ { "activity": { "number": 1, - "unit": "reaction", - "entry": "{@as R}" + "unit": "reaction" }, "trigger": "The angelkin is targeted by a spell that allows a saving throw.", "entries": [ @@ -140,8 +137,7 @@ { "activity": { "number": 1, - "unit": "reaction", - "entry": "{@as R}" + "unit": "reaction" }, "trigger": "An enemy damages one of the angelkin's allies.", "entries": [ @@ -159,8 +155,7 @@ { "activity": { "number": 1, - "unit": "reaction", - "entry": "{@as R}" + "unit": "reaction" }, "entries": [], "name": "Shield Block", @@ -198,6 +193,14 @@ "name": "Adamantine Golem", "isNpc": false, "source": "B1", + "foundIn": [ + "Nex" + ], + "_otherSources": { + "Expanded": [ + "LOIL|323" + ] + }, "page": 189, "level": 18, "traits": [ @@ -455,7 +458,6 @@ "magical", "reach <10 feet>" ], - "effects": [], "damage": "{@damage 2d12+13} piercing plus {@damage 2d6} acid", "types": [ "acid", @@ -470,7 +472,6 @@ "agile", "magical" ], - "effects": [], "damage": "{@damage 2d10+13} slashing", "types": [ "slashing" @@ -484,7 +485,6 @@ "magical", "reach <15 feet>" ], - "effects": [], "damage": "{@damage 2d12+11} bludgeoning", "types": [ "bludgeoning" @@ -498,7 +498,6 @@ "magical", "reach <10 feet>" ], - "effects": [], "damage": "{@damage 1d10+11} piercing", "types": [ "piercing" @@ -509,7 +508,7 @@ { "name": "Arcane Innate", "type": "Innate", - "tradition": "Arcane", + "tradition": "arcane", "DC": 30, "entry": { "2": { @@ -543,8 +542,7 @@ { "activity": { "number": 1, - "unit": "reaction", - "entry": "{@as R}" + "unit": "reaction" }, "entries": [ "The dragon {@action Strike||Strikes} with its tail at the triggering creature at a \u20132 penalty. If it hits, the creature takes a \u20132 circumstance penalty to the triggering roll." @@ -716,7 +714,6 @@ "magical", "reach <15 feet>" ], - "effects": [], "damage": "{@damage 3d8+12} piercing plus {@damage 1d12} electricity", "types": [ "electricity", @@ -732,7 +729,6 @@ "agile", "reach <10 feet>" ], - "effects": [], "damage": "{@damage 3d8+12} slashing", "types": [ "slashing" @@ -746,7 +742,6 @@ "magical", "reach <20 feet>" ], - "effects": [], "damage": "{@damage 3d8+10} bludgeoning", "types": [ "bludgeoning" @@ -760,7 +755,6 @@ "magical", "reach <15 feet>" ], - "effects": [], "damage": "{@damage 2d8+10} piercing", "types": [ "piercing" @@ -771,7 +765,7 @@ { "name": "Arcane Innate", "type": "Innate", - "tradition": "Arcane", + "tradition": "arcane", "DC": 33, "entry": { "0": { @@ -837,8 +831,7 @@ { "activity": { "number": 1, - "unit": "reaction", - "entry": "{@as R}" + "unit": "reaction" }, "entries": [ "The dragon raises its wing, gaining a +2 circumstance bonus to AC against the triggering attack. If the dragon is Flying, it descends 10 feet after the attack is complete." @@ -1002,7 +995,6 @@ "magical", "reach <10 feet>" ], - "effects": [], "damage": "{@damage 2d10+12} piercing plus {@damage 2d6} fire", "types": [ "fire", @@ -1017,7 +1009,6 @@ "agile", "magical" ], - "effects": [], "damage": "{@damage 2d10+12} slashing", "types": [ "slashing" @@ -1031,7 +1022,6 @@ "magical", "reach <10 feet>" ], - "effects": [], "damage": "{@damage 1d12+10} slashing", "types": [ "slashing" @@ -1042,7 +1032,7 @@ { "name": "Arcane Innate", "type": "Innate", - "tradition": "Arcane", + "tradition": "arcane", "DC": 30, "entry": { "constant": { @@ -1077,8 +1067,7 @@ { "activity": { "number": 1, - "unit": "reaction", - "entry": "{@as R}" + "unit": "reaction" }, "entries": [ "The dragon raises its wing, gaining a +2 circumstance bonus to AC against the triggering attack. If the dragon is flying, it descends 10 feet after the attack is complete." @@ -1254,7 +1243,6 @@ "magical", "reach <15 feet>" ], - "effects": [], "damage": "{@damage 2d12+15} piercing plus {@damage 1d12} electricity", "types": [ "electricity", @@ -1270,7 +1258,6 @@ "magical", "reach <10 feet>" ], - "effects": [], "damage": "{@damage 2d10+15} slashing", "types": [ "slashing" @@ -1284,7 +1271,6 @@ "magical", "reach <15 feet>" ], - "effects": [], "damage": "{@damage 1d10+13} bludgeoning", "types": [ "bludgeoning" @@ -1295,7 +1281,7 @@ { "name": "Arcane Innate", "type": "Innate", - "tradition": "Arcane", + "tradition": "arcane", "DC": 33, "entry": { "2": { @@ -1348,8 +1334,7 @@ { "activity": { "number": 1, - "unit": "reaction", - "entry": "{@as R}" + "unit": "reaction" }, "entries": [ "Jaws only." @@ -1517,7 +1502,6 @@ "magical", "reach <10 feet>" ], - "effects": [], "damage": "{@damage 3d8+12} piercing plus {@damage 2d8} acid", "types": [ "acid", @@ -1532,7 +1516,6 @@ "agile", "magical" ], - "effects": [], "damage": "{@damage 3d8+12} slashing", "types": [ "slashing" @@ -1546,7 +1529,6 @@ "magical", "reach <15 feet>" ], - "effects": [], "damage": "{@damage 2d8+10} bludgeoning", "types": [ "bludgeoning" @@ -1557,7 +1539,7 @@ { "name": "Arcane Innate", "type": "Innate", - "tradition": "Arcane", + "tradition": "arcane", "DC": 33, "entry": { "1": { @@ -1602,8 +1584,7 @@ { "activity": { "number": 1, - "unit": "reaction", - "entry": "{@as R}" + "unit": "reaction" }, "entries": [ "The dragon makes a tail {@action Strike} at the creature with a \u20132 penalty. If it hits, the dragon disrupts the triggering action." @@ -1762,7 +1743,6 @@ "magical", "reach <15 feet>" ], - "effects": [], "damage": "{@damage 3d12+15} piercing plus {@damage 3d6} fire", "types": [ "fire", @@ -1778,7 +1758,6 @@ "magical", "reach <10 feet>" ], - "effects": [], "damage": "{@damage 3d10+15} slashing", "types": [ "slashing" @@ -1792,7 +1771,6 @@ "magical", "reach <20 feet>" ], - "effects": [], "damage": "{@damage 3d10+13} slashing", "types": [ "slashing" @@ -1807,7 +1785,6 @@ "magical", "reach <15 feet>" ], - "effects": [], "damage": "{@damage 2d12+13} piercing", "types": [ "piercing" @@ -1818,7 +1795,7 @@ { "name": "Arcane Innate", "type": "Innate", - "tradition": "Arcane", + "tradition": "arcane", "DC": 35, "entry": { "1": { @@ -1871,8 +1848,7 @@ { "activity": { "number": 1, - "unit": "reaction", - "entry": "{@as R}" + "unit": "reaction" }, "entries": [ "Jaws only." @@ -1885,8 +1861,7 @@ { "activity": { "number": 1, - "unit": "reaction", - "entry": "{@as R}" + "unit": "reaction" }, "trigger": "The gold dragon fails a saving throw.", "entries": [ @@ -2058,7 +2033,6 @@ "poison", "reach <15 feet>" ], - "effects": [], "damage": "{@damage 3d10+12} piercing plus {@damage 3d4} poison", "types": [ "piercing", @@ -2074,7 +2048,6 @@ "magical", "reach <10 feet>" ], - "effects": [], "damage": "{@damage 3d8+12} slashing", "types": [ "slashing" @@ -2088,7 +2061,6 @@ "magical", "reach <20 feet>" ], - "effects": [], "damage": "{@damage 3d8+10} bludgeoning", "types": [ "bludgeoning" @@ -2102,7 +2074,6 @@ "magical", "reach <15 feet>" ], - "effects": [], "damage": "{@damage 2d8+10} piercing", "types": [ "piercing" @@ -2113,7 +2084,7 @@ { "name": "Arcane Innate", "type": "Innate", - "tradition": "Arcane", + "tradition": "arcane", "DC": 32, "entry": { "2": { @@ -2154,8 +2125,7 @@ { "activity": { "number": 1, - "unit": "reaction", - "entry": "{@as R}" + "unit": "reaction" }, "entries": [ "The dragon makes a tail {@action Strike} at the creature with a \u20132 penalty. If it hits, the dragon disrupts the creature's action." @@ -2319,7 +2289,6 @@ "magical", "reach <15 feet>" ], - "effects": [], "damage": "{@damage 3d12+15} piercing plus {@damage 2d6} fire", "types": [ "fire", @@ -2335,7 +2304,6 @@ "magical", "reach <10 feet>" ], - "effects": [], "damage": "{@damage 3d10+15} slashing", "types": [ "slashing" @@ -2349,7 +2317,6 @@ "magical", "reach <20 feet>" ], - "effects": [], "damage": "{@damage 3d12+13} slashing", "types": [ "slashing" @@ -2364,7 +2331,6 @@ "magical", "reach <15 feet>" ], - "effects": [], "damage": "{@damage 2d10+13} slashing", "types": [ "slashing" @@ -2375,7 +2341,7 @@ { "name": "Arcane Innate", "type": "Innate", - "tradition": "Arcane", + "tradition": "arcane", "DC": 35, "entry": { "0": { @@ -2439,8 +2405,7 @@ { "activity": { "number": 1, - "unit": "reaction", - "entry": "{@as R}" + "unit": "reaction" }, "entries": [ "Jaws only." @@ -2603,7 +2568,6 @@ "magical", "reach <15 feet>" ], - "effects": [], "damage": "{@damage 3d10+13} piercing plus {@damage 3d6} cold", "types": [ "cold", @@ -2619,7 +2583,6 @@ "magical", "reach <10 feet>" ], - "effects": [], "damage": "{@damage 3d8+13} slashing", "types": [ "slashing" @@ -2633,7 +2596,6 @@ "magical", "reach <20 feet>" ], - "effects": [], "damage": "{@damage 2d10+11} bludgeoning", "types": [ "bludgeoning" @@ -2644,7 +2606,7 @@ { "name": "Arcane Innate", "type": "Innate", - "tradition": "Arcane", + "tradition": "arcane", "DC": 33, "entry": { "1": { @@ -2688,8 +2650,7 @@ { "activity": { "number": 1, - "unit": "reaction", - "entry": "{@as R}" + "unit": "reaction" }, "entries": [ "The dragon raises its wing, gaining a +2 circumstance bonus to AC against the triggering attack. If the dragon is flying, it descends 10 feet after the attack is complete." @@ -2850,7 +2811,6 @@ "magical", "reach <10 feet>" ], - "effects": [], "damage": "{@damage 2d10+13} piercing plus {@damage 2d6} cold", "types": [ "cold", @@ -2865,7 +2825,6 @@ "agile", "magical" ], - "effects": [], "damage": "{@damage 2d8+13} slashing", "types": [ "slashing" @@ -2879,7 +2838,6 @@ "magical", "reach <15 feet>" ], - "effects": [], "damage": "{@damage 2d6+11} bludgeoning", "types": [ "bludgeoning" @@ -2890,7 +2848,7 @@ { "name": "Arcane Innate", "type": "Innate", - "tradition": "Arcane", + "tradition": "arcane", "DC": 27, "entry": { "1": { @@ -2952,8 +2910,7 @@ { "activity": { "number": 1, - "unit": "reaction", - "entry": "{@as R}" + "unit": "reaction" }, "traits": [ "arcane", @@ -3069,6 +3026,15 @@ "name": "Air Mephit", "isNpc": false, "source": "B1", + "foundIn": [ + "Jalmeray", + "Nex" + ], + "_otherSources": { + "Expanded": [ + "LOIL|323" + ] + }, "page": 150, "level": 1, "traits": [ @@ -3119,7 +3085,6 @@ "agile", "finesse" ], - "effects": [], "damage": "{@damage 1d6+1} slashing", "types": [ "slashing" @@ -3130,7 +3095,7 @@ { "name": "Arcane Innate", "type": "Innate", - "tradition": "Arcane", + "tradition": "arcane", "DC": 17, "entry": { "1": { @@ -3198,6 +3163,14 @@ "isNpc": false, "source": "B1", "page": 185, + "foundIn": [ + "Nex" + ], + "_otherSources": { + "Expanded": [ + "LOIL|323" + ] + }, "level": 9, "traits": [ "uncommon", @@ -3447,7 +3420,7 @@ { "name": "Occult Innate", "type": "Innate", - "tradition": "Occult", + "tradition": "occult", "DC": 25, "entry": { "3": { @@ -3649,7 +3622,6 @@ "magical", "reach <15 feet>" ], - "effects": [], "damage": "{@damage 3d10+14} piercing plus {@damage 2d6} acid and {@damage 2d6} {@condition persistent damage ||persistent acid}", "types": [ "acid", @@ -3666,7 +3638,6 @@ "magical", "reach <10 feet>" ], - "effects": [], "damage": "{@damage 3d8+14} slashing", "types": [ "slashing" @@ -3680,7 +3651,6 @@ "magical", "reach <20 feet>" ], - "effects": [], "damage": "{@damage 3d10+12} bludgeoning", "types": [ "bludgeoning" @@ -3694,7 +3664,6 @@ "magical", "reach <15 feet>" ], - "effects": [], "damage": "{@damage 2d10+12} piercing", "types": [ "piercing" @@ -3705,7 +3674,7 @@ { "name": "Arcane Innate", "type": "Innate", - "tradition": "Arcane", + "tradition": "arcane", "DC": 37, "entry": { "2": { @@ -3739,8 +3708,7 @@ { "activity": { "number": 1, - "unit": "reaction", - "entry": "{@as R}" + "unit": "reaction" }, "entries": [ "The dragon {@action Strike||Strikes} with its tail at the triggering creature at a \u20132 penalty. If it hits, the creature takes a \u20132 circumstance penalty to the triggering roll." @@ -3916,7 +3884,6 @@ "magical", "reach <20 feet>" ], - "effects": [], "damage": "{@damage 3d10+15} piercing plus {@damage 2d12} electricity", "types": [ "electricity", @@ -3932,7 +3899,6 @@ "magical", "reach <15 feet>" ], - "effects": [], "damage": "{@damage 3d10+15} slashing", "types": [ "slashing" @@ -3946,7 +3912,6 @@ "magical", "reach <25 feet>" ], - "effects": [], "damage": "{@damage 3d10+13} bludgeoning", "types": [ "bludgeoning" @@ -3960,7 +3925,6 @@ "magical", "reach <20 feet>" ], - "effects": [], "damage": "{@damage 2d10+13} piercing", "types": [ "piercing" @@ -3971,7 +3935,7 @@ { "name": "Arcane Innate", "type": "Innate", - "tradition": "Arcane", + "tradition": "arcane", "DC": 43, "entry": { "0": { @@ -4053,8 +4017,7 @@ { "activity": { "number": 1, - "unit": "reaction", - "entry": "{@as R}" + "unit": "reaction" }, "entries": [ "The dragon raises its wing, gaining a +2 circumstance bonus to AC against the triggering attack. If the dragon is Flying, it descends 10 feet after the attack is complete." @@ -4245,7 +4208,6 @@ "magical", "reach <15 feet>" ], - "effects": [], "damage": "{@damage 3d10+15} piercing plus {@damage 3d6} fire and {@damage 2d6} {@condition persistent damage ||persistent fire}", "types": [ "fire", @@ -4262,7 +4224,6 @@ "magical", "reach <10 feet>" ], - "effects": [], "damage": "{@damage 3d10+15} slashing", "types": [ "slashing" @@ -4273,7 +4234,7 @@ { "name": "Arcane Innate", "type": "Innate", - "tradition": "Arcane", + "tradition": "arcane", "DC": 37, "entry": { "constant": { @@ -4308,8 +4269,7 @@ { "activity": { "number": 1, - "unit": "reaction", - "entry": "{@as R}" + "unit": "reaction" }, "entries": [ "The dragon raises its wing, gaining a +2 circumstance bonus to AC against the triggering attack. If the dragon is flying, it descends 10 feet after the attack is complete." @@ -4492,7 +4452,6 @@ "magical", "reach <20 feet>" ], - "effects": [], "damage": "{@damage 3d12+16} piercing plus {@damage 2d12} electricity", "types": [ "electricity", @@ -4508,7 +4467,6 @@ "magical", "reach <15 feet>" ], - "effects": [], "damage": "{@damage 3d10+16} slashing", "types": [ "slashing" @@ -4522,7 +4480,6 @@ "magical", "reach <20 feet>" ], - "effects": [], "damage": "{@damage 2d10+14} bludgeoning", "types": [ "bludgeoning" @@ -4533,7 +4490,7 @@ { "name": "Arcane Innate", "type": "Innate", - "tradition": "Arcane", + "tradition": "arcane", "DC": 40, "entry": { "2": { @@ -4604,8 +4561,7 @@ { "activity": { "number": 1, - "unit": "reaction", - "entry": "{@as R}" + "unit": "reaction" }, "entries": [ "Jaws only." @@ -4618,8 +4574,7 @@ { "activity": { "number": 1, - "unit": "reaction", - "entry": "{@as R}" + "unit": "reaction" }, "traits": [ "water" @@ -4790,7 +4745,6 @@ "magical", "reach <15 feet>" ], - "effects": [], "damage": "{@damage 3d10+16} piercing plus {@damage 3d8} acid", "types": [ "acid", @@ -4806,7 +4760,6 @@ "magical", "reach <10 feet>" ], - "effects": [], "damage": "{@damage 3d10+16} slashing", "types": [ "slashing" @@ -4820,7 +4773,6 @@ "magical", "reach <20 feet>" ], - "effects": [], "damage": "{@damage 2d10+14} bludgeoning", "types": [ "bludgeoning" @@ -4831,7 +4783,7 @@ { "name": "Arcane Innate", "type": "Innate", - "tradition": "Arcane", + "tradition": "arcane", "DC": 39, "entry": { "1": { @@ -4894,8 +4846,7 @@ { "activity": { "number": 1, - "unit": "reaction", - "entry": "{@as R}" + "unit": "reaction" }, "entries": [ "The dragon makes a tail {@action Strike} at the creature with a \u20132 penalty. If it hits, the dragon disrupts the triggering action." @@ -5078,7 +5029,6 @@ "magical", "reach <20 feet>" ], - "effects": [], "damage": "{@damage 4d12+17} piercing plus {@damage 4d6} fire", "types": [ "fire", @@ -5094,7 +5044,6 @@ "magical", "reach <15 feet>" ], - "effects": [], "damage": "{@damage 4d10+17} slashing", "types": [ "slashing" @@ -5108,7 +5057,6 @@ "magical", "reach <25 feet>" ], - "effects": [], "damage": "{@damage 4d10+15} slashing", "types": [ "slashing" @@ -5123,7 +5071,6 @@ "magical", "reach <20 feet>" ], - "effects": [], "damage": "{@damage 2d12+15} piercing", "types": [ "piercing" @@ -5134,7 +5081,7 @@ { "name": "Arcane Innate", "type": "Innate", - "tradition": "Arcane", + "tradition": "arcane", "DC": 41, "entry": { "1": { @@ -5187,8 +5134,7 @@ { "activity": { "number": 1, - "unit": "reaction", - "entry": "{@as R}" + "unit": "reaction" }, "entries": [ "Jaws only." @@ -5207,8 +5153,7 @@ { "activity": { "number": 1, - "unit": "reaction", - "entry": "{@as R}" + "unit": "reaction" }, "entries": [ "The dragon improves its result by one degree of success, turning a failure into a success or a critical failure into a normal failure. The dragon can't use this ability again for {@dice 1d4} rounds." @@ -5383,7 +5328,6 @@ "poison", "reach <20 feet>" ], - "effects": [], "damage": "{@damage 3d12+15} piercing plus {@damage 4d4} poison", "types": [ "piercing", @@ -5399,7 +5343,6 @@ "magical", "reach <15 feet>" ], - "effects": [], "damage": "{@damage 3d10+15} slashing", "types": [ "slashing" @@ -5413,7 +5356,6 @@ "magical", "reach <25 feet>" ], - "effects": [], "damage": "{@damage 3d10+13} bludgeoning", "types": [ "bludgeoning" @@ -5427,7 +5369,6 @@ "magical", "reach <20 feet>" ], - "effects": [], "damage": "{@damage 2d10+13} piercing", "types": [ "piercing" @@ -5438,7 +5379,7 @@ { "name": "Arcane Innate", "type": "Innate", - "tradition": "Arcane", + "tradition": "arcane", "DC": 39, "entry": { "2": { @@ -5508,8 +5449,7 @@ { "activity": { "number": 1, - "unit": "reaction", - "entry": "{@as R}" + "unit": "reaction" }, "entries": [ "The dragon makes a tail {@action Strike} at the creature with a \u20132 penalty. If it hits, the dragon disrupts the creature's action." @@ -5677,7 +5617,6 @@ "magical", "reach <20 feet>" ], - "effects": [], "damage": "{@damage 4d10+17} piercing plus {@damage 3d6} fire", "types": [ "fire", @@ -5693,7 +5632,6 @@ "magical", "reach <15 feet>" ], - "effects": [], "damage": "{@damage 4d8+17} slashing", "types": [ "slashing" @@ -5707,7 +5645,6 @@ "magical", "reach <25 feet>" ], - "effects": [], "damage": "{@damage 4d10+15} slashing", "types": [ "slashing" @@ -5722,7 +5659,6 @@ "magical", "reach <20 feet>" ], - "effects": [], "damage": "{@damage 3d8+15} slashing", "types": [ "slashing" @@ -5733,7 +5669,7 @@ { "name": "Arcane Innate", "type": "Innate", - "tradition": "Arcane", + "tradition": "arcane", "DC": 42, "entry": { "0": { @@ -5798,8 +5734,7 @@ { "activity": { "number": 1, - "unit": "reaction", - "entry": "{@as R}" + "unit": "reaction" }, "entries": [ "Jaws only." @@ -5812,8 +5747,7 @@ { "activity": { "number": 1, - "unit": "reaction", - "entry": "{@as R}" + "unit": "reaction" }, "traits": [ "abjuration", @@ -5996,7 +5930,6 @@ "magical", "reach <20 feet>" ], - "effects": [], "damage": "{@damage 4d10+17} piercing plus {@damage 4d6} cold", "types": [ "cold", @@ -6012,7 +5945,6 @@ "magical", "reach <15 feet>" ], - "effects": [], "damage": "{@damage 4d8+17} slashing", "types": [ "slashing" @@ -6026,7 +5958,6 @@ "magical", "reach <25 feet>" ], - "effects": [], "damage": "{@damage 3d10+15} bludgeoning", "types": [ "bludgeoning" @@ -6037,7 +5968,7 @@ { "name": "Arcane Innate", "type": "Innate", - "tradition": "Arcane", + "tradition": "arcane", "DC": 40, "entry": { "1": { @@ -6081,8 +6012,7 @@ { "activity": { "number": 1, - "unit": "reaction", - "entry": "{@as R}" + "unit": "reaction" }, "traits": [ "cold", @@ -6097,8 +6027,7 @@ { "activity": { "number": 1, - "unit": "reaction", - "entry": "{@as R}" + "unit": "reaction" }, "entries": [ "The dragon raises its wing, gaining a +2 circumstance bonus to AC against the triggering attack. If the dragon is flying, it descends 10 feet after the attack is complete." @@ -6262,7 +6191,6 @@ "magical", "reach <15 feet>" ], - "effects": [], "damage": "{@damage 3d12+16} piercing plus {@damage 3d6} cold", "types": [ "cold", @@ -6278,7 +6206,6 @@ "magical", "reach <10 feet>" ], - "effects": [], "damage": "{@damage 3d10+16} slashing", "types": [ "slashing" @@ -6292,7 +6219,6 @@ "magical", "reach <20 feet>" ], - "effects": [], "damage": "{@damage 2d10+14} bludgeoning", "types": [ "bludgeoning" @@ -6303,7 +6229,7 @@ { "name": "Arcane Innate", "type": "Innate", - "tradition": "Arcane", + "tradition": "arcane", "DC": 36, "entry": { "1": { @@ -6384,8 +6310,7 @@ { "activity": { "number": 1, - "unit": "reaction", - "entry": "{@as R}" + "unit": "reaction" }, "traits": [ "arcane", @@ -6503,6 +6428,14 @@ "name": "Animated Armor", "isNpc": false, "source": "B1", + "foundIn": [ + "Nex" + ], + "_otherSources": { + "Expanded": [ + "LOIL|323" + ] + }, "page": 20, "level": 2, "traits": [ @@ -6546,7 +6479,6 @@ "magical", "reach <10 feet>" ], - "effects": [], "damage": "{@damage 1d8+4} slashing", "types": [ "slashing" @@ -6561,7 +6493,6 @@ "free-hand", "magical" ], - "effects": [], "damage": "{@damage 1d6+4} bludgeoning", "types": [ "bludgeoning" @@ -6624,6 +6555,14 @@ "isNpc": false, "source": "B1", "page": 20, + "foundIn": [ + "Nex" + ], + "_otherSources": { + "Expanded": [ + "LOIL|323" + ] + }, "level": -1, "traits": [ "n", @@ -6739,6 +6678,14 @@ "isNpc": false, "source": "B1", "page": 21, + "foundIn": [ + "Nex" + ], + "_otherSources": { + "Expanded": [ + "LOIL|323" + ] + }, "level": 3, "traits": [ "n", @@ -6894,7 +6841,6 @@ "traits": [ "acid" ], - "effects": [], "damage": "{@damage 1d8+4} piercing plus {@damage 1d6} acid", "types": [ "acid", @@ -6909,7 +6855,6 @@ "acid", "range <30 feet>" ], - "effects": [], "damage": "{@damage 3d6} acid", "types": [ "acid" @@ -7036,7 +6981,6 @@ "traits": [ "reach <10 feet>" ], - "effects": [], "damage": "{@damage 2d6+7} bludgeoning", "types": [ "bludgeoning" @@ -7331,9 +7275,8 @@ "finesse", "lawful", "magical", - "versatile s" + "versatile " ], - "effects": [], "damage": "{@damage 1d6+1} piercing plus {@damage 1d4} lawful", "types": [ "lawful", @@ -7345,7 +7288,7 @@ { "name": "Divine Innate", "type": "Innate", - "tradition": "Divine", + "tradition": "divine", "DC": 17, "entry": { "1": { @@ -7507,7 +7450,6 @@ "traits": [ "reach <15 feet>" ], - "effects": [], "damage": "{@damage 2d12+7} bludgeoning", "types": [ "bludgeoning" @@ -7520,7 +7462,6 @@ "traits": [ "trip" ], - "effects": [], "damage": "{@damage 2d8+7} bludgeoning", "types": [ "bludgeoning" @@ -7534,7 +7475,6 @@ "brutal", "range increment <120 feet>" ], - "effects": [], "damage": "{@damage 2d10+7} bludgeoning", "types": [ "bludgeoning" @@ -7545,7 +7485,7 @@ { "name": "Primal Innate", "type": "Innate", - "tradition": "Primal", + "tradition": "primal", "DC": 26, "entry": { "constant": {} @@ -7696,7 +7636,6 @@ "traits": [ "reach <10 feet>" ], - "effects": [], "damage": "{@damage 1d8+10} bludgeoning", "types": [ "bludgeoning" @@ -7706,7 +7645,6 @@ "range": "Melee", "name": "shield bash", "attack": 13, - "effects": [], "damage": "{@damage 1d6+10} bludgeoning", "types": [ "bludgeoning" @@ -7724,8 +7662,7 @@ { "activity": { "number": 1, - "unit": "reaction", - "entry": "{@as R}" + "unit": "reaction" }, "entries": [], "name": "Attack of Opportunity", @@ -7736,8 +7673,7 @@ { "activity": { "number": 1, - "unit": "reaction", - "entry": "{@as R}" + "unit": "reaction" }, "entries": [], "name": "Shield Block", @@ -7930,7 +7866,7 @@ { "name": "Divine Innate", "type": "Innate", - "tradition": "Divine", + "tradition": "divine", "DC": 37, "entry": { "1": { @@ -8153,7 +8089,6 @@ "magical", "shove" ], - "effects": [], "damage": "{@damage 2d8+22} bludgeoning plus {@damage 1d6} good", "types": [ "bludgeoning", @@ -8165,7 +8100,7 @@ { "name": "Divine Innate", "type": "Innate", - "tradition": "Divine", + "tradition": "divine", "DC": 36, "attack": 28, "entry": { @@ -8246,7 +8181,7 @@ ], "rituals": [ { - "tradition": "Divine", + "tradition": "divine", "DC": 36, "rituals": [ { @@ -8385,7 +8320,6 @@ "traits": [ "reach <15 feet>" ], - "effects": [], "damage": "{@damage 2d8+6} bludgeoning", "types": [ "bludgeoning" @@ -8398,7 +8332,6 @@ "traits": [ "trip" ], - "effects": [], "damage": "{@damage 2d6+6} bludgeoning", "types": [ "bludgeoning" @@ -8529,7 +8462,6 @@ "magical", "shove" ], - "effects": [], "damage": "{@damage 2d8+11} bludgeoning plus {@damage 1d6} lawful", "types": [ "bludgeoning", @@ -8545,7 +8477,6 @@ "lawful", "magical" ], - "effects": [], "damage": "{@damage 1d8+5} bludgeoning plus {@damage 1d6} lawful", "types": [ "bludgeoning", @@ -8557,7 +8488,7 @@ { "name": "Divine Innate", "type": "Innate", - "tradition": "Divine", + "tradition": "divine", "DC": 27, "attack": 17, "entry": { @@ -8763,7 +8694,6 @@ "traits": [ "reach <15 feet>" ], - "effects": [], "damage": "{@damage 2d8+14} bludgeoning", "types": [ "bludgeoning" @@ -8781,8 +8711,7 @@ { "activity": { "number": 1, - "unit": "reaction", - "entry": "{@as R}" + "unit": "reaction" }, "entries": [ "The purple worm negates the triggering condition or effect. s from artifacts, deities, or a similarly powerful source can't be avoided in this way." @@ -8836,8 +8765,7 @@ { "activity": { "number": 1, - "unit": "reaction", - "entry": "{@as R}" + "unit": "reaction" }, "trigger": "The worm Grabs a creature.", "entries": [ @@ -8963,7 +8891,6 @@ "magical", "sweep" ], - "effects": [], "damage": "{@damage 2d6+8} slashing plus {@damage 1d6} fire and {@damage 1d6} good", "types": [ "fire", @@ -8976,7 +8903,7 @@ { "name": "Divine Innate", "type": "Innate", - "tradition": "Divine", + "tradition": "divine", "DC": 26, "entry": { "1": { @@ -9033,7 +8960,7 @@ ], "rituals": [ { - "tradition": "Divine", + "tradition": "divine", "DC": 26, "rituals": [ { @@ -9224,8 +9151,7 @@ { "activity": { "number": 1, - "unit": "reaction", - "entry": "{@as R}" + "unit": "reaction" }, "trigger": "A creature {@condition grabbed} or {@condition restrained} by the ball python attempts to {@action Escape}.", "entries": [ @@ -9368,9 +9294,8 @@ "evil", "magical", "reach <10 feet>", - "versatile p" + "versatile

" ], - "effects": [], "damage": "{@damage 4d8+17} slashing plus {@damage 1d6} evil", "types": [ "evil", @@ -9404,7 +9329,7 @@ { "name": "Divine Innate", "type": "Innate", - "tradition": "Divine", + "tradition": "divine", "DC": 44, "entry": { "0": { @@ -9464,7 +9389,7 @@ ], "rituals": [ { - "tradition": "Divine", + "tradition": "divine", "DC": 44, "rituals": [ { @@ -9490,8 +9415,7 @@ { "activity": { "number": 1, - "unit": "reaction", - "entry": "{@as R}" + "unit": "reaction" }, "entries": [ "The balor can use {@action Attack of Opportunity} when a creature within their reach uses a concentrate action, in addition to its normal trigger. They can disrupt triggering concentrate actions, and they disrupt actions on any hit, not just a critical hit." @@ -9705,8 +9629,7 @@ { "activity": { "number": 1, - "unit": "reaction", - "entry": "{@as R}" + "unit": "reaction" }, "traits": [ "evocation", @@ -9875,7 +9798,6 @@ "brutal", "range <500 feet>" ], - "effects": [], "damage": "{@damage 4d10+18} bludgeoning plus Push 40 feet", "types": [ "bludgeoning" @@ -9894,8 +9816,7 @@ { "activity": { "number": 1, - "unit": "reaction", - "entry": "{@as R}" + "unit": "reaction" }, "entries": [], "name": "Attack of Opportunity", @@ -10089,7 +10010,6 @@ "evil", "magical" ], - "effects": [], "damage": "{@damage 2d6+7} slashing plus {@damage 1d6} evil", "types": [ "evil", @@ -10116,7 +10036,7 @@ { "name": "Divine Innate", "type": "Innate", - "tradition": "Divine", + "tradition": "divine", "DC": 19, "entry": { "4": { @@ -10142,8 +10062,7 @@ { "activity": { "number": 1, - "unit": "reaction", - "entry": "{@as R}" + "unit": "reaction" }, "entries": [], "name": "Attack of Opportunity", @@ -10266,6 +10185,15 @@ "name": "Barghest", "isNpc": false, "source": "B1", + "foundIn": [ + "Alkenstar", + "Mana Wastes" + ], + "_otherSources": { + "Expanded": [ + "LOIL|323" + ] + }, "page": 36, "level": 4, "traits": [ @@ -10329,7 +10257,6 @@ "range": "Melee", "name": "jaws", "attack": 13, - "effects": [], "damage": "{@damage 2d8+5} piercing", "types": [ "piercing" @@ -10342,7 +10269,6 @@ "traits": [ "agile" ], - "effects": [], "damage": "{@damage 2d6+5} slashing", "types": [ "slashing" @@ -10353,7 +10279,7 @@ { "name": "Divine Innate", "type": "Innate", - "tradition": "Divine", + "tradition": "divine", "DC": 21, "entry": { "1": { @@ -10396,8 +10322,7 @@ { "activity": { "number": 1, - "unit": "reaction", - "entry": "{@as R}" + "unit": "reaction" }, "entries": [], "name": "Attack of Opportunity", @@ -10472,6 +10397,14 @@ { "name": "Basilisk", "isNpc": false, + "foundIn": [ + "Impossible Lands" + ], + "_otherSources": { + "Expanded": [ + "LOIL|323" + ] + }, "source": "B1", "page": 38, "level": 5, @@ -10512,7 +10445,6 @@ "range": "Melee", "name": "jaws", "attack": 15, - "effects": [], "damage": "{@damage 2d8+4} piercing", "types": [ "piercing" @@ -10524,8 +10456,7 @@ { "activity": { "number": 1, - "unit": "reaction", - "entry": "{@as R}" + "unit": "reaction" }, "traits": [ "arcane", @@ -10590,6 +10521,15 @@ "isNpc": false, "source": "B1", "page": 255, + "foundIn": [ + "Alkenstar", + "Mana Wastes" + ], + "_otherSources": { + "Expanded": [ + "LOIL|323" + ] + }, "level": 7, "traits": [ "n", @@ -10888,7 +10828,6 @@ "range": "Melee", "name": "tusk", "attack": 10, - "effects": [], "damage": "{@damage 2d6+4} piercing", "types": [ "piercing" @@ -10900,8 +10839,7 @@ { "activity": { "number": 1, - "unit": "reaction", - "entry": "{@as R}" + "unit": "reaction" }, "entries": [], "name": "Ferocity", @@ -11012,9 +10950,8 @@ "name": "morningstar", "attack": 8, "traits": [ - "versatile p" + "versatile

" ], - "effects": [], "damage": "{@damage 1d6+3} bludgeoning", "types": [ "bludgeoning" @@ -11042,7 +10979,6 @@ "reload <1>", "range increment <50 feet>" ], - "effects": [], "damage": "{@damage 1d6+1} bludgeoning", "types": [ "bludgeoning" @@ -11178,7 +11114,6 @@ "traits": [ "two-hand " ], - "effects": [], "damage": "{@damage 1d4+6} bludgeoning", "types": [ "bludgeoning" @@ -11202,7 +11137,7 @@ { "name": "Primal Prepared", "type": "Prepared", - "tradition": "Primal", + "tradition": "primal", "DC": 21, "attack": 11, "entry": { @@ -11281,8 +11216,7 @@ { "activity": { "number": 1, - "unit": "reaction", - "entry": "{@as R}" + "unit": "reaction" }, "traits": [ "auditory", @@ -11418,7 +11352,6 @@ "range": "Melee", "name": "club", "attack": 10, - "effects": [], "damage": "{@damage 1d6+6} bludgeoning", "types": [ "bludgeoning" @@ -11444,7 +11377,6 @@ "traits": [ "thrown <30 feet>" ], - "effects": [], "damage": "{@damage 1d6+4} piercing", "types": [ "piercing" @@ -11457,7 +11389,6 @@ "traits": [ "thrown <10 feet>" ], - "effects": [], "damage": "{@damage 1d6+6} bludgeoning", "types": [ "bludgeoning" @@ -11605,7 +11536,6 @@ "traits": [ "agile" ], - "effects": [], "damage": "{@damage 2d8+6} slashing", "types": [ "slashing" @@ -11616,7 +11546,7 @@ { "name": "Occult Spontaneous", "type": "Spontaneous", - "tradition": "Occult", + "tradition": "occult", "DC": 26, "attack": 18, "entry": { @@ -11802,6 +11732,15 @@ "isNpc": false, "source": "B1", "page": 152, + "foundIn": [ + "Jalmeray", + "Nex" + ], + "_otherSources": { + "Expanded": [ + "LOIL|323" + ] + }, "level": 3, "traits": [ "n", @@ -11963,7 +11902,6 @@ "traits": [ "reach <15 feet>" ], - "effects": [], "damage": "{@damage 2d8+13} bludgeoning", "types": [ "bludgeoning" @@ -12090,7 +12028,6 @@ "traits": [ "two-hand " ], - "effects": [], "damage": "{@damage 1d8+4} piercing", "types": [ "piercing" @@ -12104,7 +12041,6 @@ "agile", "nonlethal" ], - "effects": [], "damage": "{@damage 1d4+4} bludgeoning", "types": [ "bludgeoning" @@ -12117,7 +12053,6 @@ "traits": [ "thrown <30 feet>" ], - "effects": [], "damage": "{@damage 1d6+4} piercing", "types": [ "piercing" @@ -12239,9 +12174,8 @@ "attack": 11, "traits": [ "agile", - "versatile s" + "versatile " ], - "effects": [], "damage": "{@damage 1d4+6} piercing", "types": [ "piercing" @@ -12256,7 +12190,6 @@ "finesse", "trip" ], - "effects": [], "damage": "{@damage 1d4+6} slashing", "types": [ "slashing" @@ -12269,9 +12202,8 @@ "traits": [ "agile", "thrown <10 feet>", - "versatile s" + "versatile " ], - "effects": [], "damage": "{@damage 1d4+6} piercing", "types": [ "piercing" @@ -12376,7 +12308,6 @@ "range": "Melee", "name": "jaws", "attack": 21, - "effects": [], "damage": "{@damage 2d10+10} piercing", "types": [ "piercing" @@ -12389,7 +12320,6 @@ "traits": [ "agile" ], - "effects": [], "damage": "{@damage 2d8+10} slashing", "types": [ "slashing" @@ -12502,7 +12432,6 @@ "range": "Melee", "name": "jaws", "attack": 11, - "effects": [], "damage": "{@damage 1d10+4} piercing plus {@damage 1d6} {@condition persistent damage ||persistent bleed}", "types": [ "persistent", @@ -12516,7 +12445,6 @@ "traits": [ "agile" ], - "effects": [], "damage": "{@damage 1d8+4} bludgeoning", "types": [ "bludgeoning" @@ -12536,8 +12464,7 @@ { "activity": { "number": 1, - "unit": "reaction", - "entry": "{@as R}" + "unit": "reaction" }, "entries": [ "As {@action Attack of Opportunity}, but both the bunyip and the triggering creature must be in water." @@ -12703,7 +12630,7 @@ { "name": "Divine Innate", "type": "Innate", - "tradition": "Divine", + "tradition": "divine", "DC": 17, "entry": { "0": { @@ -12915,7 +12842,7 @@ "traits": [ "agile", "finesse", - "versatile s" + "versatile " ], "effects": [ "black smear poison (see below)" @@ -12932,7 +12859,7 @@ "traits": [ "agile", "thrown <10 feet>", - "versatile s" + "versatile " ], "effects": [ "black smear poison (see below)" @@ -12947,7 +12874,7 @@ { "name": "Occult Innate", "type": "Innate", - "tradition": "Occult", + "tradition": "occult", "DC": 15, "entry": { "0": { @@ -13086,7 +13013,6 @@ "finesse", "shove" ], - "effects": [], "damage": "{@damage 1d4} bludgeoning", "types": [ "bludgeoning" @@ -13099,9 +13025,8 @@ "traits": [ "agile", "finesse", - "versatile s" + "versatile " ], - "effects": [], "damage": "{@damage 1d4} piercing", "types": [ "piercing" @@ -13114,9 +13039,8 @@ "traits": [ "agile", "thrown <10 feet>", - "versatile s" + "versatile " ], - "effects": [], "damage": "{@damage 1d4} piercing", "types": [ "piercing" @@ -13127,7 +13051,7 @@ { "name": "Occult Innate", "type": "Innate", - "tradition": "Occult", + "tradition": "occult", "DC": 16, "entry": { "0": { @@ -13154,8 +13078,7 @@ { "activity": { "number": 1, - "unit": "reaction", - "entry": "{@as R}" + "unit": "reaction" }, "traits": [ "fortune", @@ -13298,7 +13221,7 @@ "traits": [ "agile", "finesse", - "versatile s" + "versatile " ], "effects": [ "black smear poison (see below)" @@ -13313,7 +13236,7 @@ { "name": "Occult Innate", "type": "Innate", - "tradition": "Occult", + "tradition": "occult", "DC": 19, "entry": { "0": { @@ -13482,7 +13405,6 @@ "good", "magical" ], - "effects": [], "damage": "{@dice 1d6-1} bludgeoning plus {@damage 1d4} good", "types": [ "bludgeoning", @@ -13494,7 +13416,7 @@ { "name": "Divine Innate", "type": "Innate", - "tradition": "Divine", + "tradition": "divine", "DC": 16, "entry": { "0": { @@ -13636,6 +13558,15 @@ "isNpc": false, "source": "B1", "page": 54, + "foundIn": [ + "Jalmeray", + "Nex" + ], + "_otherSources": { + "Expanded": [ + "LOIL|323" + ] + }, "level": 1, "traits": [ "cg", @@ -13698,7 +13629,6 @@ "traits": [ "sweep" ], - "effects": [], "damage": "{@damage 1d12+3} slashing", "types": [ "slashing" @@ -13711,9 +13641,8 @@ "traits": [ "agile", "finesse", - "versatile s" + "versatile " ], - "effects": [], "damage": "{@damage 1d4+3} piercing", "types": [ "piercing" @@ -13726,9 +13655,8 @@ "traits": [ "agile", "thrown <10 feet>", - "versatile s" + "versatile " ], - "effects": [], "damage": "{@damage 1d4+3} piercing", "types": [ "piercing" @@ -13740,8 +13668,7 @@ { "activity": { "number": 1, - "unit": "reaction", - "entry": "{@as R}" + "unit": "reaction" }, "traits": [ "fortune" @@ -13845,7 +13772,6 @@ "deadly <1d12>", "reach <10 feet>" ], - "effects": [], "damage": "{@damage 2d12+12} piercing", "types": [ "piercing" @@ -13870,8 +13796,7 @@ { "activity": { "number": 1, - "unit": "reaction", - "entry": "{@as R}" + "unit": "reaction" }, "traits": [ "move" @@ -14004,7 +13929,6 @@ "range": "Melee", "name": "jaws", "attack": 16, - "effects": [], "damage": "{@damage 2d10+6} piercing", "types": [ "piercing" @@ -14138,7 +14062,6 @@ "traits": [ "agile" ], - "effects": [], "damage": "{@damage 1d10+4} bludgeoning", "types": [ "bludgeoning" @@ -14149,9 +14072,8 @@ "name": "longsword", "attack": 11, "traits": [ - "versatile p" + "versatile

" ], - "effects": [], "damage": "{@damage 1d8+4} slashing", "types": [ "slashing" @@ -14161,7 +14083,6 @@ "range": "Melee", "name": "spear", "attack": 11, - "effects": [], "damage": "{@damage 1d6+4} piercing", "types": [ "piercing" @@ -14174,7 +14095,6 @@ "traits": [ "thrown <20 feet>" ], - "effects": [], "damage": "{@damage 1d6+4} piercing", "types": [ "piercing" @@ -14186,8 +14106,7 @@ { "activity": { "number": 1, - "unit": "reaction", - "entry": "{@as R}" + "unit": "reaction" }, "entries": [], "name": "Shield Block", @@ -14458,7 +14377,7 @@ { "name": "Divine Innate", "type": "Innate", - "tradition": "Divine", + "tradition": "divine", "DC": 23, "entry": { "1": { @@ -14634,7 +14553,6 @@ "traits": [ "agile" ], - "effects": [], "damage": "{@damage 1d4+4} slashing", "types": [ "slashing" @@ -14647,7 +14565,6 @@ "traits": [ "two-hand " ], - "effects": [], "damage": "{@damage 1d4+4} bludgeoning", "types": [ "bludgeoning" @@ -14658,7 +14575,7 @@ { "name": "Primal Prepared", "type": "Prepared", - "tradition": "Primal", + "tradition": "primal", "DC": 21, "attack": 11, "entry": { @@ -14805,7 +14722,6 @@ "range": "Melee", "name": "dragon jaws", "attack": 20, - "effects": [], "damage": "{@damage 2d6+9} piercing plus {@damage 2d6} energy damage (see draconic bite)", "types": [ "energy", @@ -14816,7 +14732,6 @@ "range": "Melee", "name": "lion jaws", "attack": 20, - "effects": [], "damage": "{@damage 2d10+9} piercing", "types": [ "piercing" @@ -14826,7 +14741,6 @@ "range": "Melee", "name": "goat horns", "attack": 20, - "effects": [], "damage": "{@damage 2d10+9} piercing", "types": [ "piercing" @@ -14839,7 +14753,6 @@ "traits": [ "agile" ], - "effects": [], "damage": "{@damage 2d6+9} slashing", "types": [ "slashing" @@ -14863,8 +14776,7 @@ { "activity": { "number": 1, - "unit": "reaction", - "entry": "{@as R}" + "unit": "reaction" }, "entries": [], "name": "Attack of Opportunity", @@ -15007,7 +14919,6 @@ "good", "magical" ], - "effects": [], "damage": "{@damage 3d6+1} bludgeoning plus {@damage 1d6} good", "types": [ "bludgeoning", @@ -15038,7 +14949,7 @@ { "name": "Divine Innate", "type": "Innate", - "tradition": "Divine", + "tradition": "divine", "DC": 23, "attack": 13, "entry": { @@ -15121,7 +15032,7 @@ ], "rituals": [ { - "tradition": "Divine", + "tradition": "divine", "DC": 23, "rituals": [ { @@ -15281,8 +15192,7 @@ { "activity": { "number": 1, - "unit": "reaction", - "entry": "{@as R}" + "unit": "reaction" }, "entries": [], "name": "Attack of Opportunity", @@ -15329,7 +15239,7 @@ "stages": [ { "stage": 1, - "entry": "{@condition paralyzed} .", + "entry": "{@condition paralyzed}.", "duration": "1 round" } ] @@ -15379,6 +15289,15 @@ "isNpc": false, "source": "B1", "page": 148, + "foundIn": [ + "Jalmeray", + "Nex" + ], + "_otherSources": { + "Expanded": [ + "LOIL|323" + ] + }, "level": 3, "traits": [ "n", @@ -15427,7 +15346,6 @@ "traits": [ "finesse" ], - "effects": [], "damage": "{@damage 1d8+4} fire plus {@damage 1d4} {@condition persistent damage ||persistent fire}", "types": [ "fire", @@ -15498,6 +15416,14 @@ "isNpc": false, "source": "B1", "page": 186, + "foundIn": [ + "Nex" + ], + "_otherSources": { + "Expanded": [ + "LOIL|323" + ] + }, "level": 10, "traits": [ "uncommon", @@ -15721,7 +15647,6 @@ "range": "Melee", "name": "jaws", "attack": 14, - "effects": [], "damage": "{@damage 1d10+7} piercing", "types": [ "piercing" @@ -15735,7 +15660,6 @@ "agile", "reach <10 feet>" ], - "effects": [], "damage": "{@damage 2d6+7} slashing", "types": [ "slashing" @@ -15890,7 +15814,6 @@ "magical", "reach <20 feet>" ], - "effects": [], "damage": "{@damage 2d10+13} piercing", "types": [ "piercing" @@ -15904,7 +15827,6 @@ "agile", "reach <15 feet>" ], - "effects": [], "damage": "{@damage 2d8+13} bludgeoning", "types": [ "bludgeoning" @@ -15918,7 +15840,6 @@ "brutal", "range increment <120 feet>" ], - "effects": [], "damage": "{@damage 2d10+13} bludgeoning", "types": [ "bludgeoning" @@ -15929,7 +15850,7 @@ { "name": "Primal Innate", "type": "Innate", - "tradition": "Primal", + "tradition": "primal", "DC": 30, "entry": { "2": { @@ -15963,8 +15884,7 @@ { "activity": { "number": 1, - "unit": "reaction", - "entry": "{@as R}" + "unit": "reaction" }, "entries": [], "name": "Attack of Opportunity", @@ -15975,8 +15895,7 @@ { "activity": { "number": 1, - "unit": "reaction", - "entry": "{@as R}" + "unit": "reaction" }, "entries": [], "name": "Catch Rock", @@ -16226,7 +16145,6 @@ "reach <20 feet>", "magical" ], - "effects": [], "damage": "{@damage 3d8+14} slashing", "types": [ "slashing" @@ -16253,7 +16171,7 @@ { "name": "Primal Innate", "type": "Innate", - "tradition": "Primal", + "tradition": "primal", "DC": 33, "entry": { "constant": { @@ -16291,8 +16209,7 @@ { "activity": { "number": 1, - "unit": "reaction", - "entry": "{@as R}" + "unit": "reaction" }, "entries": [ "Tail only." @@ -16486,7 +16403,6 @@ "fire", "reach <15 feet>" ], - "effects": [], "damage": "{@damage 2d10+16} bludgeoning plus {@damage 2d6} fire", "types": [ "bludgeoning", @@ -16511,8 +16427,7 @@ { "activity": { "number": 1, - "unit": "reaction", - "entry": "{@as R}" + "unit": "reaction" }, "entries": [ "The crimson worm negates the triggering condition or effect. Effects from artifacts, deities, or a similarly powerful source can't be avoided in this way." @@ -16563,7 +16478,7 @@ }, { "stage": 3, - "entry": "{@damage 2d6} poison damage and {@condition drained 2} .", + "entry": "{@damage 2d6} poison damage and {@condition drained 2}.", "duration": "1 round" } ] @@ -16571,8 +16486,7 @@ { "activity": { "number": 1, - "unit": "reaction", - "entry": "{@as R}" + "unit": "reaction" }, "trigger": "The worm Grabs a creature.", "entries": [ @@ -16650,6 +16564,14 @@ "source": "B1", "page": 67, "level": 2, + "foundIn": [ + "Impossible Lands" + ], + "_otherSources": { + "Expanded": [ + "LOIL|323" + ] + }, "traits": [ "n", "large", @@ -16704,7 +16626,6 @@ "traits": [ "agile" ], - "effects": [], "damage": "{@damage 1d6+4} bludgeoning", "types": [ "bludgeoning" @@ -16839,7 +16760,6 @@ "reach <10 feet>", "sweep" ], - "effects": [], "damage": "{@damage 1d12+9} slashing", "types": [ "slashing" @@ -16853,7 +16773,6 @@ "range increment <120 feet>", "reload <2>" ], - "effects": [], "damage": "{@damage 1d10+4} piercing", "types": [ "piercing" @@ -16865,8 +16784,7 @@ { "activity": { "number": 1, - "unit": "reaction", - "entry": "{@as R}" + "unit": "reaction" }, "entries": [], "name": "Ferocity", @@ -16987,7 +16905,6 @@ "range": "Melee", "name": "tusk", "attack": 14, - "effects": [], "damage": "{@damage 2d8+6} piercing", "types": [ "piercing" @@ -16999,8 +16916,7 @@ { "activity": { "number": 1, - "unit": "reaction", - "entry": "{@as R}" + "unit": "reaction" }, "entries": [], "name": "Ferocity", @@ -17051,6 +16967,14 @@ "isNpc": false, "source": "B1", "page": 274, + "foundIn": [ + "Jalmeray" + ], + "_otherSources": { + "Expanded": [ + "LOIL|323" + ] + }, "level": 5, "traits": [ "le", @@ -17108,7 +17032,6 @@ "finesse", "magical" ], - "effects": [], "damage": "{@damage 2d6+4} piercing plus {@damage 1d6} {@condition persistent damage ||persistent bleed}", "types": [ "persistent", @@ -17124,7 +17047,6 @@ "finesse", "magical" ], - "effects": [], "damage": "{@damage 2d4+4} slashing", "types": [ "slashing" @@ -17135,7 +17057,7 @@ { "name": "Occult Spontaneous", "type": "Spontaneous", - "tradition": "Occult", + "tradition": "occult", "DC": 22, "attack": 15, "entry": { @@ -17175,7 +17097,7 @@ { "name": "Occult Innate", "type": "Innate", - "tradition": "Occult", + "tradition": "occult", "DC": 19, "entry": { "3": { @@ -17279,6 +17201,14 @@ "name": "Dark Naga", "isNpc": false, "source": "B1", + "foundIn": [ + "Jalmeray" + ], + "_otherSources": { + "Expanded": [ + "LOIL|323" + ] + }, "page": 242, "level": 7, "traits": [ @@ -17358,7 +17288,7 @@ { "name": "Arcane Spontaneous", "type": "Spontaneous", - "tradition": "Arcane", + "tradition": "arcane", "DC": 26, "attack": 18, "entry": { @@ -17440,7 +17370,7 @@ { "name": "Occult Innate", "type": "Innate", - "tradition": "Occult", + "tradition": "occult", "DC": 25, "entry": { "constant": { @@ -17573,7 +17503,6 @@ "traits": [ "reach <10 feet>" ], - "effects": [], "damage": "{@damage 2d12+14} piercing", "types": [ "piercing" @@ -17727,7 +17656,6 @@ "traits": [ "fatal " ], - "effects": [], "damage": "{@damage 1d6} piercing", "types": [ "piercing" @@ -17741,7 +17669,6 @@ "propulsive", "range increment <50 feet>" ], - "effects": [], "damage": "{@damage 1d6} bludgeoning", "types": [ "bludgeoning" @@ -17752,7 +17679,7 @@ { "name": "Primal Prepared", "type": "Prepared", - "tradition": "Primal", + "tradition": "primal", "DC": 24, "attack": 14, "entry": { @@ -17817,7 +17744,7 @@ { "name": "Primal Innate", "type": "Innate", - "tradition": "Primal", + "tradition": "primal", "DC": 21, "entry": { "1": { @@ -17919,7 +17846,6 @@ "agile", "fatal " ], - "effects": [], "damage": "{@damage 1d4+2} piercing", "types": [ "piercing" @@ -17934,7 +17860,6 @@ "range increment <50 feet>", "reload <1>" ], - "effects": [], "damage": "{@damage 1d6+1} bludgeoning", "types": [ "bludgeoning" @@ -17945,7 +17870,7 @@ { "name": "Primal Innate", "type": "Innate", - "tradition": "Primal", + "tradition": "primal", "DC": 14, "entry": { "1": { @@ -18051,7 +17976,6 @@ "range": "Melee", "name": "spear", "attack": 10, - "effects": [], "damage": "{@damage 1d6+4} piercing", "types": [ "piercing" @@ -18065,7 +17989,6 @@ "range increment <120 feet>", "reload <2>" ], - "effects": [], "damage": "{@damage 1d10} piercing", "types": [ "piercing" @@ -18076,7 +17999,7 @@ { "name": "Primal Innate", "type": "Innate", - "tradition": "Primal", + "tradition": "primal", "DC": 15, "entry": { "1": { @@ -18094,8 +18017,7 @@ { "activity": { "number": 1, - "unit": "reaction", - "entry": "{@as R}" + "unit": "reaction" }, "entries": [], "name": "Attack of Opportunity", @@ -18106,8 +18028,7 @@ { "activity": { "number": 1, - "unit": "reaction", - "entry": "{@as R}" + "unit": "reaction" }, "entries": [], "name": "Shield Block", @@ -18194,7 +18115,6 @@ "range": "Melee", "name": "jaws", "attack": 9, - "effects": [], "damage": "{@damage 2d6+3} piercing", "types": [ "piercing" @@ -18207,7 +18127,6 @@ "traits": [ "agile" ], - "effects": [], "damage": "{@damage 1d6+3} slashing plus {@damage 1d4} bleed", "types": [ "bleed", @@ -18323,7 +18242,6 @@ "agile", "reach <15 feet>" ], - "effects": [], "damage": "{@damage 1d10+11} bludgeoning", "types": [ "bludgeoning" @@ -18471,7 +18389,6 @@ "finesse", "magical" ], - "effects": [], "damage": "{@dice 1d4-3} piercing plus {@damage 6d6} negative", "types": [ "negative", @@ -18483,7 +18400,7 @@ { "name": "Arcane Innate", "type": "Innate", - "tradition": "Arcane", + "tradition": "arcane", "DC": 40, "attack": 30, "entry": { @@ -18565,8 +18482,7 @@ { "activity": { "number": 1, - "unit": "reaction", - "entry": "{@as R}" + "unit": "reaction" }, "trigger": "While the lich is in torpor, a creature disturbs the demilich's remains, touches its treasure, or casts a spell that would affect the demilich.", "entries": [ @@ -18758,7 +18674,6 @@ "traits": [ "trip" ], - "effects": [], "damage": "{@damage 1d6+3} bludgeoning", "types": [ "bludgeoning" @@ -18773,7 +18688,6 @@ "tethered", "thrown <20 feet>" ], - "effects": [], "damage": "{@damage 1d6+3} bludgeoning", "types": [ "bludgeoning" @@ -18784,7 +18698,7 @@ { "name": "Occult Innate", "type": "Innate", - "tradition": "Occult", + "tradition": "occult", "DC": 24, "entry": { "0": { @@ -18821,7 +18735,7 @@ { "name": "Occult Spontaneous", "type": "Spontaneous", - "tradition": "Occult", + "tradition": "occult", "DC": 24, "entry": { "0": { @@ -19020,7 +18934,6 @@ "traits": [ "trip" ], - "effects": [], "damage": "{@damage 1d6+2} bludgeoning", "types": [ "bludgeoning" @@ -19035,7 +18948,6 @@ "tethered", "thrown <20 feet>; page 85" ], - "effects": [], "damage": "{@damage 1d6+2} bludgeoning", "types": [ "bludgeoning" @@ -19062,7 +18974,7 @@ { "name": "Occult Innate", "type": "Innate", - "tradition": "Occult", + "tradition": "occult", "DC": 17, "entry": { "0": { @@ -19090,8 +19002,7 @@ { "activity": { "number": 1, - "unit": "reaction", - "entry": "{@as R}" + "unit": "reaction" }, "trigger": "A creature targets the dero with an attack and the dero can see the attacker.", "requirements": "The dero stalker is not {@condition encumbered}.", @@ -19207,7 +19118,6 @@ "traits": [ "trip; page 85" ], - "effects": [], "damage": "{@damage 1d6+6} bludgeoning", "types": [ "bludgeoning" @@ -19222,7 +19132,6 @@ "tethered", "thrown <20 feet>" ], - "effects": [], "damage": "{@damage 1d6+6} bludgeoning", "types": [ "bludgeoning" @@ -19249,7 +19158,7 @@ { "name": "Occult Innate", "type": "Innate", - "tradition": "Occult", + "tradition": "occult", "DC": 19, "entry": { "0": { @@ -19402,7 +19311,6 @@ "range": "Melee", "name": "fangs", "attack": 20, - "effects": [], "damage": "{@damage 2d12+8} piercing plus {@damage 1d6} electricity", "types": [ "electricity", @@ -19416,7 +19324,6 @@ "traits": [ "reach <10 feet>" ], - "effects": [], "damage": "{@damage 2d10+8} bludgeoning plus Push 5 feet", "types": [ "bludgeoning" @@ -19428,8 +19335,7 @@ { "activity": { "number": 1, - "unit": "reaction", - "entry": "{@as R}" + "unit": "reaction" }, "trigger": "The desert drake is targeted with an attack.", "entries": [ @@ -19518,6 +19424,14 @@ "name": "Dezullon", "isNpc": false, "source": "B1", + "foundIn": [ + "Jalmeray" + ], + "_otherSources": { + "Expanded": [ + "LOIL|323" + ] + }, "page": 94, "level": 10, "traits": [ @@ -19631,7 +19545,7 @@ }, { "stage": 3, - "entry": "{@condition confused}, {@condition flat-footed}, and {@condition clumsy 2} .", + "entry": "{@condition confused}, {@condition flat-footed}, and {@condition clumsy 2}.", "duration": "1 round" } ] @@ -19835,7 +19749,7 @@ "spellcasting": [ { "name": "Arcane Prepared", - "tradition": "Arcane", + "tradition": "arcane", "type": "Prepared", "DC": 18, "attack": 8, @@ -19959,8 +19873,7 @@ { "activity": { "number": 1, - "unit": "reaction", - "entry": "{@as R}" + "unit": "reaction" }, "entries": [ "DC 20." @@ -20022,6 +19935,14 @@ "isNpc": false, "source": "B1", "page": 163, + "foundIn": [ + "Jalmeray" + ], + "_otherSources": { + "Expanded": [ + "LOIL|323" + ] + }, "level": 5, "traits": [ "uncommon", @@ -20099,7 +20020,6 @@ "reach <10 feet>", "sweep" ], - "effects": [], "damage": "{@damage 1d6+10} slashing", "types": [ "slashing" @@ -20116,7 +20036,6 @@ "nonlethal", "reach <10 feet>" ], - "effects": [], "damage": "{@damage 1d4+10} bludgeoning", "types": [ "bludgeoning" @@ -20132,7 +20051,6 @@ "evocation", "range increment <20 feet>" ], - "effects": [], "damage": "{@damage 1d8+6} bludgeoning", "types": [ "bludgeoning" @@ -20143,7 +20061,7 @@ { "name": "Arcane Innate", "type": "Innate", - "tradition": "Arcane", + "tradition": "arcane", "DC": 23, "entry": { "2": { @@ -20339,7 +20257,6 @@ "traits": [ "agile" ], - "effects": [], "damage": "{@damage 2d6+5} slashing", "types": [ "slashing" @@ -20350,7 +20267,7 @@ { "name": "Arcane Innate", "type": "Innate", - "tradition": "Arcane", + "tradition": "arcane", "DC": 21, "entry": { "3": { @@ -20369,8 +20286,7 @@ { "activity": { "number": 1, - "unit": "reaction", - "entry": "{@as R}" + "unit": "reaction" }, "traits": [ "attack" @@ -20487,8 +20403,7 @@ { "activity": { "number": 1, - "unit": "reaction", - "entry": "{@as R}" + "unit": "reaction" }, "trigger": "A creature adjacent to the dragon turtle targets it with a melee attack.", "entries": [ @@ -20721,6 +20636,16 @@ "source": "B1", "page": 159, "level": 6, + "foundIn": [ + "Alkenstar", + "Mana Wastes", + "Nex" + ], + "_otherSources": { + "Expanded": [ + "LOIL|323" + ] + }, "traits": [ "ce", "large", @@ -20783,7 +20708,6 @@ "forceful", "reach <10 feet>" ], - "effects": [], "damage": "{@damage 1d8+10} slashing", "types": [ "slashing" @@ -20813,7 +20737,6 @@ "reload <0>", "volley <50 feet>" ], - "effects": [], "damage": "{@damage 1d8+8} piercing", "types": [ "piercing" @@ -20837,7 +20760,7 @@ { "name": "Arcane Innate", "type": "Innate", - "tradition": "Arcane", + "tradition": "arcane", "DC": 20, "entry": { "0": { @@ -20891,7 +20814,7 @@ { "name": "Arcane Prepared", "type": "Prepared", - "tradition": "Arcane", + "tradition": "arcane", "DC": 24, "attack": 17, "entry": { @@ -20996,6 +20919,14 @@ "isNpc": false, "source": "B1", "page": 136, + "foundIn": [ + "Nex" + ], + "_otherSources": { + "Expanded": [ + "LOIL|323" + ] + }, "level": 1, "traits": [ "ce", @@ -21059,7 +20990,6 @@ "disarm", "finesse" ], - "effects": [], "damage": "{@damage 1d6+2} piercing", "types": [ "piercing" @@ -21074,9 +21004,8 @@ "disarm", "finesse", "parry", - "versatile s" + "versatile " ], - "effects": [], "damage": "{@damage 1d4+2} piercing", "types": [ "piercing" @@ -21103,7 +21032,7 @@ { "name": "Divine Innate", "type": "Innate", - "tradition": "Divine", + "tradition": "divine", "DC": 14, "entry": { "0": { @@ -21143,8 +21072,7 @@ { "activity": { "number": 1, - "unit": "reaction", - "entry": "{@as R}" + "unit": "reaction" }, "entries": [], "name": "Attack of Opportunity", @@ -21207,6 +21135,14 @@ "name": "Drow Priestess", "isNpc": false, "source": "B1", + "foundIn": [ + "Nex" + ], + "_otherSources": { + "Expanded": [ + "LOIL|323" + ] + }, "page": 137, "level": 3, "traits": [ @@ -21277,7 +21213,6 @@ "disarm", "finesse" ], - "effects": [], "damage": "{@damage 1d6+2} piercing", "types": [ "piercing" @@ -21304,7 +21239,7 @@ { "name": "Divine Prepared", "type": "Prepared", - "tradition": "Divine", + "tradition": "divine", "DC": 21, "entry": { "0": { @@ -21359,7 +21294,7 @@ { "name": "Divine Innate", "type": "Innate", - "tradition": "Divine", + "tradition": "divine", "DC": 17, "entry": { "0": { @@ -21425,8 +21360,7 @@ { "activity": { "number": 1, - "unit": "reaction", - "entry": "{@as R}" + "unit": "reaction" }, "entries": [], "name": "Shield Block", @@ -21469,6 +21403,14 @@ "isNpc": false, "source": "B1", "page": 137, + "foundIn": [ + "Nex" + ], + "_otherSources": { + "Expanded": [ + "LOIL|323" + ] + }, "level": 2, "traits": [ "ce", @@ -21533,9 +21475,8 @@ "traits": [ "agile", "finesse", - "versatile s" + "versatile " ], - "effects": [], "damage": "{@damage 1d6+4} piercing", "types": [ "piercing" @@ -21562,7 +21503,7 @@ { "name": "Divine Innate", "type": "Innate", - "tradition": "Divine", + "tradition": "divine", "DC": 16, "entry": { "0": { @@ -21602,8 +21543,7 @@ { "activity": { "number": 1, - "unit": "reaction", - "entry": "{@as R}" + "unit": "reaction" }, "trigger": "The drow rogue is hit or critically hit by an attack made by a creature the drow rogue can see.", "requirements": "A drow rogue can't use this reaction while {@condition encumbered}.", @@ -21736,7 +21676,6 @@ "finesse", "magical" ], - "effects": [], "damage": "{@damage 1d12+2} bludgeoning", "types": [ "bludgeoning" @@ -21747,7 +21686,7 @@ { "name": "Primal Innate", "type": "Innate", - "tradition": "Primal", + "tradition": "primal", "DC": 21, "attack": 11, "entry": { @@ -21964,7 +21903,6 @@ "finesse", "magical" ], - "effects": [], "damage": "{@damage 3d12+8} bludgeoning", "types": [ "bludgeoning" @@ -21980,7 +21918,6 @@ "primal", "range increment <60 feet>" ], - "effects": [], "damage": "{@damage 3d8+6} slashing", "types": [ "slashing" @@ -21991,7 +21928,7 @@ { "name": "Primal Prepared", "type": "Prepared", - "tradition": "Primal", + "tradition": "primal", "DC": 35, "attack": 25, "entry": { @@ -22108,7 +22045,7 @@ { "name": "Primal Innate", "type": "Innate", - "tradition": "Primal", + "tradition": "primal", "DC": 35, "attack": 25, "entry": { @@ -22390,7 +22327,6 @@ "traits": [ "shove" ], - "effects": [], "damage": "{@damage 1d8+1} bludgeoning", "types": [ "bludgeoning" @@ -22415,7 +22351,7 @@ { "name": "Occult Innate", "type": "Innate", - "tradition": "Occult", + "tradition": "occult", "DC": 17, "entry": { "2": { @@ -22576,7 +22512,6 @@ "finesse", "shove" ], - "effects": [], "damage": "{@damage 1d4+1} bludgeoning", "types": [ "bludgeoning" @@ -22590,7 +22525,6 @@ "range increment <120 feet>", "reload <1>" ], - "effects": [], "damage": "{@damage 1d8} piercing or bola bolt", "types": [ "piercing" @@ -22601,7 +22535,7 @@ { "name": "Occult Innate", "type": "Innate", - "tradition": "Occult", + "tradition": "occult", "DC": 12, "entry": { "2": { @@ -22737,7 +22671,6 @@ "traits": [ "shove" ], - "effects": [], "damage": "{@damage 1d12+2} bludgeoning", "types": [ "bludgeoning" @@ -22748,7 +22681,7 @@ { "name": "Divine Prepared", "type": "Prepared", - "tradition": "Divine", + "tradition": "divine", "DC": 18, "entry": { "0": { @@ -22789,7 +22722,7 @@ { "name": "Occult Innate", "type": "Innate", - "tradition": "Occult", + "tradition": "occult", "DC": 18, "entry": { "2": { @@ -22928,9 +22861,8 @@ "attack": 18, "traits": [ "magical", - "versatile p" + "versatile

" ], - "effects": [], "damage": "{@damage 1d8+10} slashing", "types": [ "slashing" @@ -22944,7 +22876,6 @@ "agile", "sweep" ], - "effects": [], "damage": "{@damage 1d6+10} slashing", "types": [ "slashing" @@ -22958,7 +22889,6 @@ "agile", "nonlethal" ], - "effects": [], "damage": "{@damage 1d4+10} bludgeoning", "types": [ "bludgeoning" @@ -22972,7 +22902,6 @@ "agile", "thrown <10 feet>" ], - "effects": [], "damage": "{@damage 2d8+10} slashing", "types": [ "slashing" @@ -22999,8 +22928,7 @@ { "activity": { "number": 1, - "unit": "reaction", - "entry": "{@as R}" + "unit": "reaction" }, "entries": [], "name": "Attack of Opportunity", @@ -23157,7 +23085,6 @@ "agile", "sweep" ], - "effects": [], "damage": "{@damage 1d6+5} slashing", "types": [ "slashing" @@ -23174,7 +23101,6 @@ "reload <0>", "volley <30 feet>" ], - "effects": [], "damage": "{@damage 1d8+4} piercing", "types": [ "piercing" @@ -23189,7 +23115,6 @@ "sweep", "thrown <10 feet>" ], - "effects": [], "damage": "{@damage 1d6+5} slashing", "types": [ "slashing" @@ -23302,7 +23227,6 @@ "traits": [ "finesse" ], - "effects": [], "damage": "{@damage 1d6} piercing", "types": [ "piercing" @@ -23316,7 +23240,6 @@ "agile", "finesse" ], - "effects": [], "damage": "{@damage 1d4} slashing", "types": [ "slashing" @@ -23364,6 +23287,15 @@ "name": "Earth Mephit", "isNpc": false, "source": "B1", + "foundIn": [ + "Jalmeray", + "Nex" + ], + "_otherSources": { + "Expanded": [ + "LOIL|323" + ] + }, "page": 150, "level": 1, "traits": [ @@ -23416,7 +23348,6 @@ "range": "Melee", "name": "fist", "attack": 8, - "effects": [], "damage": "{@damage 1d6+3} bludgeoning", "types": [ "bludgeoning" @@ -23427,7 +23358,7 @@ { "name": "Arcane Innate", "type": "Innate", - "tradition": "Arcane", + "tradition": "arcane", "DC": 17, "entry": { "2": { @@ -23499,6 +23430,14 @@ "source": "B1", "page": 164, "level": 9, + "foundIn": [ + "Jalmeray" + ], + "_otherSources": { + "Expanded": [ + "LOIL|323" + ] + }, "traits": [ "uncommon", "le", @@ -23575,7 +23514,6 @@ "reach <10 feet>", "sweep" ], - "effects": [], "damage": "{@damage 2d6+11} slashing plus {@damage 2d6} fire", "types": [ "fire", @@ -23591,7 +23529,6 @@ "magical", "reach <10 feet>" ], - "effects": [], "damage": "{@damage 1d4+11} bludgeoning plus {@damage 2d6} fire", "types": [ "bludgeoning", @@ -23603,7 +23540,7 @@ { "name": "Arcane Innate", "type": "Innate", - "tradition": "Arcane", + "tradition": "arcane", "DC": 29, "attack": 19, "entry": { @@ -23780,7 +23717,6 @@ "traits": [ "magical" ], - "effects": [], "damage": "{@damage 2d6+8} piercing and {@damage 1d6} fire", "types": [ "fire", @@ -23794,7 +23730,6 @@ "traits": [ "agile" ], - "effects": [], "damage": "{@damage 2d6+8} slashing", "types": [ "slashing" @@ -23806,8 +23741,7 @@ { "activity": { "number": 1, - "unit": "reaction", - "entry": "{@as R}" + "unit": "reaction" }, "traits": [ "fire", @@ -23928,7 +23862,6 @@ "range": "Melee", "name": "jaws", "attack": 6, - "effects": [], "damage": "{@damage 1d6+3} piercing", "types": [ "piercing" @@ -24003,6 +23936,15 @@ "source": "B1", "page": 147, "level": 11, + "foundIn": [ + "Jalmeray", + "Nex" + ], + "_otherSources": { + "Expanded": [ + "LOIL|323" + ] + }, "traits": [ "n", "huge", @@ -24058,7 +24000,6 @@ "traits": [ "reach <20 feet>" ], - "effects": [], "damage": "{@damage 2d12+11} bludgeoning", "types": [ "bludgeoning" @@ -24072,7 +24013,6 @@ "brutal", "range increment <80 feet>" ], - "effects": [], "damage": "{@damage 2d12+7} bludgeoning", "types": [ "bludgeoning" @@ -24104,8 +24044,7 @@ { "activity": { "number": 1, - "unit": "reaction", - "entry": "{@as R}" + "unit": "reaction" }, "entries": [ "The living landslide crumbles into the ground, Burrowing down 10 feet. This Burrowing does not trigger reactions. The living landslide can't Crumble again for {@dice 1d4} rounds." @@ -24177,6 +24116,15 @@ "source": "B1", "page": 145, "level": 11, + "foundIn": [ + "Jalmeray", + "Nex" + ], + "_otherSources": { + "Expanded": [ + "LOIL|323" + ] + }, "traits": [ "n", "huge", @@ -24227,7 +24175,6 @@ "finesse", "reach <20 feet>" ], - "effects": [], "damage": "{@damage 2d10+12} bludgeoning plus Push 10 feet", "types": [ "bludgeoning" @@ -24240,7 +24187,6 @@ "traits": [ "range increment <75 feet>" ], - "effects": [], "damage": "{@damage 2d12+6} electricity", "types": [ "electricity" @@ -24262,8 +24208,7 @@ { "activity": { "number": 1, - "unit": "reaction", - "entry": "{@as R}" + "unit": "reaction" }, "entries": [ "The elemental hurricane disperses. Until the end of the current turn, it can't be attacked or targeted, doesn't take up space, and any auras or emanations it has are suppressed. At the end of the turn, the elemental hurricane reforms in any space in which it can fit within 100 feet of where it dispersed and any auras or emanations it has are restored as long as their duration didn't run out while it was dispersed." @@ -24342,6 +24287,15 @@ "name": "Elemental Inferno", "isNpc": false, "source": "B1", + "foundIn": [ + "Jalmeray", + "Nex" + ], + "_otherSources": { + "Expanded": [ + "LOIL|323" + ] + }, "page": 149, "level": 11, "traits": [ @@ -24390,7 +24344,6 @@ "traits": [ "reach <15 feet>" ], - "effects": [], "damage": "{@damage 2d10+12} fire plus {@damage 3d8} {@condition persistent damage ||persistent fire}", "types": [ "fire", @@ -24404,7 +24357,6 @@ "traits": [ "range increment <60 feet>" ], - "effects": [], "damage": "{@damage 2d10+6} fire", "types": [ "fire" @@ -24512,6 +24464,15 @@ "isNpc": false, "source": "B1", "page": 153, + "foundIn": [ + "Jalmeray", + "Nex" + ], + "_otherSources": { + "Expanded": [ + "LOIL|323" + ] + }, "level": 11, "traits": [ "n", @@ -24561,7 +24522,6 @@ "traits": [ "reach <20 feet>" ], - "effects": [], "damage": "{@damage 2d12+12} bludgeoning plus Push or Pull 10 feet", "types": [ "bludgeoning" @@ -24657,6 +24617,14 @@ "isNpc": false, "source": "B1", "page": 154, + "foundIn": [ + "Jalmeray" + ], + "_otherSources": { + "Expanded": [ + "LOIL|323" + ] + }, "level": 7, "traits": [ "n", @@ -24703,7 +24671,6 @@ "traits": [ "reach <10 feet>" ], - "effects": [], "damage": "{@damage 3d8+9} piercing", "types": [ "piercing" @@ -24729,7 +24696,6 @@ "traits": [ "reach <10 feet>" ], - "effects": [], "damage": "{@damage 2d10+9} bludgeoning", "types": [ "bludgeoning" @@ -24867,9 +24833,8 @@ "evil", "fire", "magical", - "versatile p" + "versatile

" ], - "effects": [], "damage": "{@damage 1d8+8} slashing plus {@damage 1d6} evil and {@damage 1d6} fire", "types": [ "evil", @@ -24890,7 +24855,6 @@ "reload <0>", "volley <30 feet>" ], - "effects": [], "damage": "{@damage 2d8+4} piercing plus {@damage 1d6} evil and {@damage 1d6} fire", "types": [ "evil", @@ -24917,7 +24881,7 @@ { "name": "Divine Innate", "type": "Innate", - "tradition": "Divine", + "tradition": "divine", "DC": 26, "entry": { "2": { @@ -25201,6 +25165,15 @@ "source": "B1", "page": 156, "level": 6, + "foundIn": [ + "Alkenstar", + "Mana Wastes" + ], + "_otherSources": { + "Expanded": [ + "LOIL|323" + ] + }, "traits": [ "ce", "large", @@ -25255,7 +25228,6 @@ "sweep", "trip" ], - "effects": [], "damage": "{@damage 2d6+10} bludgeoning", "types": [ "bludgeoning" @@ -25269,7 +25241,6 @@ "agile", "reach <10 feet>" ], - "effects": [], "damage": "{@damage 1d6+10} bludgeoning", "types": [ "bludgeoning" @@ -25290,8 +25261,7 @@ { "activity": { "number": 1, - "unit": "reaction", - "entry": "{@as R}" + "unit": "reaction" }, "entries": [], "name": "Attack of Opportunity", @@ -25392,9 +25362,8 @@ "name": "longsword", "attack": 14, "traits": [ - "versatile p" + "versatile

" ], - "effects": [], "damage": "{@damage 1d8+6} slashing", "types": [ "slashing" @@ -25420,7 +25389,7 @@ { "name": "Occult Innate", "type": "Innate", - "tradition": "Occult", + "tradition": "occult", "DC": 19, "entry": { "constant": { @@ -25581,7 +25550,6 @@ "magical", "finesse" ], - "effects": [], "damage": "{@damage 1d4} piercing", "types": [ "piercing" @@ -25592,7 +25560,7 @@ { "name": "Arcane Innate", "type": "Innate", - "tradition": "Arcane", + "tradition": "arcane", "DC": 21, "entry": { "4": { @@ -25610,7 +25578,7 @@ { "name": "Arcane Spontaneous", "type": "Spontaneous", - "tradition": "Arcane", + "tradition": "arcane", "DC": 18, "attack": 10, "entry": { @@ -25756,9 +25724,8 @@ "traits": [ "magical", "reach <10 feet>", - "versatile p" + "versatile

" ], - "effects": [], "damage": "{@damage 2d12+13} slashing", "types": [ "slashing" @@ -25772,7 +25739,6 @@ "agile", "reach <10 feet>" ], - "effects": [], "damage": "{@damage 2d8+13} bludgeoning", "types": [ "bludgeoning" @@ -25786,7 +25752,6 @@ "brutal", "range increment <120 feet>" ], - "effects": [], "damage": "{@damage 2d8+13} bludgeoning plus {@damage 1d6} fire", "types": [ "bludgeoning", @@ -25799,8 +25764,7 @@ { "activity": { "number": 1, - "unit": "reaction", - "entry": "{@as R}" + "unit": "reaction" }, "entries": [], "name": "Attack of Opportunity", @@ -25811,8 +25775,7 @@ { "activity": { "number": 1, - "unit": "reaction", - "entry": "{@as R}" + "unit": "reaction" }, "entries": [], "name": "Catch Rock", @@ -25892,6 +25855,15 @@ "name": "Fire Mephit", "isNpc": false, "source": "B1", + "foundIn": [ + "Jalmeray", + "Nex" + ], + "_otherSources": { + "Expanded": [ + "LOIL|323" + ] + }, "page": 151, "level": 1, "traits": [ @@ -25944,7 +25916,6 @@ "traits": [ "finesse" ], - "effects": [], "damage": "{@damage 1d6} piercing and {@damage 1d4} fire", "types": [ "fire", @@ -25956,7 +25927,7 @@ { "name": "Arcane Innate", "type": "Innate", - "tradition": "Arcane", + "tradition": "arcane", "DC": 15, "entry": { "0": { @@ -26035,6 +26006,15 @@ "name": "Firewyrm", "isNpc": false, "source": "B1", + "foundIn": [ + "Jalmeray", + "Nex" + ], + "_otherSources": { + "Expanded": [ + "LOIL|323" + ] + }, "page": 149, "level": 9, "traits": [ @@ -26083,7 +26063,6 @@ "traits": [ "reach <15 feet>" ], - "effects": [], "damage": "{@damage 2d8+11} fire plus {@damage 2d8} {@condition persistent damage ||persistent fire}", "types": [ "fire", @@ -26097,7 +26076,6 @@ "traits": [ "range increment <60 feet>" ], - "effects": [], "damage": "{@damage 2d8+6} fire", "types": [ "fire" @@ -26254,7 +26232,6 @@ "range": "Melee", "name": "fangs", "attack": 14, - "effects": [], "damage": "{@damage 2d8+5} piercing plus {@damage 1d6} fire", "types": [ "fire", @@ -26268,7 +26245,6 @@ "traits": [ "reach <10 feet>" ], - "effects": [], "damage": "{@damage 2d6+5} bludgeoning", "types": [ "bludgeoning" @@ -26288,8 +26264,7 @@ { "activity": { "number": 1, - "unit": "reaction", - "entry": "{@as R}" + "unit": "reaction" }, "entries": [ "Fangs only." @@ -26425,7 +26400,6 @@ "agile", "finesse" ], - "effects": [], "damage": "{@damage 1d4+1} piercing", "types": [ "piercing" @@ -26489,6 +26463,14 @@ "name": "Flesh Golem", "isNpc": false, "source": "B1", + "foundIn": [ + "Nex" + ], + "_otherSources": { + "Expanded": [ + "LOIL|323" + ] + }, "page": 185, "level": 8, "traits": [ @@ -26532,7 +26514,6 @@ "magical", "reach <10 feet>" ], - "effects": [], "damage": "{@damage 2d10+7} bludgeoning", "types": [ "bludgeoning" @@ -26565,8 +26546,7 @@ { "activity": { "number": 1, - "unit": "reaction", - "entry": "{@as R}" + "unit": "reaction" }, "trigger": "The golem takes electricity damage and a creature is adjacent to it.", "entries": [ @@ -26704,7 +26684,6 @@ "range": "Melee", "name": "fangs", "attack": 17, - "effects": [], "damage": "{@damage 2d12+8} piercing plus {@damage 1d6} cold", "types": [ "cold", @@ -26718,7 +26697,6 @@ "traits": [ "reach <10 feet>" ], - "effects": [], "damage": "{@damage 2d10+8} bludgeoning", "types": [ "bludgeoning" @@ -26738,8 +26716,7 @@ { "activity": { "number": 1, - "unit": "reaction", - "entry": "{@as R}" + "unit": "reaction" }, "trigger": "A creature within reach of the frost drake's tail successfully damages the frost drake with a {@action Strike}.", "entries": [ @@ -26902,7 +26879,6 @@ "reach <10 feet>", "sweep" ], - "effects": [], "damage": "{@damage 2d12+12} slashing", "types": [ "slashing" @@ -26916,7 +26892,6 @@ "agile", "reach <10 feet>" ], - "effects": [], "damage": "{@damage 2d8+12} bludgeoning", "types": [ "bludgeoning" @@ -26930,7 +26905,6 @@ "brutal", "range increment <120 feet>" ], - "effects": [], "damage": "{@damage 2d10+9} bludgeoning", "types": [ "bludgeoning" @@ -26942,8 +26916,7 @@ { "activity": { "number": 1, - "unit": "reaction", - "entry": "{@as R}" + "unit": "reaction" }, "entries": [], "name": "Catch Rock", @@ -27091,7 +27064,6 @@ "agile", "finesse" ], - "effects": [], "damage": "{@damage 1d6+2} bludgeoning", "types": [ "bludgeoning" @@ -27117,7 +27089,7 @@ { "name": "Primal Innate", "type": "Innate", - "tradition": "Primal", + "tradition": "primal", "DC": 16, "entry": { "4": { @@ -27284,7 +27256,6 @@ "good", "magical" ], - "effects": [], "damage": "{@damage 1d6+7} piercing plus {@damage 1d4} good", "types": [ "good", @@ -27296,7 +27267,7 @@ { "name": "Divine Innate", "type": "Innate", - "tradition": "Divine", + "tradition": "divine", "DC": 23, "entry": { "1": { @@ -27479,7 +27450,6 @@ "range": "Melee", "name": "jaws", "attack": 13, - "effects": [], "damage": "{@damage 2d8+3} piercing", "types": [ "piercing" @@ -27492,7 +27462,6 @@ "traits": [ "agile" ], - "effects": [], "damage": "{@damage 2d6+3} slashing", "types": [ "slashing" @@ -27504,8 +27473,7 @@ { "activity": { "number": 1, - "unit": "reaction", - "entry": "{@as R}" + "unit": "reaction" }, "traits": [ "attack" @@ -27569,6 +27537,15 @@ "isNpc": false, "source": "B1", "page": 254, + "foundIn": [ + "Alkenstar", + "Mana Wastes" + ], + "_otherSources": { + "Expanded": [ + "LOIL|323" + ] + }, "level": 3, "traits": [ "n", @@ -27822,7 +27799,6 @@ "magical", "thrown <20 feet>" ], - "effects": [], "damage": "{@damage 2d8+12} piercing plus {@damage 1d6} cold", "types": [ "cold", @@ -27834,7 +27810,7 @@ { "name": "Divine Innate", "type": "Innate", - "tradition": "Divine", + "tradition": "divine", "DC": 33, "entry": { "0": { @@ -27913,8 +27889,7 @@ { "activity": { "number": 1, - "unit": "reaction", - "entry": "{@as R}" + "unit": "reaction" }, "entries": [], "name": "Attack of Opportunity", @@ -28048,9 +28023,8 @@ "traits": [ "good", "magical", - "versatile p" + "versatile

" ], - "effects": [], "damage": "{@damage 2d12+13} slashing plus {@damage 1d6} good and {@dice 1d6} other (see Choose Weakness)", "types": [ "good", @@ -28068,7 +28042,6 @@ "light", "range <300 feet>" ], - "effects": [], "damage": "{@damage 1d12} chaotic plus {@damage 1d12} good plus {@dice 2d6+6} other (see Choose Weakness)", "types": [ "chaotic", @@ -28081,7 +28054,7 @@ { "name": "Divine Innate", "type": "Innate", - "tradition": "Divine", + "tradition": "divine", "DC": 33, "entry": { "0": { @@ -28202,7 +28175,7 @@ ], "rituals": [ { - "tradition": "Divine", + "tradition": "divine", "DC": 33, "rituals": [ { @@ -28322,6 +28295,14 @@ "isNpc": false, "source": "B1", "page": 169, + "foundIn": [ + "Geb" + ], + "_otherSources": { + "Expanded": [ + "LOIL|323" + ] + }, "level": 2, "traits": [ "ce", @@ -28530,6 +28511,16 @@ { "name": "Ghost Commoner", "isNpc": false, + "foundIn": [ + "Alkenstar", + "Mana Wastes", + "Geb" + ], + "_otherSources": { + "Expanded": [ + "LOIL|323" + ] + }, "source": "B1", "page": 167, "level": 4, @@ -28583,7 +28574,6 @@ "finesse", "magical" ], - "effects": [], "damage": "{@damage 2d6+2} negative", "types": [ "negative" @@ -28673,6 +28663,16 @@ }, { "name": "Ghost Mage", + "foundIn": [ + "Alkenstar", + "Mana Wastes", + "Geb" + ], + "_otherSources": { + "Expanded": [ + "LOIL|323" + ] + }, "isNpc": false, "source": "B1", "page": 167, @@ -28731,7 +28731,6 @@ "finesse", "magical" ], - "effects": [], "damage": "{@damage 2d8+12} negative", "types": [ "negative" @@ -28742,7 +28741,7 @@ { "name": "Arcane Innate", "type": "Innate", - "tradition": "Arcane", + "tradition": "arcane", "DC": 29, "attack": 23, "entry": { @@ -28917,6 +28916,14 @@ { "name": "Ghoul", "isNpc": false, + "foundIn": [ + "Geb" + ], + "_otherSources": { + "Expanded": [ + "LOIL|323" + ] + }, "source": "B1", "page": 169, "level": 1, @@ -29180,7 +29187,6 @@ "agile", "reach <15 feet>" ], - "effects": [], "damage": "{@damage 2d8+7} bludgeoning plus Push 10 feet", "types": [ "bludgeoning" @@ -29192,8 +29198,7 @@ { "activity": { "number": 1, - "unit": "reaction", - "entry": "{@as R}" + "unit": "reaction" }, "entries": [ "The DC of the {@action Escape} check is increased by 2." @@ -29287,6 +29292,14 @@ "source": "B1", "page": 21, "level": 7, + "foundIn": [ + "Nex" + ], + "_otherSources": { + "Expanded": [ + "LOIL|323" + ] + }, "traits": [ "n", "huge", @@ -29343,7 +29356,6 @@ "magical", "range increment <80 feet>" ], - "effects": [], "damage": "{@damage 2d6+6} bludgeoning and {@damage 2d8} fire", "types": [ "bludgeoning", @@ -29476,7 +29488,6 @@ "range": "Melee", "name": "fangs", "attack": 10, - "effects": [], "damage": "{@damage 1d10+4} slashing", "types": [ "slashing" @@ -29489,7 +29500,6 @@ "traits": [ "agile" ], - "effects": [], "damage": "{@damage 1d6+4} piercing", "types": [ "piercing" @@ -29509,8 +29519,7 @@ { "activity": { "number": 1, - "unit": "reaction", - "entry": "{@as R}" + "unit": "reaction" }, "trigger": "An adjacent enemy damages the giant bat.", "entries": [ @@ -29707,7 +29716,6 @@ "range": "Melee", "name": "beak", "attack": 12, - "effects": [], "damage": "{@damage 2d8+5} piercing", "types": [ "piercing" @@ -29785,6 +29793,14 @@ "name": "Giant Flytrap", "isNpc": false, "source": "B1", + "foundIn": [ + "Impossible Lands" + ], + "_otherSources": { + "Expanded": [ + "LOIL|323" + ] + }, "page": 160, "level": 10, "traits": [ @@ -29846,8 +29862,7 @@ { "activity": { "number": 1, - "unit": "reaction", - "entry": "{@as R}" + "unit": "reaction" }, "entries": [ "The flytrap makes a leaf {@action Strike} against the triggering creature. If it hits, the creature is {@condition grabbed} in that leaf." @@ -29989,7 +30004,6 @@ "traits": [ "reach <10 feet>" ], - "effects": [], "damage": "{@damage 2d8+7} piercing", "types": [ "piercing" @@ -30003,7 +30017,6 @@ "agile", "reach <10 feet>" ], - "effects": [], "damage": "{@damage 2d6+7} bludgeoning", "types": [ "bludgeoning" @@ -30102,7 +30115,6 @@ "range": "Melee", "name": "jaws", "attack": 8, - "effects": [], "damage": "{@damage 1d8+2} piercing", "types": [ "piercing" @@ -30209,8 +30221,7 @@ { "activity": { "number": 1, - "unit": "reaction", - "entry": "{@as R}" + "unit": "reaction" }, "trigger": "The giant mantis Grabs a creature with its leg.", "entries": [ @@ -30326,8 +30337,7 @@ { "activity": { "number": 1, - "unit": "reaction", - "entry": "{@as R}" + "unit": "reaction" }, "trigger": "A creature {@condition grabbed} by the giant monitor lizard's jaws fails a check to {@action Escape}.", "entries": [ @@ -30465,8 +30475,7 @@ { "activity": { "number": 1, - "unit": "reaction", - "entry": "{@as R}" + "unit": "reaction" }, "trigger": "A target creature passes within 20 feet of the giant moray eel's hiding place and has not detected the giant moray eel.", "entries": [ @@ -30932,8 +30941,7 @@ { "activity": { "number": 1, - "unit": "reaction", - "entry": "{@as R}" + "unit": "reaction" }, "entries": [ "Stinger only." @@ -31055,7 +31063,6 @@ "range": "Melee", "name": "mandibles", "attack": 13, - "effects": [], "damage": "{@damage 2d8+5} piercing", "types": [ "piercing" @@ -31065,7 +31072,6 @@ "range": "Melee", "name": "foot", "attack": 11, - "effects": [], "damage": "{@damage 1d10+5} bludgeoning", "types": [ "bludgeoning" @@ -31223,7 +31229,7 @@ }, { "stage": 4, - "entry": "{@damage 1d6} poison and {@condition paralyzed} .", + "entry": "{@damage 1d6} poison and {@condition paralyzed}.", "duration": "1 round" } ] @@ -31326,8 +31332,7 @@ { "activity": { "number": 1, - "unit": "reaction", - "entry": "{@as R}" + "unit": "reaction" }, "entries": [ "As {@action Attack of Opportunity}, but the snake can use this reaction only if it's Coiled." @@ -31646,8 +31651,7 @@ { "activity": { "number": 1, - "unit": "reaction", - "entry": "{@as R}" + "unit": "reaction" }, "trigger": "An adjacent creature deals the gibbering mouther slashing damage.", "entries": [ @@ -31813,7 +31817,6 @@ "traits": [ "finesse" ], - "effects": [], "damage": "{@damage 3d8+7} piercing plus {@damage 2d6} poison", "types": [ "piercing", @@ -31828,7 +31831,6 @@ "range increment <60 feet>", "reload <1>" ], - "effects": [], "damage": "{@damage 2d6+3} piercing plus {@damage 2d6} poison", "types": [ "piercing", @@ -31860,8 +31862,7 @@ { "activity": { "number": 1, - "unit": "reaction", - "entry": "{@as R}" + "unit": "reaction" }, "trigger": "A creature critically fails a melee attack to hit the gimmerling or moves into a space within the gimmerling's treacherous aura.", "entries": [ @@ -32052,7 +32053,6 @@ "magical", "reach <10 feet>" ], - "effects": [], "damage": "{@damage 3d6+13} slashing plus {@damage 1d6} evil", "types": [ "evil", @@ -32068,7 +32068,6 @@ "magical", "reach <10 feet>" ], - "effects": [], "damage": "{@damage 3d12+13} piercing plus {@damage 1d6} evil", "types": [ "evil", @@ -32080,7 +32079,7 @@ { "name": "Divine Innate", "type": "Innate", - "tradition": "Divine", + "tradition": "divine", "DC": 34, "entry": { "0": { @@ -32158,7 +32157,7 @@ ], "rituals": [ { - "tradition": "Divine", + "tradition": "divine", "DC": 34, "rituals": [ { @@ -32321,7 +32320,6 @@ "forceful", "sweep" ], - "effects": [], "damage": "{@damage 1d10+3} slashing", "types": [ "slashing" @@ -32334,7 +32332,6 @@ "traits": [ "agile" ], - "effects": [], "damage": "{@damage 1d6+3} piercing", "types": [ "piercing" @@ -32447,7 +32444,6 @@ "traits": [ "sweep" ], - "effects": [], "damage": "{@damage 1d8+4} slashing", "types": [ "slashing" @@ -32460,7 +32456,6 @@ "traits": [ "agile" ], - "effects": [], "damage": "{@damage 1d8+2} piercing", "types": [ "piercing" @@ -32474,7 +32469,6 @@ "deadly <1d10>", "range increment <60 feet>" ], - "effects": [], "damage": "{@damage 1d6} piercing", "types": [ "piercing" @@ -32585,7 +32579,6 @@ "forceful", "sweep" ], - "effects": [], "damage": "{@damage 1d6+7} slashing", "types": [ "slashing" @@ -32598,7 +32591,6 @@ "traits": [ "agile" ], - "effects": [], "damage": "{@damage 1d6+7} piercing", "types": [ "piercing" @@ -32614,7 +32606,6 @@ "range increment <60 feet>", "reload <0>" ], - "effects": [], "damage": "{@damage 1d6+4} piercing", "types": [ "piercing" @@ -32626,8 +32617,7 @@ { "activity": { "number": 1, - "unit": "reaction", - "entry": "{@as R}" + "unit": "reaction" }, "entries": [], "name": "Attack of Opportunity", @@ -32756,9 +32746,8 @@ "traits": [ "reach <10 feet>", "trip", - "versatile p" + "versatile

" ], - "effects": [], "damage": "{@damage 1d8+3} slashing", "types": [ "slashing" @@ -32773,7 +32762,6 @@ "range increment <60 feet>", "reload <0>" ], - "effects": [], "damage": "{@damage 1d6} piercing", "types": [ "piercing" @@ -32785,8 +32773,7 @@ { "activity": { "number": 1, - "unit": "reaction", - "entry": "{@as R}" + "unit": "reaction" }, "entries": [ "The goblin warrior {@action Step||Steps}." @@ -32881,8 +32868,7 @@ { "activity": { "number": 1, - "unit": "reaction", - "entry": "{@as R}" + "unit": "reaction" }, "entries": [ "DC 17." @@ -32901,8 +32887,7 @@ { "activity": { "number": 1, - "unit": "reaction", - "entry": "{@as R}" + "unit": "reaction" }, "trigger": "The rider issues a command to the goblin dog.", "requirements": "A creature must be mounted on the goblin dog.", @@ -32935,7 +32920,7 @@ }, { "stage": 3, - "entry": "{@condition sickened 2} and can't reduce its {@condition sickened} value below 1 .", + "entry": "{@condition sickened 2} and can't reduce its {@condition sickened} value below 1.", "duration": "1 day" } ] @@ -32984,6 +32969,15 @@ "isNpc": false, "source": "B1", "page": 181, + "foundIn": [ + "Alkenstar", + "Mana Wastes" + ], + "_otherSources": { + "Expanded": [ + "LOIL|323" + ] + }, "level": 1, "traits": [ "ce", @@ -33038,7 +33032,6 @@ "traits": [ "fire" ], - "effects": [], "damage": "{@damage 1d4} bludgeoning plus 1 fire", "types": [ "bludgeoning", @@ -33050,7 +33043,7 @@ { "name": "Arcane Spontaneous", "type": "Spontaneous", - "tradition": "Arcane", + "tradition": "arcane", "DC": 16, "entry": { "0": { @@ -33089,8 +33082,7 @@ { "activity": { "number": 1, - "unit": "reaction", - "entry": "{@as R}" + "unit": "reaction" }, "entries": [ "The goblin warrior {@action Step||Steps}." @@ -33128,6 +33120,15 @@ "name": "Goblin War Chanter", "isNpc": false, "source": "B1", + "foundIn": [ + "Alkenstar", + "Mana Wastes" + ], + "_otherSources": { + "Expanded": [ + "LOIL|323" + ] + }, "page": 181, "level": 1, "traits": [ @@ -33193,7 +33194,6 @@ "backstabber", "finesse" ], - "effects": [], "damage": "{@damage 1d6+2} slashing", "types": [ "slashing" @@ -33208,7 +33208,6 @@ "range increment <60 feet>", "reload <0>" ], - "effects": [], "damage": "{@damage 1d6} piercing", "types": [ "piercing" @@ -33219,7 +33218,7 @@ { "name": "Occult Spontaneous", "type": "Spontaneous", - "tradition": "Occult", + "tradition": "occult", "DC": 17, "entry": { "0": { @@ -33261,8 +33260,7 @@ { "activity": { "number": 1, - "unit": "reaction", - "entry": "{@as R}" + "unit": "reaction" }, "entries": [ "The goblin warrior {@action Step||Steps}." @@ -33318,6 +33316,15 @@ { "name": "Goblin Warrior", "isNpc": false, + "foundIn": [ + "Alkenstar", + "Mana Wastes" + ], + "_otherSources": { + "Expanded": [ + "LOIL|323" + ] + }, "source": "B1", "page": 180, "level": -1, @@ -33380,7 +33387,6 @@ "backstabber", "finesse" ], - "effects": [], "damage": "{@damage 1d6} slashing", "types": [ "slashing" @@ -33395,7 +33401,6 @@ "range increment <60 feet>", "reload <0>" ], - "effects": [], "damage": "{@damage 1d6} piercing", "types": [ "piercing" @@ -33407,8 +33412,7 @@ { "activity": { "number": 1, - "unit": "reaction", - "entry": "{@as R}" + "unit": "reaction" }, "trigger": "A goblin ally ends a move action adjacent to the warrior.", "entries": [ @@ -33516,7 +33520,6 @@ "agile", "reach <10 feet>" ], - "effects": [], "damage": "{@damage 3d6+12} piercing", "types": [ "piercing" @@ -33528,8 +33531,7 @@ { "activity": { "number": 1, - "unit": "reaction", - "entry": "{@as R}" + "unit": "reaction" }, "traits": [ "move" @@ -33691,8 +33693,7 @@ { "activity": { "number": 1, - "unit": "reaction", - "entry": "{@as R}" + "unit": "reaction" }, "traits": [ "attack" @@ -33822,7 +33823,6 @@ "agile", "reach <10 feet>" ], - "effects": [], "damage": "{@damage 2d6+4} bludgeoning", "types": [ "bludgeoning" @@ -33835,7 +33835,6 @@ "traits": [ "reach <5 feet>" ], - "effects": [], "damage": "{@damage 1d8+4} piercing", "types": [ "piercing" @@ -33980,7 +33979,7 @@ { "name": "Primal Innate", "type": "Innate", - "tradition": "Primal", + "tradition": "primal", "DC": 15, "entry": { "4": { @@ -34134,7 +34133,6 @@ "reach <15 feet>", "shove" ], - "effects": [], "damage": "{@damage 3d10+13} bludgeoning", "types": [ "bludgeoning" @@ -34147,7 +34145,6 @@ "traits": [ "reach <15 feet>" ], - "effects": [], "damage": "{@damage 2d10+13} piercing", "types": [ "piercing" @@ -34161,7 +34158,6 @@ "agile", "reach <15 feet>" ], - "effects": [], "damage": "{@damage 3d4+13} bludgeoning", "types": [ "bludgeoning" @@ -34175,7 +34171,6 @@ "brutal", "range increment <120 feet>" ], - "effects": [], "damage": "{@damage 4d6+7} bludgeoning", "types": [ "bludgeoning" @@ -34187,8 +34182,7 @@ { "activity": { "number": 1, - "unit": "reaction", - "entry": "{@as R}" + "unit": "reaction" }, "entries": [], "name": "Catch Rock", @@ -34199,8 +34193,7 @@ { "activity": { "number": 1, - "unit": "reaction", - "entry": "{@as R}" + "unit": "reaction" }, "entries": [], "name": "Ferocity", @@ -34329,7 +34322,6 @@ "range": "Melee", "name": "jaws", "attack": 14, - "effects": [], "damage": "{@damage 1d12+8} piercing", "types": [ "piercing" @@ -34471,7 +34463,6 @@ "range": "Melee", "name": "jaws", "attack": 17, - "effects": [], "damage": "{@damage 2d10+6} piercing", "types": [ "piercing" @@ -34484,7 +34475,6 @@ "traits": [ "agile" ], - "effects": [], "damage": "{@damage 2d8+6} slashing", "types": [ "slashing" @@ -34495,7 +34485,7 @@ { "name": "Divine Innate", "type": "Innate", - "tradition": "Divine", + "tradition": "divine", "DC": 25, "entry": { "1": { @@ -34546,8 +34536,7 @@ { "activity": { "number": 1, - "unit": "reaction", - "entry": "{@as R}" + "unit": "reaction" }, "entries": [], "name": "Attack of Opportunity", @@ -34705,7 +34694,6 @@ "evil", "magical" ], - "effects": [], "damage": "{@damage 2d10+11} piercing plus {@damage 1d6} evil", "types": [ "evil", @@ -34722,7 +34710,6 @@ "fire", "magical" ], - "effects": [], "damage": "{@damage 1d8+11} bludgeoning plus {@damage 1d6} evil and {@damage 2d8} fire", "types": [ "bludgeoning", @@ -34735,7 +34722,7 @@ { "name": "Divine Innate", "type": "Innate", - "tradition": "Divine", + "tradition": "divine", "DC": 30, "entry": { "7": { @@ -34874,7 +34861,6 @@ "finesse", "magical" ], - "effects": [], "damage": "{@damage 2d10+6} negative", "types": [ "negative" @@ -34885,7 +34871,7 @@ { "name": "Divine Innate", "type": "Innate", - "tradition": "Divine", + "tradition": "divine", "DC": 25, "entry": { "2": { @@ -35065,7 +35051,7 @@ { "name": "Occult Innate", "type": "Innate", - "tradition": "Occult", + "tradition": "occult", "DC": 20, "attack": 14, "entry": { @@ -35288,7 +35274,6 @@ "traits": [ "deadly <1d10>" ], - "effects": [], "damage": "{@damage 2d8+4} piercing", "types": [ "piercing" @@ -35301,7 +35286,6 @@ "traits": [ "agile" ], - "effects": [], "damage": "{@damage 2d6+4} piercing", "types": [ "piercing" @@ -35314,7 +35298,6 @@ "traits": [ "reach <10 feet>" ], - "effects": [], "damage": "{@damage 2d6+4} bludgeoning", "types": [ "bludgeoning" @@ -35432,7 +35415,6 @@ "finesse", "magical" ], - "effects": [], "damage": "{@dice 1d4} \u20132 bludgeoning", "types": [ "bludgeoning" @@ -35448,7 +35430,6 @@ "range <30 feet>", "sonic" ], - "effects": [], "damage": "{@damage 1d8} sonic", "types": [ "sonic" @@ -35459,7 +35440,7 @@ { "name": "Primal Innate", "type": "Innate", - "tradition": "Primal", + "tradition": "primal", "DC": 18, "entry": { "0": { @@ -35802,7 +35783,7 @@ { "name": "Divine Innate", "type": "Innate", - "tradition": "Divine", + "tradition": "divine", "DC": 47, "attack": 37, "entry": { @@ -35884,8 +35865,7 @@ { "activity": { "number": 1, - "unit": "reaction", - "entry": "{@as R}" + "unit": "reaction" }, "traits": [ "teleportation" @@ -36018,7 +35998,6 @@ "range": "Melee", "name": "jaws", "attack": 11, - "effects": [], "damage": "{@damage 2d8+4} piercing", "types": [ "piercing" @@ -36088,6 +36067,16 @@ "isNpc": false, "source": "B1", "page": 158, + "foundIn": [ + "Alkenstar", + "Mana Wastes", + "Nex" + ], + "_otherSources": { + "Expanded": [ + "LOIL|323" + ] + }, "level": 3, "traits": [ "n", @@ -36127,7 +36116,6 @@ "traits": [ "agile" ], - "effects": [], "damage": "{@damage 1d10+8} slashing", "types": [ "slashing" @@ -36142,7 +36130,6 @@ "range increment <15 feet>", "splash" ], - "effects": [], "damage": "{@damage 2d6} acid damage plus {@dice 1d6} splash acid damage", "types": [ "acid", @@ -36259,7 +36246,6 @@ "range": "Melee", "name": "jaws", "attack": 6, - "effects": [], "damage": "{@damage 1d4+1} piercing", "types": [ "piercing" @@ -36304,6 +36290,14 @@ "isNpc": false, "source": "B1", "page": 243, + "foundIn": [ + "Jalmeray" + ], + "_otherSources": { + "Expanded": [ + "LOIL|323" + ] + }, "level": 10, "traits": [ "uncommon", @@ -36390,7 +36384,7 @@ { "name": "Divine Spontaneous", "type": "Spontaneous", - "tradition": "Divine", + "tradition": "divine", "DC": 29, "attack": 21, "entry": { @@ -36617,7 +36611,6 @@ "traits": [ "reach <15 feet>" ], - "effects": [], "damage": "{@damage 2d12+13} piercing", "types": [ "piercing" @@ -36631,7 +36624,6 @@ "agile", "reach <15 feet>" ], - "effects": [], "damage": "{@damage 2d8+13} slashing", "types": [ "slashing" @@ -36643,8 +36635,7 @@ { "activity": { "number": 1, - "unit": "reaction", - "entry": "{@as R}" + "unit": "reaction" }, "entries": [], "name": "Attack of Opportunity", @@ -36763,7 +36754,6 @@ "magical", "reach <20 feet>" ], - "effects": [], "damage": "{@damage 4d12+18} bludgeoning plus {@ability Improved Grab} or Improved Push 20 feet", "types": [ "bludgeoning" @@ -36791,7 +36781,7 @@ { "name": "Innate Primal", "type": "Innate", - "tradition": "Primal", + "tradition": "primal", "DC": 37, "entry": { "constant": { @@ -36981,7 +36971,6 @@ "range": "Melee", "name": "club", "attack": 12, - "effects": [], "damage": "{@damage 1d6+4} bludgeoning", "types": [ "bludgeoning" @@ -36995,7 +36984,6 @@ "agile", "finesse" ], - "effects": [], "damage": "{@damage 2d6+4} slashing", "types": [ "slashing" @@ -37008,7 +36996,6 @@ "traits": [ "thrown <10 feet>" ], - "effects": [], "damage": "{@damage 1d6+4} bludgeoning", "types": [ "bludgeoning" @@ -37134,7 +37121,6 @@ "traits": [ "magical" ], - "effects": [], "damage": "{@damage 1d8+4} piercing plus {@damage 1d6} evil and {@damage 1d6} fire", "types": [ "evil", @@ -37194,6 +37180,15 @@ "isNpc": false, "source": "B1", "page": 170, + "foundIn": [ + "Alkenstar", + "Mana Wastes" + ], + "_otherSources": { + "Expanded": [ + "LOIL|323" + ] + }, "level": 7, "traits": [ "ce", @@ -37244,7 +37239,6 @@ "reach <10 feet>", "shove" ], - "effects": [], "damage": "{@damage 1d10+14} bludgeoning", "types": [ "bludgeoning" @@ -37258,7 +37252,6 @@ "agile", "reach <10 feet>" ], - "effects": [], "damage": "{@damage 1d6+4} bludgeoning", "types": [ "bludgeoning" @@ -37272,7 +37265,6 @@ "brutal", "range increment <120 feet>" ], - "effects": [], "damage": "{@damage 1d8+14} bludgeoning", "types": [ "bludgeoning" @@ -37292,8 +37284,7 @@ { "activity": { "number": 1, - "unit": "reaction", - "entry": "{@as R}" + "unit": "reaction" }, "entries": [], "name": "Catch Rock", @@ -37408,7 +37399,6 @@ "traits": [ "acid" ], - "effects": [], "damage": "{@damage 2d8+6} piercing plus {@damage 2d6} acid", "types": [ "acid", @@ -37423,7 +37413,6 @@ "acid", "range <30 feet>" ], - "effects": [], "damage": "{@damage 5d6} acid", "types": [ "acid" @@ -37435,8 +37424,7 @@ { "activity": { "number": 1, - "unit": "reaction", - "entry": "{@as R}" + "unit": "reaction" }, "entries": [], "name": "Attack of Opportunity", @@ -37564,9 +37552,8 @@ "attack": 12, "traits": [ "agile", - "versatile s" + "versatile " ], - "effects": [], "damage": "{@damage 1d6+4} piercing", "types": [ "piercing" @@ -37712,7 +37699,6 @@ "forceful", "reach" ], - "effects": [], "damage": "{@damage 1d8+10} slashing", "types": [ "slashing" @@ -37729,7 +37715,6 @@ "range increment <60 feet>", "reload <0>" ], - "effects": [], "damage": "{@damage 1d6+8} piercing", "types": [ "piercing" @@ -37843,9 +37828,8 @@ "name": "longsword", "attack": 8, "traits": [ - "versatile p" + "versatile

" ], - "effects": [], "damage": "{@damage 1d8+3} slashing", "types": [ "slashing" @@ -37860,7 +37844,6 @@ "range increment <60 feet>", "reload <0>" ], - "effects": [], "damage": "{@damage 1d6} piercing", "types": [ "piercing" @@ -37872,8 +37855,7 @@ { "activity": { "number": 1, - "unit": "reaction", - "entry": "{@as R}" + "unit": "reaction" }, "entries": [], "name": "Attack of Opportunity", @@ -37884,8 +37866,7 @@ { "activity": { "number": 1, - "unit": "reaction", - "entry": "{@as R}" + "unit": "reaction" }, "entries": [], "name": "Shield Block", @@ -37930,6 +37911,14 @@ "name": "Homunculus", "isNpc": false, "source": "B1", + "foundIn": [ + "Nex" + ], + "_otherSources": { + "Expanded": [ + "LOIL|323" + ] + }, "page": 208, "level": 0, "traits": [ @@ -38140,7 +38129,6 @@ "reload <0>", "volley" ], - "effects": [], "damage": "{@damage 1d8+4} piercing plus {@damage 1d6} good", "types": [ "good", @@ -38152,7 +38140,7 @@ { "name": "Divine Innate", "type": "Innate", - "tradition": "Divine", + "tradition": "divine", "DC": 21, "entry": { "0": { @@ -38211,8 +38199,7 @@ { "activity": { "number": 1, - "unit": "reaction", - "entry": "{@as R}" + "unit": "reaction" }, "entries": [ "A horned archon can also make a {@action Retributive Strike} with its composite longbow." @@ -38365,8 +38352,7 @@ { "activity": { "number": 1, - "unit": "reaction", - "entry": "{@as R}" + "unit": "reaction" }, "traits": [ "attack" @@ -38402,7 +38388,7 @@ }, { "stage": 3, - "entry": "{@damage 2d6} poison, {@condition clumsy 2}, and {@condition flat-footed} .", + "entry": "{@damage 2d6} poison, {@condition clumsy 2}, and {@condition flat-footed}.", "duration": "1 round" } ] @@ -38601,7 +38587,6 @@ "traits": [ "reach <10 feet>" ], - "effects": [], "damage": "{@damage 2d6+7} piercing", "types": [ "piercing" @@ -38613,8 +38598,7 @@ { "activity": { "number": 1, - "unit": "reaction", - "entry": "{@as R}" + "unit": "reaction" }, "entries": [], "name": "Attack of Opportunity", @@ -38898,7 +38882,6 @@ "agile", "magical" ], - "effects": [], "damage": "{@damage 3d8+17} slashing", "types": [ "slashing" @@ -38926,7 +38909,7 @@ { "name": "Primal Innate", "type": "Innate", - "tradition": "Primal", + "tradition": "primal", "DC": 38, "entry": { "constant": { @@ -38964,8 +38947,7 @@ { "activity": { "number": 1, - "unit": "reaction", - "entry": "{@as R}" + "unit": "reaction" }, "entries": [ "Tail only." @@ -39153,7 +39135,7 @@ { "name": "Divine Innate", "type": "Innate", - "tradition": "Divine", + "tradition": "divine", "DC": 17, "entry": { "0": { @@ -39331,6 +39313,15 @@ "isNpc": false, "source": "B1", "page": 144, + "foundIn": [ + "Jalmeray", + "Nex" + ], + "_otherSources": { + "Expanded": [ + "LOIL|323" + ] + }, "level": 7, "traits": [ "n", @@ -39384,7 +39375,6 @@ "agile", "finesse" ], - "effects": [], "damage": "{@damage 1d10+5} bludgeoning", "types": [ "bludgeoning" @@ -39453,6 +39443,14 @@ "source": "B1", "page": 188, "level": 13, + "foundIn": [ + "Nex" + ], + "_otherSources": { + "Expanded": [ + "LOIL|323" + ] + }, "traits": [ "uncommon", "n", @@ -39494,7 +39492,6 @@ "magical", "reach <10 feet>" ], - "effects": [], "damage": "{@damage 3d10+12} bludgeoning", "types": [ "bludgeoning" @@ -39574,7 +39571,7 @@ }, { "stage": 3, - "entry": "{@damage 8d6} poison and {@condition drained 3} .", + "entry": "{@damage 8d6} poison and {@condition drained 3}.", "duration": "1 round" } ] @@ -39635,6 +39632,14 @@ "isNpc": false, "source": "B1", "page": 162, + "foundIn": [ + "Jalmeray" + ], + "_otherSources": { + "Expanded": [ + "LOIL|323" + ] + }, "level": 4, "traits": [ "n", @@ -39702,7 +39707,6 @@ "forceful +1", "sweep" ], - "effects": [], "damage": "{@damage 1d6+10} slashing", "types": [ "slashing" @@ -39717,7 +39721,6 @@ "magical", "nonlethal" ], - "effects": [], "damage": "{@damage 1d4+10} bludgeoning", "types": [ "bludgeoning" @@ -39733,7 +39736,6 @@ "range increment <60 feet>", "reload <0>" ], - "effects": [], "damage": "{@damage 1d6+5} piercing", "types": [ "piercing" @@ -39744,7 +39746,7 @@ { "name": "Arcane Innate", "type": "Innate", - "tradition": "Arcane", + "tradition": "arcane", "DC": 21, "entry": { "1": { @@ -39913,9 +39915,8 @@ "agile", "finesse", "magical", - "versatile s" + "versatile " ], - "effects": [], "damage": "{@dice 1d6} \u20132 piercing", "types": [ "piercing" @@ -39926,7 +39927,7 @@ { "name": "Primal Innate", "type": "Innate", - "tradition": "Primal", + "tradition": "primal", "DC": 17, "entry": { "0": { @@ -40081,8 +40082,7 @@ { "activity": { "number": 1, - "unit": "reaction", - "entry": "{@as R}" + "unit": "reaction" }, "trigger": "A creature within reach of the jungle drake's stinger uses a move action or leaves a square during a move action it's using.", "entries": [ @@ -40328,7 +40328,7 @@ { "name": "Divine Innate", "type": "Innate", - "tradition": "Divine", + "tradition": "divine", "DC": 42, "attack": 32, "entry": { @@ -40480,8 +40480,7 @@ { "activity": { "number": 1, - "unit": "reaction", - "entry": "{@as R}" + "unit": "reaction" }, "entries": [], "name": "Attack of Opportunity", @@ -40659,7 +40658,6 @@ "agile", "finesse" ], - "effects": [], "damage": "{@dice 1d6-1} slashing", "types": [ "slashing" @@ -40672,7 +40670,6 @@ "traits": [ "two-hand " ], - "effects": [], "damage": "{@dice 1d4-1} bludgeoning", "types": [ "bludgeoning" @@ -40683,7 +40680,7 @@ { "name": "Arcane Spontaneous", "type": "Spontaneous", - "tradition": "Arcane", + "tradition": "arcane", "DC": 20, "entry": { "0": { @@ -40864,9 +40861,8 @@ "traits": [ "agile", "finesse", - "versatile s" + "versatile " ], - "effects": [], "damage": "{@damage 1d6} piercing", "types": [ "piercing" @@ -40880,7 +40876,6 @@ "range increment <120 feet>", "reload <1>" ], - "effects": [], "damage": "{@damage 1d8} piercing", "types": [ "piercing" @@ -40989,7 +40984,6 @@ "range": "Melee", "name": "spear", "attack": 3, - "effects": [], "damage": "{@damage 1d6+1} piercing", "types": [ "piercing" @@ -41004,7 +40998,6 @@ "range increment <50 feet>", "reload <1>" ], - "effects": [], "damage": "{@damage 1d4} bludgeoning", "types": [ "bludgeoning" @@ -41017,7 +41010,6 @@ "traits": [ "thrown <20 feet>" ], - "effects": [], "damage": "{@damage 1d6+1} piercing", "types": [ "piercing" @@ -41148,7 +41140,6 @@ "magical", "two-hand " ], - "effects": [], "damage": "{@damage 2d8+13} slashing plus {@damage 1d6} lawful", "types": [ "lawful", @@ -41164,7 +41155,6 @@ "lawful", "magical" ], - "effects": [], "damage": "{@damage 1d10+11} bludgeoning plus {@damage 1d6} lawful", "types": [ "bludgeoning", @@ -41176,7 +41166,7 @@ { "name": "Divine Innate", "type": "Innate", - "tradition": "Divine", + "tradition": "divine", "DC": 32, "entry": { "1": { @@ -41373,7 +41363,6 @@ "reach <20 feet>", "magical" ], - "effects": [], "damage": "{@damage 3d10+17} piercing", "types": [ "piercing" @@ -41384,7 +41373,7 @@ { "name": "Primal Innate", "type": "Innate", - "tradition": "Primal", + "tradition": "primal", "DC": 40, "entry": { "7": { @@ -41493,7 +41482,7 @@ }, { "stage": 2, - "entry": "{@damage 4d6} poison damage and {@condition sickened 2} .", + "entry": "{@damage 4d6} poison damage and {@condition sickened 2}.", "duration": "1 round" } ] @@ -41613,7 +41602,6 @@ "traits": [ "agile" ], - "effects": [], "damage": "{@damage 2d8+9} slashing", "types": [ "slashing" @@ -41626,7 +41614,6 @@ "traits": [ "reach <15 feet>" ], - "effects": [], "damage": "{@damage 2d8+9} piercing", "types": [ "piercing" @@ -41638,8 +41625,7 @@ { "activity": { "number": 1, - "unit": "reaction", - "entry": "{@as R}" + "unit": "reaction" }, "entries": [ "Tail only." @@ -41713,6 +41699,14 @@ "name": "Lamia", "isNpc": false, "source": "B1", + "foundIn": [ + "Impossible Lands" + ], + "_otherSources": { + "Expanded": [ + "LOIL|323" + ] + }, "page": 216, "level": 6, "traits": [ @@ -41774,7 +41768,6 @@ "range": "Melee", "name": "spear", "attack": 17, - "effects": [], "damage": "{@damage 1d6+8} piercing", "types": [ "piercing" @@ -41801,9 +41794,8 @@ "attack": 14, "traits": [ "thrown <20 feet>", - "versatile s" + "versatile " ], - "effects": [], "damage": "{@damage 1d4+8} piercing", "types": [ "piercing" @@ -41816,7 +41808,6 @@ "traits": [ "thrown <30 feet>" ], - "effects": [], "damage": "{@damage 1d6+8} piercing", "types": [ "piercing" @@ -41827,7 +41818,7 @@ { "name": "Occult Innate", "type": "Innate", - "tradition": "Occult", + "tradition": "occult", "DC": 25, "entry": { "1": { @@ -41925,6 +41916,14 @@ { "name": "Lamia Matriarch", "isNpc": false, + "foundIn": [ + "Impossible Lands" + ], + "_otherSources": { + "Expanded": [ + "LOIL|323" + ] + }, "source": "B1", "page": 217, "level": 8, @@ -41999,7 +41998,6 @@ "forceful +2", "sweep" ], - "effects": [], "damage": "{@damage 2d6+10} slashing", "types": [ "slashing" @@ -42010,7 +42008,7 @@ { "name": "Occult Spontaneous", "type": "Spontaneous", - "tradition": "Occult", + "tradition": "occult", "DC": 28, "entry": { "0": { @@ -42089,7 +42087,7 @@ { "name": "Occult Innate", "type": "Innate", - "tradition": "Occult", + "tradition": "occult", "DC": 28, "entry": { "1": { @@ -42274,7 +42272,6 @@ "magical", "range <30 feet>" ], - "effects": [], "damage": "{@damage 1d4} fire plus {@damage 1d4} good", "types": [ "fire", @@ -42286,7 +42283,7 @@ { "name": "Divine Innate", "type": "Innate", - "tradition": "Divine", + "tradition": "divine", "DC": 17, "entry": { "0": { @@ -42325,8 +42322,7 @@ { "activity": { "number": 1, - "unit": "reaction", - "entry": "{@as R}" + "unit": "reaction" }, "entries": [ "A lantern archon can also make a {@action Retributive Strike} with its light ray." @@ -42473,7 +42469,6 @@ "traits": [ "reach <10 feet>" ], - "effects": [], "damage": "{@dice 1d8-1} piercing", "types": [ "piercing" @@ -42499,7 +42494,7 @@ { "name": "Primal Innate", "type": "Innate", - "tradition": "Primal", + "tradition": "primal", "DC": 14, "entry": { "4": { @@ -42678,9 +42673,8 @@ "attack": 18, "traits": [ "magical", - "versatile p" + "versatile

" ], - "effects": [], "damage": "{@damage 2d10+5} slashing plus {@damage 1d6} fire and {@damage 1d6} good", "types": [ "fire", @@ -42695,9 +42689,8 @@ "traits": [ "magical", "range increment <30 feet>", - "versatile p" + "versatile

" ], - "effects": [], "damage": "{@damage 2d10+5} slashing plus {@damage 1d6} fire and {@damage 1d6} good", "types": [ "fire", @@ -42710,7 +42703,7 @@ { "name": "Divine Innate", "type": "Innate", - "tradition": "Divine", + "tradition": "divine", "DC": 24, "entry": { "0": { @@ -42768,8 +42761,7 @@ { "activity": { "number": 1, - "unit": "reaction", - "entry": "{@as R}" + "unit": "reaction" }, "entries": [ "A legion archon can also make a {@action Retributive Strike} by throwing its flame of justice." @@ -42881,7 +42873,6 @@ "evil", "magical" ], - "effects": [], "damage": "{@damage 1d4+2} slashing plus 1 evil", "types": [ "evil", @@ -42947,6 +42938,15 @@ "isNpc": false, "source": "B1", "page": 52, + "foundIn": [ + "Alkenstar", + "Mana Wastes" + ], + "_otherSources": { + "Expanded": [ + "LOIL|323" + ] + }, "level": 2, "traits": [ "n", @@ -43014,7 +43014,6 @@ "agile", "finesse" ], - "effects": [], "damage": "{@damage 1d6+3} slashing", "types": [ "slashing" @@ -43162,7 +43161,6 @@ "reach <10 feet>", "trip" ], - "effects": [], "damage": "{@damage 3d10+14} slashing plus {@damage 1d12} negative", "types": [ "negative", @@ -43174,7 +43172,7 @@ { "name": "Divine Innate", "type": "Innate", - "tradition": "Divine", + "tradition": "divine", "DC": 38, "entry": { "constant": { @@ -43240,8 +43238,7 @@ { "activity": { "number": 1, - "unit": "reaction", - "entry": "{@as R}" + "unit": "reaction" }, "traits": [ "teleportation" @@ -43434,7 +43431,7 @@ { "name": "Divine Innate", "type": "Innate", - "tradition": "Divine", + "tradition": "divine", "DC": 26, "entry": { "1": { @@ -43603,6 +43600,14 @@ "name": "Lich", "isNpc": false, "source": "B1", + "foundIn": [ + "Geb" + ], + "_otherSources": { + "Expanded": [ + "LOIL|323" + ] + }, "page": 221, "level": 12, "traits": [ @@ -43689,7 +43694,7 @@ { "name": "Arcane Prepared", "type": "Prepared", - "tradition": "Arcane", + "tradition": "arcane", "DC": 36, "attack": 26, "entry": { @@ -43825,8 +43830,7 @@ { "activity": { "number": 1, - "unit": "reaction", - "entry": "{@as R}" + "unit": "reaction" }, "trigger": "A creature casts a spell the lich has prepared.", "entries": [ @@ -43991,9 +43995,8 @@ "traits": [ "chaotic", "magical", - "versatile p" + "versatile

" ], - "effects": [], "damage": "{@damage 1d8+10} slashing plus {@damage 1d6} chaotic and {@damage 1d6} good", "types": [ "chaotic", @@ -44025,7 +44028,7 @@ { "name": "Divine Innate", "type": "Innate", - "tradition": "Divine", + "tradition": "divine", "DC": 26, "entry": { "0": { @@ -44170,6 +44173,15 @@ { "name": "Lion", "isNpc": false, + "foundIn": [ + "Alkenstar", + "Mana Wastes" + ], + "_otherSources": { + "Expanded": [ + "LOIL|323" + ] + }, "source": "B1", "page": 52, "level": 3, @@ -44233,7 +44245,6 @@ "traits": [ "agile" ], - "effects": [], "damage": "{@damage 1d8+6} slashing", "types": [ "slashing" @@ -44298,6 +44309,15 @@ "isNpc": false, "source": "B1", "page": 146, + "foundIn": [ + "Jalmeray", + "Nex" + ], + "_otherSources": { + "Expanded": [ + "LOIL|323" + ] + }, "level": 5, "traits": [ "n", @@ -44354,7 +44374,6 @@ "traits": [ "reach <10 feet>" ], - "effects": [], "damage": "{@damage 2d8+8} bludgeoning", "types": [ "bludgeoning" @@ -44374,8 +44393,7 @@ { "activity": { "number": 1, - "unit": "reaction", - "entry": "{@as R}" + "unit": "reaction" }, "trigger": "The living landslide takes damage from a {@condition hostile} source while atop rock or earth.", "entries": [ @@ -44427,6 +44445,15 @@ "name": "Living Waterfall", "isNpc": false, "source": "B1", + "foundIn": [ + "Jalmeray", + "Nex" + ], + "_otherSources": { + "Expanded": [ + "LOIL|323" + ] + }, "page": 152, "level": 5, "traits": [ @@ -44477,7 +44504,6 @@ "traits": [ "reach <10 feet>" ], - "effects": [], "damage": "{@damage 2d8+7} bludgeoning plus Push or Pull 5 feet", "types": [ "bludgeoning" @@ -44564,6 +44590,15 @@ "isNpc": false, "source": "B1", "page": 144, + "foundIn": [ + "Jalmeray", + "Nex" + ], + "_otherSources": { + "Expanded": [ + "LOIL|323" + ] + }, "level": 5, "traits": [ "n", @@ -44615,7 +44650,6 @@ "finesse", "reach <10 feet>" ], - "effects": [], "damage": "{@damage 2d6+7} bludgeoning plus Push 5 feet", "types": [ "bludgeoning" @@ -44627,8 +44661,7 @@ { "activity": { "number": 1, - "unit": "reaction", - "entry": "{@as R}" + "unit": "reaction" }, "trigger": "The living whirlwind takes damage from a {@condition hostile} action.", "entries": [ @@ -44681,6 +44714,15 @@ "isNpc": false, "source": "B1", "page": 148, + "foundIn": [ + "Jalmeray", + "Nex" + ], + "_otherSources": { + "Expanded": [ + "LOIL|323" + ] + }, "level": 5, "traits": [ "n", @@ -44730,7 +44772,6 @@ "finesse", "reach <10 feet>" ], - "effects": [], "damage": "{@damage 2d6+6} fire plus {@damage 2d4} {@condition persistent damage ||persistent fire}", "types": [ "fire", @@ -44744,7 +44785,6 @@ "traits": [ "range increment <60 feet>" ], - "effects": [], "damage": "{@damage 2d6+3} fire", "types": [ "fire" @@ -44870,7 +44910,6 @@ "sweep", "trip" ], - "effects": [], "damage": "{@damage 1d6+3} bludgeoning", "types": [ "bludgeoning" @@ -44880,7 +44919,6 @@ "range": "Melee", "name": "jaws", "attack": 8, - "effects": [], "damage": "{@damage 1d6+3} piercing", "types": [ "piercing" @@ -44893,7 +44931,6 @@ "traits": [ "agile" ], - "effects": [], "damage": "{@damage 1d4+3} bludgeoning", "types": [ "bludgeoning" @@ -44906,7 +44943,6 @@ "traits": [ "thrown <30 feet>" ], - "effects": [], "damage": "{@damage 1d6+3} piercing", "types": [ "piercing" @@ -44918,8 +44954,7 @@ { "activity": { "number": 1, - "unit": "reaction", - "entry": "{@as R}" + "unit": "reaction" }, "entries": [], "name": "Attack of Opportunity", @@ -44930,8 +44965,7 @@ { "activity": { "number": 1, - "unit": "reaction", - "entry": "{@as R}" + "unit": "reaction" }, "entries": [], "name": "Shield Block", @@ -45042,7 +45076,6 @@ "range": "Melee", "name": "jaws", "attack": 7, - "effects": [], "damage": "{@damage 1d6+2} piercing", "types": [ "piercing" @@ -45056,7 +45089,6 @@ "agile", "finesse" ], - "effects": [], "damage": "{@damage 1d4+2} bludgeoning", "types": [ "bludgeoning" @@ -45224,7 +45256,6 @@ "traits": [ "two-hand " ], - "effects": [], "damage": "{@damage 1d6+2} bludgeoning", "types": [ "bludgeoning" @@ -45234,7 +45265,6 @@ "range": "Melee", "name": "jaws", "attack": 8, - "effects": [], "damage": "{@damage 1d6+2} piercing", "types": [ "piercing" @@ -45248,7 +45278,6 @@ "agile", "finesse" ], - "effects": [], "damage": "{@damage 1d4+2} bludgeoning", "types": [ "bludgeoning" @@ -45259,7 +45288,7 @@ { "name": "Primal Prepared", "type": "Prepared", - "tradition": "Primal", + "tradition": "primal", "DC": 20, "attack": 10, "entry": { @@ -45404,7 +45433,6 @@ "good", "magical" ], - "effects": [], "damage": "{@dice 1d4} \u20132 bludgeoning plus 1 chaotic and 1 good", "types": [ "bludgeoning", @@ -45422,7 +45450,6 @@ "light", "range <10 feet>" ], - "effects": [], "damage": "{@damage 1d4} chaotic and {@damage 1d4} good", "types": [ "chaotic", @@ -45434,7 +45461,7 @@ { "name": "Divine Innate", "type": "Innate", - "tradition": "Divine", + "tradition": "divine", "DC": 17, "entry": { "0": { @@ -45580,7 +45607,6 @@ "traits": [ "reach <15 feet>" ], - "effects": [], "damage": "{@damage 3d8+12} piercing", "types": [ "piercing" @@ -45606,7 +45632,6 @@ "traits": [ "reach <10 feet>" ], - "effects": [], "damage": "{@damage 2d10+12} bludgeoning", "types": [ "bludgeoning" @@ -45680,6 +45705,14 @@ { "name": "Manticore", "isNpc": false, + "foundIn": [ + "Impossible Lands" + ], + "_otherSources": { + "Expanded": [ + "LOIL|323" + ] + }, "source": "B1", "page": 232, "level": 6, @@ -45737,7 +45770,6 @@ "range": "Melee", "name": "jaws", "attack": 17, - "effects": [], "damage": "{@damage 2d8+8} piercing", "types": [ "piercing" @@ -45750,7 +45782,6 @@ "traits": [ "agile" ], - "effects": [], "damage": "{@damage 2d6+8} slashing", "types": [ "slashing" @@ -45763,7 +45794,6 @@ "traits": [ "range increment <40 feet>" ], - "effects": [], "damage": "{@damage 1d10+5} piercing", "types": [ "piercing" @@ -45813,6 +45843,14 @@ "name": "Marid", "isNpc": false, "source": "B1", + "foundIn": [ + "Jalmeray" + ], + "_otherSources": { + "Expanded": [ + "LOIL|323" + ] + }, "page": 165, "level": 9, "traits": [ @@ -45896,7 +45934,6 @@ "magical", "reach <10 feet>" ], - "effects": [], "damage": "{@damage 2d8+11} piercing", "types": [ "piercing" @@ -45912,7 +45949,6 @@ "nonlethal", "reach <10 feet>" ], - "effects": [], "damage": "{@damage 1d4+11} bludgeoning", "types": [ "bludgeoning" @@ -45926,7 +45962,6 @@ "magical", "thrown <20 feet>" ], - "effects": [], "damage": "{@damage 2d8+11} piercing", "types": [ "piercing" @@ -45937,7 +45972,7 @@ { "name": "Arcane Innate", "type": "Innate", - "tradition": "Arcane", + "tradition": "arcane", "DC": 28, "entry": { "2": { @@ -46180,9 +46215,8 @@ "evil", "magical", "reach <10 feet>", - "versatile p" + "versatile

" ], - "effects": [], "damage": "{@damage 3d8+16} slashing plus {@damage 1d6} evil", "types": [ "evil", @@ -46212,7 +46246,7 @@ { "name": "Divine Innate", "type": "Innate", - "tradition": "Divine", + "tradition": "divine", "DC": 38, "entry": { "4": { @@ -46263,7 +46297,7 @@ ], "rituals": [ { - "tradition": "Divine", + "tradition": "divine", "DC": 38, "rituals": [ { @@ -46294,8 +46328,7 @@ { "activity": { "number": 1, - "unit": "reaction", - "entry": "{@as R}" + "unit": "reaction" }, "entries": [ "A marilith gains 5 extra reactions per round that they can use only to make Attacks of Opportunity. The demon can't use more than one on the same triggering action, even if a creature leaves several squares in the marilith's reach, and the marilith must use a different weapon for each {@action Attack of Opportunity}." @@ -46454,7 +46487,7 @@ "traits": [ "agile", "finesse", - "versatile s" + "versatile " ], "effects": [ "serpent venom" @@ -46517,8 +46550,7 @@ { "activity": { "number": 1, - "unit": "reaction", - "entry": "{@as R}" + "unit": "reaction" }, "trigger": "A creature ends its turn adjacent to the medusa.", "entries": [ @@ -46666,7 +46698,6 @@ "agile", "reach <15 feet>" ], - "effects": [], "damage": "{@damage 2d8+10} piercing plus Push 15 feet", "types": [ "piercing" @@ -46803,7 +46834,6 @@ "agile", "reach <20 feet>" ], - "effects": [], "damage": "{@damage 2d8+10} bludgeoning", "types": [ "bludgeoning" @@ -46816,7 +46846,6 @@ "traits": [ "reach <10 feet>" ], - "effects": [], "damage": "{@damage 2d10+10} piercing", "types": [ "piercing" @@ -46942,7 +46971,6 @@ "range": "Melee", "name": "trident", "attack": 7, - "effects": [], "damage": "{@damage 1d8+2} piercing", "types": [ "piercing" @@ -46955,7 +46983,6 @@ "traits": [ "thrown <20 feet>" ], - "effects": [], "damage": "{@damage 1d8+2} piercing", "types": [ "piercing" @@ -47063,9 +47090,8 @@ "attack": 9, "traits": [ "agile", - "versatile s" + "versatile " ], - "effects": [], "damage": "{@damage 1d4+3} piercing", "types": [ "piercing" @@ -47078,9 +47104,8 @@ "traits": [ "agile", "thrown <10 feet>", - "versatile s" + "versatile " ], - "effects": [], "damage": "{@damage 1d4+3} piercing", "types": [ "piercing" @@ -47091,7 +47116,7 @@ { "name": "Primal Prepared", "type": "Prepared", - "tradition": "Primal", + "tradition": "primal", "DC": 18, "attack": 10, "entry": { @@ -47246,8 +47271,7 @@ { "activity": { "number": 1, - "unit": "reaction", - "entry": "{@as R}" + "unit": "reaction" }, "trigger": "A creature touches or physically interacts with the mimic while the mimic is transformed using Mimic Object.", "entries": [ @@ -47355,7 +47379,6 @@ "reach <10 feet>", "sweep" ], - "effects": [], "damage": "{@damage 1d12+8} slashing", "types": [ "slashing" @@ -47365,7 +47388,6 @@ "range": "Melee", "name": "horn", "attack": 14, - "effects": [], "damage": "{@damage 1d8+8} piercing", "types": [ "piercing" @@ -47512,9 +47534,8 @@ "traits": [ "agile", "finesse", - "versatile s" + "versatile " ], - "effects": [], "damage": "{@dice 1d6-1} piercing", "types": [ "piercing" @@ -47529,7 +47550,6 @@ "range increment <20 feet>", "thrown" ], - "effects": [], "damage": "{@dice 1d4-1} piercing", "types": [ "piercing" @@ -47540,7 +47560,7 @@ { "name": "Primal Innate", "type": "Innate", - "tradition": "Primal", + "tradition": "primal", "DC": 16, "entry": { "0": { @@ -47743,7 +47763,7 @@ { "name": "Divine Spontaneous", "type": "Spontaneous", - "tradition": "Divine", + "tradition": "divine", "DC": 35, "attack": 30, "entry": { @@ -47856,7 +47876,7 @@ { "name": "Divine Innate", "type": "Innate", - "tradition": "Divine", + "tradition": "divine", "DC": 37, "entry": { "4": { @@ -47886,7 +47906,7 @@ ], "rituals": [ { - "tradition": "Divine", + "tradition": "divine", "DC": 37, "rituals": [ { @@ -47915,8 +47935,7 @@ { "activity": { "number": 1, - "unit": "reaction", - "entry": "{@as R}" + "unit": "reaction" }, "trigger": "A creature within reach of the morrigna's web wrappings uses an action to {@action Strike} or attempt a skill check.", "entries": [ @@ -48160,8 +48179,7 @@ { "activity": { "number": 1, - "unit": "reaction", - "entry": "{@as R}" + "unit": "reaction" }, "trigger": "The mu spore Grabs a creature with its jaws.", "entries": [ @@ -48247,6 +48265,15 @@ "name": "Mukradi", "isNpc": false, "source": "B1", + "foundIn": [ + "Alkenstar", + "Mana Wastes" + ], + "_otherSources": { + "Expanded": [ + "LOIL|323" + ] + }, "page": 239, "level": 15, "traits": [ @@ -48294,7 +48321,6 @@ "magical", "reach <20 feet>" ], - "effects": [], "damage": "{@damage 2d12+17} piercing plus {@damage 3d6} acid", "types": [ "acid", @@ -48309,7 +48335,6 @@ "magical", "reach <20 feet>" ], - "effects": [], "damage": "{@damage 2d12+17} piercing plus {@damage 3d6} fire", "types": [ "fire", @@ -48324,7 +48349,6 @@ "magical", "reach <20 feet>" ], - "effects": [], "damage": "{@damage 2d12+17} piercing plus {@damage 3d6} electricity", "types": [ "electricity", @@ -48340,7 +48364,6 @@ "magical", "reach <15 feet>" ], - "effects": [], "damage": "{@damage 2d10+17} piercing", "types": [ "piercing" @@ -48380,8 +48403,7 @@ { "activity": { "number": 1, - "unit": "reaction", - "entry": "{@as R}" + "unit": "reaction" }, "trigger": "A creature scores a critical hit on the mukradi.", "entries": [ @@ -48490,6 +48512,14 @@ { "name": "Mummy Guardian", "isNpc": false, + "foundIn": [ + "Geb" + ], + "_otherSources": { + "Expanded": [ + "LOIL|323" + ] + }, "source": "B1", "page": 240, "level": 6, @@ -48638,6 +48668,14 @@ "name": "Mummy Pharaoh", "isNpc": false, "source": "B1", + "foundIn": [ + "Geb" + ], + "_otherSources": { + "Expanded": [ + "LOIL|323" + ] + }, "page": 241, "level": 9, "traits": [ @@ -48768,8 +48806,7 @@ { "activity": { "number": 1, - "unit": "reaction", - "entry": "{@as R}" + "unit": "reaction" }, "entries": [ "The mummy pharaoh can use {@action Attack of Opportunity} when a creature within its reach uses a concentrate action, in addition to its normal trigger. It can disrupt triggering concentrate actions, and it disrupts actions on any hit, not just a critical hit." @@ -48948,7 +48985,6 @@ "magical", "water" ], - "effects": [], "damage": "{@damage 1d6} bludgeoning", "types": [ "bludgeoning" @@ -48959,7 +48995,7 @@ { "name": "Primal Innate", "type": "Innate", - "tradition": "Primal", + "tradition": "primal", "DC": 17, "entry": { "1": { @@ -49145,7 +49181,6 @@ "magical", "water" ], - "effects": [], "damage": "{@damage 2d6+6} bludgeoning", "types": [ "bludgeoning" @@ -49156,7 +49191,7 @@ { "name": "Primal Prepared", "type": "Prepared", - "tradition": "Primal", + "tradition": "primal", "DC": 28, "attack": 18, "entry": { @@ -49234,7 +49269,7 @@ { "name": "Primal Innate", "type": "Innate", - "tradition": "Primal", + "tradition": "primal", "DC": 28, "entry": { "1": { @@ -49466,7 +49501,6 @@ "magical", "reach <10 feet>" ], - "effects": [], "damage": "{@damage 2d10+8} piercing plus {@damage 1d6} chaotic", "types": [ "chaotic", @@ -49515,7 +49549,7 @@ { "name": "Divine Innate", "type": "Innate", - "tradition": "Divine", + "tradition": "divine", "DC": 26, "attack": 16, "entry": { @@ -49771,7 +49805,6 @@ "traits": [ "magical" ], - "effects": [], "damage": "{@damage 2d8+6} piercing plus {@damage 1d6} evil and {@damage 2d6} fire", "types": [ "evil", @@ -49785,8 +49818,7 @@ { "activity": { "number": 1, - "unit": "reaction", - "entry": "{@as R}" + "unit": "reaction" }, "trigger": "The Nessian warhound is critically hit by any {@action Strike}.", "entries": [ @@ -49934,7 +49966,6 @@ "agile", "magical" ], - "effects": [], "damage": "{@damage 2d10+8} slashing plus {@damage 1d6} evil", "types": [ "evil", @@ -49946,7 +49977,7 @@ { "name": "Occult Innate", "type": "Innate", - "tradition": "Occult", + "tradition": "occult", "DC": 28, "entry": { "1": { @@ -50215,7 +50246,6 @@ "evil", "magical" ], - "effects": [], "damage": "{@damage 2d10+6} piercing plus {@damage 1d6} evil", "types": [ "evil", @@ -50232,7 +50262,6 @@ "fire", "magical" ], - "effects": [], "damage": "{@damage 1d8+6} bludgeoning plus {@damage 1d6} evil and {@damage 1d8} fire", "types": [ "bludgeoning", @@ -50245,7 +50274,7 @@ { "name": "Divine Innate", "type": "Innate", - "tradition": "Divine", + "tradition": "divine", "DC": 24, "entry": { "7": { @@ -50399,7 +50428,6 @@ "finesse", "magical" ], - "effects": [], "damage": "{@damage 2d12+9} piercing", "types": [ "piercing" @@ -50410,7 +50438,7 @@ { "name": "Occult Innate", "type": "Innate", - "tradition": "Occult", + "tradition": "occult", "DC": 29, "entry": { "0": { @@ -50610,7 +50638,7 @@ { "name": "Divine Innate", "type": "Innate", - "tradition": "Divine", + "tradition": "divine", "DC": 16, "entry": { "2": { @@ -50741,6 +50769,15 @@ "isNpc": false, "source": "B1", "page": 255, + "foundIn": [ + "Alkenstar", + "Mana Wastes" + ], + "_otherSources": { + "Expanded": [ + "LOIL|323" + ] + }, "level": 5, "traits": [ "n", @@ -51024,6 +51061,14 @@ "isNpc": false, "source": "B1", "page": 253, + "foundIn": [ + "Impossible Lands" + ], + "_otherSources": { + "Expanded": [ + "LOIL|323" + ] + }, "level": 7, "traits": [ "ce", @@ -51079,7 +51124,6 @@ "reach <10 feet>", "trip" ], - "effects": [], "damage": "{@damage 1d10+11} piercing", "types": [ "piercing" @@ -51092,7 +51136,6 @@ "traits": [ "thrown <30 feet>" ], - "effects": [], "damage": "{@damage 1d6+11} piercing", "types": [ "piercing" @@ -51104,8 +51147,7 @@ { "activity": { "number": 1, - "unit": "reaction", - "entry": "{@as R}" + "unit": "reaction" }, "entries": [], "name": "Attack of Opportunity", @@ -51133,8 +51175,7 @@ { "activity": { "number": 1, - "unit": "reaction", - "entry": "{@as R}" + "unit": "reaction" }, "trigger": "The ogre boss successfully Trips a creature using an ogre hook.", "entries": [ @@ -51173,6 +51214,14 @@ "isNpc": false, "source": "B1", "page": 253, + "foundIn": [ + "Impossible Lands" + ], + "_otherSources": { + "Expanded": [ + "LOIL|323" + ] + }, "level": 4, "traits": [ "ce", @@ -51225,7 +51274,6 @@ "reach <10 feet>", "sweep" ], - "effects": [], "damage": "{@damage 1d12+8} slashing", "types": [ "slashing" @@ -51361,7 +51409,6 @@ "reach <10 feet>", "trip" ], - "effects": [], "damage": "{@damage 1d10+7} piercing", "types": [ "piercing" @@ -51374,7 +51421,6 @@ "traits": [ "thrown <30 feet>" ], - "effects": [], "damage": "{@damage 1d6+7} piercing", "types": [ "piercing" @@ -51462,7 +51508,6 @@ "agile", "disarm" ], - "effects": [], "damage": "{@damage 1d6+3} piercing", "types": [ "piercing" @@ -51476,7 +51521,6 @@ "agile", "nonlethal" ], - "effects": [], "damage": "{@damage 1d4+3} bludgeoning", "types": [ "bludgeoning" @@ -51489,7 +51533,6 @@ "traits": [ "thrown <30 feet>" ], - "effects": [], "damage": "{@damage 1d6+3} piercing", "types": [ "piercing" @@ -51501,8 +51544,7 @@ { "activity": { "number": 1, - "unit": "reaction", - "entry": "{@as R}" + "unit": "reaction" }, "entries": [], "name": "Ferocity", @@ -51598,7 +51640,6 @@ "backswing", "shove" ], - "effects": [], "damage": "{@damage 1d10+4} bludgeoning", "types": [ "bludgeoning" @@ -51612,7 +51653,6 @@ "agile", "nonlethal" ], - "effects": [], "damage": "{@damage 1d4+4} bludgeoning", "types": [ "bludgeoning" @@ -51625,7 +51665,6 @@ "traits": [ "thrown <30 feet>" ], - "effects": [], "damage": "{@damage 1d6+4} piercing", "types": [ "piercing" @@ -51637,8 +51676,7 @@ { "activity": { "number": 1, - "unit": "reaction", - "entry": "{@as R}" + "unit": "reaction" }, "entries": [], "name": "Attack of Opportunity", @@ -51649,8 +51687,7 @@ { "activity": { "number": 1, - "unit": "reaction", - "entry": "{@as R}" + "unit": "reaction" }, "entries": [], "name": "Ferocity", @@ -51764,7 +51801,6 @@ "forceful", "sweep" ], - "effects": [], "damage": "{@damage 1d8+4} slashing", "types": [ "slashing" @@ -51776,9 +51812,8 @@ "attack": 7, "traits": [ "agile", - "versatile p" + "versatile

" ], - "effects": [], "damage": "{@damage 1d6+4} slashing", "types": [ "slashing" @@ -51792,7 +51827,6 @@ "agile", "nonlethal" ], - "effects": [], "damage": "{@damage 1d4+4} bludgeoning", "types": [ "bludgeoning" @@ -51805,7 +51839,6 @@ "traits": [ "thrown <30 feet>" ], - "effects": [], "damage": "{@damage 1d6+4} piercing", "types": [ "piercing" @@ -51817,8 +51850,7 @@ { "activity": { "number": 1, - "unit": "reaction", - "entry": "{@as R}" + "unit": "reaction" }, "entries": [], "name": "Attack of Opportunity", @@ -51829,8 +51861,7 @@ { "activity": { "number": 1, - "unit": "reaction", - "entry": "{@as R}" + "unit": "reaction" }, "entries": [], "name": "Ferocity", @@ -52109,7 +52140,6 @@ "range": "Melee", "name": "beak", "attack": 14, - "effects": [], "damage": "{@damage 1d12+6} piercing", "types": [ "piercing" @@ -52258,7 +52288,6 @@ "range": "Melee", "name": "hoof", "attack": 10, - "effects": [], "damage": "{@damage 1d8+5} bludgeoning", "types": [ "bludgeoning" @@ -52271,7 +52300,6 @@ "traits": [ "agile" ], - "effects": [], "damage": "{@damage 1d6+5} bludgeoning", "types": [ "bludgeoning" @@ -52283,8 +52311,7 @@ { "activity": { "number": 1, - "unit": "reaction", - "entry": "{@as R}" + "unit": "reaction" }, "entries": [ "DC 19." @@ -52458,7 +52485,7 @@ { "name": "Divine Innate", "type": "Innate", - "tradition": "Divine", + "tradition": "divine", "DC": 31, "entry": { "0": { @@ -52713,7 +52740,6 @@ "magical", "reach <20 feet>" ], - "effects": [], "damage": "{@damage 1d12+9} piercing plus {@damage 3d8} fire and {@damage 2d10} {@condition persistent damage ||persistent fire}", "types": [ "fire", @@ -52732,7 +52758,6 @@ "magical", "reach <20 feet>" ], - "effects": [], "damage": "{@damage 1d6+6} piercing plus {@damage 3d8} fire and {@damage 2d10} {@condition persistent damage ||persistent fire}", "types": [ "fire", @@ -52748,7 +52773,6 @@ "fire", "range increment <40 feet>" ], - "effects": [], "damage": "{@damage 6d6} fire plus {@damage 2d10} {@condition persistent damage ||persistent fire}", "types": [ "fire", @@ -52760,7 +52784,7 @@ { "name": "Primal Innate", "type": "Innate", - "tradition": "Primal", + "tradition": "primal", "DC": 39, "entry": { "0": { @@ -53021,7 +53045,6 @@ "magical", "reach <10 feet>" ], - "effects": [], "damage": "{@damage 4d6+17} slashing plus {@damage 2d6} evil", "types": [ "evil", @@ -53055,7 +53078,6 @@ "magical", "reach <15 feet>" ], - "effects": [], "damage": "{@damage 4d6+17} slashing plus {@damage 2d6} evil", "types": [ "evil", @@ -53067,7 +53089,7 @@ { "name": "Divine Innate", "type": "Innate", - "tradition": "Divine", + "tradition": "divine", "DC": 42, "entry": { "4": { @@ -53177,8 +53199,7 @@ { "activity": { "number": 1, - "unit": "reaction", - "entry": "{@as R}" + "unit": "reaction" }, "entries": [ "The pit fiend can make an {@action Attack of Opportunity} when a creature within reach uses a concentrate action, in addition to the usual trigger. The devil can disrupt triggering concentrate actions, and they disrupt actions on any hit, not only a critical hit." @@ -53391,9 +53412,8 @@ "agile", "finesse", "magical", - "versatile s" + "versatile " ], - "effects": [], "damage": "{@damage 1d6+4} piercing", "types": [ "piercing" @@ -53410,7 +53430,6 @@ "reload <0>", "volley <20 feet>" ], - "effects": [], "damage": "{@damage 1d8+4} piercing", "types": [ "piercing" @@ -53421,7 +53440,7 @@ { "name": "Primal Innate", "type": "Innate", - "tradition": "Primal", + "tradition": "primal", "DC": 21, "entry": { "0": { @@ -53531,6 +53550,16 @@ { "name": "Plague Zombie", "isNpc": false, + "foundIn": [ + "Alkenstar", + "Mana Wastes", + "Geb" + ], + "_otherSources": { + "Expanded": [ + "LOIL|323" + ] + }, "source": "B1", "page": 340, "level": 1, @@ -53747,7 +53776,6 @@ "range": "Melee", "name": "energy touch (agile, lawful, magical)", "attack": 36, - "effects": [], "damage": "{@damage 5d8+18} positive or negative damage plus {@damage 1d6} lawful", "types": [ "lawful", @@ -53772,7 +53800,7 @@ { "name": "Divine Innate", "type": "Innate", - "tradition": "Divine", + "tradition": "divine", "DC": 47, "attack": 37, "entry": { @@ -53900,8 +53928,7 @@ { "activity": { "number": 1, - "unit": "reaction", - "entry": "{@as R}" + "unit": "reaction" }, "trigger": "The pleroma critically fails the saving throw.", "entries": [ @@ -54056,7 +54083,7 @@ { "name": "Occult Innate", "type": "Innate", - "tradition": "Occult", + "tradition": "occult", "DC": 23, "attack": 13, "entry": { @@ -54108,8 +54135,7 @@ { "activity": { "number": 1, - "unit": "reaction", - "entry": "{@as R}" + "unit": "reaction" }, "trigger": "A creature approaches within 10 feet of the poltergeist.", "entries": [ @@ -54273,7 +54299,6 @@ "finesse", "magical" ], - "effects": [], "damage": "{@damage 2d6+7} piercing", "types": [ "piercing" @@ -54288,7 +54313,6 @@ "finesse", "magical" ], - "effects": [], "damage": "{@damage 2d4+7} slashing", "types": [ "slashing" @@ -54402,7 +54426,6 @@ "range": "Melee", "name": "beak", "attack": 10, - "effects": [], "damage": "{@damage 1d10+3} piercing", "types": [ "piercing" @@ -54515,9 +54538,8 @@ "agile", "finesse", "magical", - "versatile s" + "versatile " ], - "effects": [], "damage": "{@dice 1d6-3} slashing", "types": [ "slashing" @@ -54533,7 +54555,6 @@ "range increment <60 feet>", "reload <0>" ], - "effects": [], "damage": "{@damage 1d6} piercing", "types": [ "piercing" @@ -54544,7 +54565,7 @@ { "name": "Primal Innate", "type": "Innate", - "tradition": "Primal", + "tradition": "primal", "DC": 16, "entry": { "0": { @@ -54695,7 +54716,6 @@ "traits": [ "reach <15 feet>" ], - "effects": [], "damage": "{@damage 1d10+13} bludgeoning", "types": [ "bludgeoning" @@ -54727,8 +54747,7 @@ { "activity": { "number": 1, - "unit": "reaction", - "entry": "{@as R}" + "unit": "reaction" }, "trigger": "The purple worm would be affected by a condition or adverse effect (such as baleful polymorph).", "frequency": { @@ -54745,8 +54764,7 @@ { "activity": { "number": 1, - "unit": "reaction", - "entry": "{@as R}" + "unit": "reaction" }, "trigger": "The purple worm Grabs a creature.", "entries": [ @@ -54776,7 +54794,7 @@ }, { "stage": 3, - "entry": "{@damage 8d6} poison damage and {@condition enfeebled 2} .", + "entry": "{@damage 8d6} poison damage and {@condition enfeebled 2}.", "duration": "1 round" } ] @@ -54930,7 +54948,7 @@ { "name": "Divine Innate", "type": "Innate", - "tradition": "Divine", + "tradition": "divine", "DC": 17, "entry": { "0": { @@ -55108,6 +55126,15 @@ "isNpc": false, "source": "B1", "page": 153, + "foundIn": [ + "Jalmeray", + "Nex" + ], + "_otherSources": { + "Expanded": [ + "LOIL|323" + ] + }, "level": 7, "traits": [ "ln", @@ -55183,7 +55210,7 @@ { "name": "Primal Innate", "type": "Innate", - "tradition": "Primal", + "tradition": "primal", "DC": 27, "attack": 17, "entry": { @@ -55332,7 +55359,6 @@ "magical", "reach <10 feet>" ], - "effects": [], "damage": "{@damage 3d8+12} slashing", "types": [ "slashing" @@ -55343,7 +55369,7 @@ { "name": "Occult Innate", "type": "Innate", - "tradition": "Occult", + "tradition": "occult", "DC": 39, "entry": { "2": { @@ -55528,7 +55554,6 @@ "deadly <1d10>", "reach <10 feet>" ], - "effects": [], "damage": "{@damage 2d10+10} piercing plus {@damage 1d8} {@condition persistent damage ||persistent bleed}", "types": [ "persistent", @@ -55586,6 +55611,14 @@ "isNpc": false, "source": "B1", "page": 275, + "foundIn": [ + "Jalmeray" + ], + "_otherSources": { + "Expanded": [ + "LOIL|323" + ] + }, "level": 10, "traits": [ "le", @@ -55653,7 +55686,6 @@ "magical", "trip" ], - "effects": [], "damage": "{@damage 2d6+10} slashing", "types": [ "slashing" @@ -55667,7 +55699,6 @@ "agile", "magical" ], - "effects": [], "damage": "{@damage 2d12+10} piercing", "types": [ "piercing" @@ -55682,7 +55713,6 @@ "finesse", "magical" ], - "effects": [], "damage": "{@damage 2d8+10} slashing", "types": [ "slashing" @@ -55693,7 +55723,7 @@ { "name": "Occult Spontaneous", "type": "Spontaneous", - "tradition": "Occult", + "tradition": "occult", "DC": 31, "entry": { "0": { @@ -55797,7 +55827,7 @@ { "name": "Occult Innate", "type": "Innate", - "tradition": "Occult", + "tradition": "occult", "DC": 31, "entry": { "3": { @@ -56084,7 +56114,6 @@ "agile", "finesse" ], - "effects": [], "damage": "{@damage 1d4} piercing", "types": [ "piercing" @@ -56098,7 +56127,6 @@ "range increment <60 feet>", "reload <1>" ], - "effects": [], "damage": "{@damage 1d6} piercing", "types": [ "piercing" @@ -56268,7 +56296,6 @@ "deadly <1d10>", "trip" ], - "effects": [], "damage": "{@damage 1d10+10} slashing", "types": [ "slashing" @@ -56280,9 +56307,8 @@ "attack": 13, "traits": [ "agile", - "versatile b" + "versatile " ], - "effects": [], "damage": "{@damage 1d6+8} piercing", "types": [ "piercing" @@ -56347,8 +56373,7 @@ { "activity": { "number": 1, - "unit": "reaction", - "entry": "{@as R}" + "unit": "reaction" }, "trigger": "The redcap reduces a creature to 0 Hit", "entries": [ @@ -56472,8 +56497,7 @@ { "activity": { "number": 1, - "unit": "reaction", - "entry": "{@as R}" + "unit": "reaction" }, "trigger": "The reefclaw is reduced to 0 Hit Points.", "entries": [ @@ -56618,7 +56642,6 @@ "fire", "reach <15 feet>" ], - "effects": [], "damage": "{@damage 1d10+3} bludgeoning plus {@damage 2d6} fire", "types": [ "bludgeoning", @@ -56775,8 +56798,7 @@ { "activity": { "number": 1, - "unit": "reaction", - "entry": "{@as R}" + "unit": "reaction" }, "entries": [ "DC 17." @@ -56868,7 +56890,6 @@ "range": "Melee", "name": "hoof", "attack": 7, - "effects": [], "damage": "{@damage 1d6+4} bludgeoning", "types": [ "bludgeoning" @@ -56880,8 +56901,7 @@ { "activity": { "number": 1, - "unit": "reaction", - "entry": "{@as R}" + "unit": "reaction" }, "entries": [ "DC 16." @@ -56977,7 +56997,6 @@ "range": "Melee", "name": "hoof", "attack": 5, - "effects": [], "damage": "{@damage 1d4+3} bludgeoning", "types": [ "bludgeoning" @@ -56989,8 +57008,7 @@ { "activity": { "number": 1, - "unit": "reaction", - "entry": "{@as R}" + "unit": "reaction" }, "entries": [ "DC 15." @@ -57103,7 +57121,6 @@ "range": "Melee", "name": "fangs", "attack": 12, - "effects": [], "damage": "{@damage 2d8+3} piercing", "types": [ "piercing" @@ -57116,7 +57133,6 @@ "traits": [ "reach <10 feet>" ], - "effects": [], "damage": "{@damage 2d6+3} bludgeoning", "types": [ "bludgeoning" @@ -57128,8 +57144,7 @@ { "activity": { "number": 1, - "unit": "reaction", - "entry": "{@as R}" + "unit": "reaction" }, "trigger": "A creature within reach of the river drake's tail uses an action to {@action Strike} or attempt a skill check.", "entries": [ @@ -57217,6 +57232,14 @@ { "name": "Roc", "isNpc": false, + "foundIn": [ + "Impossible Lands" + ], + "_otherSources": { + "Expanded": [ + "LOIL|323" + ] + }, "source": "B1", "page": 281, "level": 9, @@ -57261,7 +57284,6 @@ "traits": [ "reach <15 feet>" ], - "effects": [], "damage": "{@damage 2d10+12} piercing", "types": [ "piercing" @@ -57291,7 +57313,6 @@ "agile", "reach <30 feet>" ], - "effects": [], "damage": "{@damage 2d6+10} bludgeoning plus Improved Push 10 feet", "types": [ "bludgeoning" @@ -57303,8 +57324,7 @@ { "activity": { "number": 1, - "unit": "reaction", - "entry": "{@as R}" + "unit": "reaction" }, "trigger": "A creature moves from beyond the reach of the roc's wing to within the reach of the roc's wing.", "entries": [ @@ -57421,7 +57441,6 @@ "range": "Melee", "name": "jaws", "attack": 21, - "effects": [], "damage": "{@damage 2d12+12} piercing", "types": [ "piercing" @@ -57454,8 +57473,7 @@ { "activity": { "number": 1, - "unit": "reaction", - "entry": "{@as R}" + "unit": "reaction" }, "trigger": "A creature within reach of the roper's strand leaves a square during a move action it's using.", "entries": [ @@ -57612,9 +57630,8 @@ "traits": [ "magical", "reach <20 feet>", - "versatile p" + "versatile

" ], - "effects": [], "damage": "{@damage 3d12+17} slashing", "types": [ "slashing" @@ -57628,7 +57645,6 @@ "magical", "reach <25 feet>" ], - "effects": [], "damage": "{@damage 2d8+17} piercing", "types": [ "piercing" @@ -57642,7 +57658,6 @@ "agile", "reach <20 feet>" ], - "effects": [], "damage": "{@damage 3d8+17} bludgeoning", "types": [ "bludgeoning" @@ -57656,7 +57671,6 @@ "brutal", "range increment <120 feet>" ], - "effects": [], "damage": "{@damage 2d12+17} bludgeoning", "types": [ "bludgeoning" @@ -57667,7 +57681,7 @@ { "name": "Arcane Innate", "type": "Innate", - "tradition": "Arcane", + "tradition": "arcane", "DC": 35, "entry": { "4": { @@ -57727,8 +57741,7 @@ { "activity": { "number": 1, - "unit": "reaction", - "entry": "{@as R}" + "unit": "reaction" }, "entries": [ "The rune giant gains an additional reaction at the beginning of each of its turns that it can only use for an {@action Attack of Opportunity}." @@ -57741,8 +57754,7 @@ { "activity": { "number": 1, - "unit": "reaction", - "entry": "{@as R}" + "unit": "reaction" }, "entries": [], "name": "Catch Rock", @@ -57936,7 +57948,6 @@ "traits": [ "finesse" ], - "effects": [], "damage": "{@damage 1d10+4} piercing", "types": [ "piercing" @@ -57971,8 +57982,7 @@ { "activity": { "number": 1, - "unit": "reaction", - "entry": "{@as R}" + "unit": "reaction" }, "trigger": "A creature carrying a metal item attempts to move out of a square within reach of the rust monster's tail.", "entries": [ @@ -58034,6 +58044,15 @@ "name": "Salamander", "isNpc": false, "source": "B1", + "foundIn": [ + "Jalmeray", + "Nex" + ], + "_otherSources": { + "Expanded": [ + "LOIL|323" + ] + }, "page": 148, "level": 7, "traits": [ @@ -58101,7 +58120,6 @@ "magical", "reach <10 feet>" ], - "effects": [], "damage": "{@damage 2d10+7} piercing", "types": [ "piercing" @@ -58130,8 +58148,7 @@ { "activity": { "number": 1, - "unit": "reaction", - "entry": "{@as R}" + "unit": "reaction" }, "entries": [], "name": "Attack of Opportunity", @@ -58278,9 +58295,8 @@ "traits": [ "agile", "finesse", - "versatile s" + "versatile " ], - "effects": [], "damage": "{@damage 1d4+6} piercing", "types": [ "piercing" @@ -58295,7 +58311,6 @@ "range increment <60 feet>", "reload <0>" ], - "effects": [], "damage": "{@damage 1d6+3} piercing", "types": [ "piercing" @@ -58308,9 +58323,8 @@ "traits": [ "agile", "thrown <10 feet>", - "versatile s" + "versatile " ], - "effects": [], "damage": "{@damage 1d4+6} piercing", "types": [ "piercing" @@ -58321,7 +58335,7 @@ { "name": "Primal Innate", "type": "Innate", - "tradition": "Primal", + "tradition": "primal", "DC": 21, "entry": { "0": { @@ -58605,7 +58619,6 @@ "traits": [ "reach <10 feet>" ], - "effects": [], "damage": "{@damage 1d8+11} piercing", "types": [ "piercing" @@ -58618,7 +58631,6 @@ "traits": [ "agile" ], - "effects": [], "damage": "{@damage 1d6+8} slashing", "types": [ "slashing" @@ -58628,7 +58640,6 @@ "range": "Melee", "name": "jaws", "attack": 17, - "effects": [], "damage": "{@damage 1d6+8} piercing", "types": [ "piercing" @@ -58641,7 +58652,6 @@ "traits": [ "thrown <20 feet>" ], - "effects": [], "damage": "{@damage 1d8+11} piercing", "types": [ "piercing" @@ -58794,7 +58804,6 @@ "range": "Melee", "name": "trident", "attack": 14, - "effects": [], "damage": "{@damage 1d8+8} piercing", "types": [ "piercing" @@ -58807,7 +58816,6 @@ "traits": [ "agile" ], - "effects": [], "damage": "{@damage 1d6+6} slashing", "types": [ "slashing" @@ -58817,7 +58825,6 @@ "range": "Melee", "name": "jaws", "attack": 14, - "effects": [], "damage": "{@damage 1d8+6} piercing", "types": [ "piercing" @@ -58830,7 +58837,6 @@ "traits": [ "thrown <20 feet>" ], - "effects": [], "damage": "{@damage 1d8+8} piercing", "types": [ "piercing" @@ -58972,7 +58978,6 @@ "traits": [ "reach <10 feet>" ], - "effects": [], "damage": "{@damage 1d8+3} piercing", "types": [ "piercing" @@ -58985,7 +58990,6 @@ "traits": [ "agile" ], - "effects": [], "damage": "{@damage 1d6+3} slashing", "types": [ "slashing" @@ -58995,7 +58999,6 @@ "range": "Melee", "name": "jaws", "attack": 11, - "effects": [], "damage": "{@damage 1d8+3} piercing", "types": [ "piercing" @@ -59130,7 +59133,6 @@ "agile", "magical" ], - "effects": [], "damage": "{@damage 1d10+4} slashing", "types": [ "slashing" @@ -59216,6 +59218,14 @@ { "name": "Sea Serpent", "isNpc": false, + "foundIn": [ + "Impossible Lands" + ], + "_otherSources": { + "Expanded": [ + "LOIL|323" + ] + }, "source": "B1", "page": 288, "level": 12, @@ -59431,6 +59441,15 @@ "isNpc": false, "source": "B1", "page": 254, + "foundIn": [ + "Alkenstar", + "Mana Wastes" + ], + "_otherSources": { + "Expanded": [ + "LOIL|323" + ] + }, "level": 1, "traits": [ "n", @@ -59472,7 +59491,6 @@ "range": "Melee", "name": "pseudopod", "attack": 9, - "effects": [], "damage": "{@damage 1d6+1} bludgeoning plus {@damage 1d4} acid", "types": [ "acid", @@ -59582,7 +59600,6 @@ "finesse", "magical" ], - "effects": [], "damage": "{@damage 2d6+3} negative", "types": [ "negative" @@ -59677,6 +59694,14 @@ "isNpc": false, "source": "B1", "page": 164, + "foundIn": [ + "Jalmeray" + ], + "_otherSources": { + "Expanded": [ + "LOIL|323" + ] + }, "level": 7, "traits": [ "uncommon", @@ -59755,7 +59780,6 @@ "reach <10 feet>", "sweep" ], - "effects": [], "damage": "{@damage 1d10+12} slashing", "types": [ "slashing" @@ -59784,7 +59808,7 @@ { "name": "Arcane Innate", "type": "Innate", - "tradition": "Arcane", + "tradition": "arcane", "DC": 24, "entry": { "2": { @@ -59889,6 +59913,15 @@ "name": "Shambler", "isNpc": false, "source": "B1", + "foundIn": [ + "Alkenstar", + "Mana Wastes" + ], + "_otherSources": { + "Expanded": [ + "LOIL|323" + ] + }, "page": 290, "level": 6, "traits": [ @@ -59968,8 +60001,7 @@ { "activity": { "number": 1, - "unit": "reaction", - "entry": "{@as R}" + "unit": "reaction" }, "trigger": "A creature unaware of the shambler's true nature comes within 10 feet.", "requirements": "The shambler is in mound form.", @@ -60111,7 +60143,6 @@ "range": "Melee", "name": "claw (agile, evil, magical, reach <20 feet>)", "attack": 33, - "effects": [], "damage": "{@damage 3d8+17} slashing plus {@damage 1d6} evil", "types": [ "evil", @@ -60135,7 +60166,6 @@ "range": "Melee", "name": "tail (evil, magical, reach <30 feet>)", "attack": 33, - "effects": [], "damage": "{@damage 3d6+17} slashing plus {@damage 1d6} evil", "types": [ "evil", @@ -60147,7 +60177,7 @@ { "name": "Divine Innate", "type": "Innate", - "tradition": "Divine", + "tradition": "divine", "DC": 37, "entry": { "2": { @@ -60208,7 +60238,7 @@ ], "rituals": [ { - "tradition": "Divine", + "tradition": "divine", "DC": 36, "rituals": [ { @@ -60240,8 +60270,7 @@ { "activity": { "number": 1, - "unit": "reaction", - "entry": "{@as R}" + "unit": "reaction" }, "trigger": "A creature within reach of the shemhazian's tail leaves a square during a move action it's using.", "entries": [ @@ -60399,7 +60428,6 @@ "magical", "reach <10 feet>" ], - "effects": [], "damage": "{@damage 2d6+10} piercing plus {@damage 1d6} good", "types": [ "good", @@ -60411,7 +60439,7 @@ { "name": "Divine Innate", "type": "Innate", - "tradition": "Divine", + "tradition": "divine", "DC": 27, "entry": { "0": { @@ -60496,8 +60524,7 @@ { "activity": { "number": 1, - "unit": "reaction", - "entry": "{@as R}" + "unit": "reaction" }, "entries": [], "name": "Retributive Strike", @@ -60623,7 +60650,6 @@ "finesse", "magical" ], - "effects": [], "damage": "{@damage 3d4+5} bludgeoning plus {@damage 4d6} fire and {@damage 2d4} {@condition persistent damage ||persistent fire}", "types": [ "bludgeoning", @@ -60641,7 +60667,6 @@ "magical", "range <100 feet>" ], - "effects": [], "damage": "{@damage 3d10+3} fire, plus {@damage 2d10} positive damage if the target is undead", "types": [ "fire", @@ -60653,7 +60678,7 @@ { "name": "Occult Innate", "type": "Innate", - "tradition": "Occult", + "tradition": "occult", "DC": 33, "entry": { "0": { @@ -60746,8 +60771,7 @@ { "activity": { "number": 1, - "unit": "reaction", - "entry": "{@as R}" + "unit": "reaction" }, "traits": [ "light" @@ -61021,7 +61045,6 @@ "agile", "reach <15 feet>" ], - "effects": [], "damage": "{@damage 3d8+10} slashing", "types": [ "slashing" @@ -61188,7 +61211,6 @@ "range": "Melee", "name": "claw", "attack": 10, - "effects": [], "damage": "{@damage 1d6+4} slashing", "types": [ "slashing" @@ -61208,8 +61230,7 @@ { "activity": { "number": 1, - "unit": "reaction", - "entry": "{@as R}" + "unit": "reaction" }, "entries": [], "name": "Attack of Opportunity", @@ -61285,6 +61306,16 @@ "name": "Skeletal Champion", "isNpc": false, "source": "B1", + "foundIn": [ + "Alkenstar", + "Mana Wastes", + "Geb" + ], + "_otherSources": { + "Expanded": [ + "LOIL|323" + ] + }, "page": 298, "level": 2, "traits": [ @@ -61341,9 +61372,8 @@ "name": "longsword", "attack": 10, "traits": [ - "versatile p" + "versatile

" ], - "effects": [], "damage": "{@damage 1d8+4} slashing", "types": [ "slashing" @@ -61356,7 +61386,6 @@ "traits": [ "agile" ], - "effects": [], "damage": "{@damage 1d6+4} slashing", "types": [ "slashing" @@ -61368,10 +61397,9 @@ "attack": 10, "traits": [ "deadly ", - "jousting d6", + "jousting ", "reach <10 feet>" ], - "effects": [], "damage": "{@damage 1d8+4} piercing", "types": [ "piercing" @@ -61383,8 +61411,7 @@ { "activity": { "number": 1, - "unit": "reaction", - "entry": "{@as R}" + "unit": "reaction" }, "entries": [], "name": "Attack of Opportunity", @@ -61395,8 +61422,7 @@ { "activity": { "number": 1, - "unit": "reaction", - "entry": "{@as R}" + "unit": "reaction" }, "entries": [], "name": "Shield Block", @@ -61467,6 +61493,16 @@ "isNpc": false, "source": "B1", "page": 299, + "foundIn": [ + "Alkenstar", + "Mana Wastes", + "Geb" + ], + "_otherSources": { + "Expanded": [ + "LOIL|323" + ] + }, "level": 3, "traits": [ "ne", @@ -61516,7 +61552,6 @@ "forceful", "reach <15 feet>" ], - "effects": [], "damage": "{@damage 1d8+7} slashing", "types": [ "slashing" @@ -61529,7 +61564,6 @@ "traits": [ "agile" ], - "effects": [], "damage": "{@damage 1d10+5} piercing", "types": [ "piercing" @@ -61620,6 +61654,16 @@ "isNpc": false, "source": "B1", "page": 299, + "foundIn": [ + "Alkenstar", + "Mana Wastes", + "Geb" + ], + "_otherSources": { + "Expanded": [ + "LOIL|323" + ] + }, "level": 2, "traits": [ "ne", @@ -61660,7 +61704,6 @@ "range": "Melee", "name": "hoof", "attack": 9, - "effects": [], "damage": "{@damage 1d8+5} bludgeoning", "types": [ "bludgeoning" @@ -61748,6 +61791,16 @@ "isNpc": false, "source": "B1", "page": 299, + "foundIn": [ + "Alkenstar", + "Mana Wastes", + "Geb" + ], + "_otherSources": { + "Expanded": [ + "LOIL|323" + ] + }, "level": 7, "traits": [ "ne", @@ -61792,7 +61845,6 @@ "agile", "reach <10 feet>" ], - "effects": [], "damage": "{@damage 2d6+11} slashing", "types": [ "slashing" @@ -61858,6 +61910,16 @@ "name": "Skeleton Guard", "isNpc": false, "source": "B1", + "foundIn": [ + "Alkenstar", + "Mana Wastes", + "Geb" + ], + "_otherSources": { + "Expanded": [ + "LOIL|323" + ] + }, "page": 298, "level": -1, "traits": [ @@ -61907,7 +61969,6 @@ "forceful", "sweep" ], - "effects": [], "damage": "{@damage 1d6+2} slashing", "types": [ "slashing" @@ -61921,7 +61982,6 @@ "agile", "finesse" ], - "effects": [], "damage": "{@damage 1d4+2} slashing", "types": [ "slashing" @@ -61936,7 +61996,6 @@ "range increment <60 feet>", "reload <0>" ], - "effects": [], "damage": "{@damage 1d6} piercing", "types": [ "piercing" @@ -62104,7 +62163,6 @@ "magical", "thrown <100 feet>" ], - "effects": [], "damage": "{@damage 3d8+6} piercing plus {@damage 3d6} negative", "types": [ "negative", @@ -62116,7 +62174,7 @@ { "name": "Divine Innate", "type": "Innate", - "tradition": "Divine", + "tradition": "divine", "DC": 40, "entry": { "8": { @@ -62149,7 +62207,7 @@ ], "rituals": [ { - "tradition": "Divine", + "tradition": "divine", "DC": 40, "rituals": [ { @@ -62317,7 +62375,6 @@ "range": "Melee", "name": "trident", "attack": 10, - "effects": [], "damage": "{@damage 1d8+4} piercing", "types": [ "piercing" @@ -62330,7 +62387,6 @@ "traits": [ "agile" ], - "effects": [], "damage": "{@damage 1d6+4} slashing", "types": [ "slashing" @@ -62340,7 +62396,6 @@ "range": "Melee", "name": "fangs", "attack": 10, - "effects": [], "damage": "{@damage 2d4+4} piercing", "types": [ "piercing" @@ -62353,7 +62408,6 @@ "traits": [ "thrown <20 feet>" ], - "effects": [], "damage": "{@damage 1d8+3} piercing", "types": [ "piercing" @@ -62440,7 +62494,6 @@ "traits": [ "deadly <1d10>" ], - "effects": [], "damage": "{@damage 1d8+4} piercing", "types": [ "piercing" @@ -62509,6 +62562,15 @@ "name": "Smilodon", "isNpc": false, "source": "B1", + "foundIn": [ + "Alkenstar", + "Mana Wastes" + ], + "_otherSources": { + "Expanded": [ + "LOIL|323" + ] + }, "page": 53, "level": 6, "traits": [ @@ -62571,7 +62633,6 @@ "traits": [ "agile" ], - "effects": [], "damage": "{@damage 2d8+6} slashing plus", "types": [ "slashing" @@ -62646,6 +62707,14 @@ "name": "Snapping Flytrap", "isNpc": false, "source": "B1", + "foundIn": [ + "Impossible Lands" + ], + "_otherSources": { + "Expanded": [ + "LOIL|323" + ] + }, "page": 160, "level": 3, "traits": [ @@ -62707,8 +62776,7 @@ { "activity": { "number": 1, - "unit": "reaction", - "entry": "{@as R}" + "unit": "reaction" }, "trigger": "A creature hits or touches the flytrap.", "entries": [ @@ -62797,6 +62865,15 @@ { "name": "Sod Hound", "isNpc": false, + "foundIn": [ + "Jalmeray", + "Nex" + ], + "_otherSources": { + "Expanded": [ + "LOIL|323" + ] + }, "source": "B1", "page": 146, "level": 3, @@ -62903,6 +62980,14 @@ "isNpc": false, "source": "B1", "page": 304, + "foundIn": [ + "Nex" + ], + "_otherSources": { + "Expanded": [ + "LOIL|323" + ] + }, "level": 2, "traits": [ "any", @@ -62955,7 +63040,6 @@ "finesse", "magical" ], - "effects": [], "damage": "{@damage 1d6+2} bludgeoning", "types": [ "bludgeoning" @@ -62965,7 +63049,7 @@ "spellcasting": [ { "name": "Occult Innate", - "tradition": "Occult", + "tradition": "occult", "type": "Innate", "DC": 18, "attack": 8, @@ -63037,6 +63121,14 @@ "isNpc": false, "source": "B1", "page": 305, + "foundIn": [ + "Impossible Lands" + ], + "_otherSources": { + "Expanded": [ + "LOIL|323" + ] + }, "level": 8, "traits": [ "n", @@ -63110,7 +63202,6 @@ "traits": [ "agile" ], - "effects": [], "damage": "{@damage 2d6+9} slashing", "types": [ "slashing" @@ -63121,7 +63212,7 @@ { "name": "Occult Innate", "type": "Innate", - "tradition": "Occult", + "tradition": "occult", "DC": 27, "entry": { "0": { @@ -63325,7 +63416,7 @@ }, { "stage": 2, - "entry": "{@damage 1d4} poison and {@condition enfeebled 1} .", + "entry": "{@damage 1d4} poison and {@condition enfeebled 1}.", "duration": "1 round" } ] @@ -63430,7 +63521,6 @@ "fire", "magical" ], - "effects": [], "damage": "{@dice 1d6-3} piercing plus 1 fire", "types": [ "fire", @@ -63446,7 +63536,6 @@ "light", "range <20 feet>" ], - "effects": [], "damage": "{@damage 1d4} fire", "types": [ "fire" @@ -63457,7 +63546,7 @@ { "name": "Primal Innate", "type": "Innate", - "tradition": "Primal", + "tradition": "primal", "DC": 16, "entry": { "0": { @@ -63572,7 +63661,6 @@ "sweep", "reach <15 feet>" ], - "effects": [], "damage": "{@damage 2d8+9} piercing", "types": [ "piercing" @@ -63585,7 +63673,6 @@ "traits": [ "reach <10 feet>" ], - "effects": [], "damage": "{@damage 2d6+9} bludgeoning", "types": [ "bludgeoning" @@ -63597,8 +63684,7 @@ { "activity": { "number": 1, - "unit": "reaction", - "entry": "{@as R}" + "unit": "reaction" }, "trigger": "The stegosaurus is targeted with a melee attack.", "entries": [ @@ -63715,7 +63801,6 @@ "reach <10 feet>", "shove" ], - "effects": [], "damage": "{@damage 2d10+12} bludgeoning", "types": [ "bludgeoning" @@ -63729,7 +63814,6 @@ "agile", "reach <10 feet>" ], - "effects": [], "damage": "{@damage 2d6+14} bludgeoning", "types": [ "bludgeoning" @@ -63743,7 +63827,6 @@ "brutal", "range increment <120 feet>" ], - "effects": [], "damage": "{@damage 2d6+12} bludgeoning", "types": [ "bludgeoning" @@ -63755,8 +63838,7 @@ { "activity": { "number": 1, - "unit": "reaction", - "entry": "{@as R}" + "unit": "reaction" }, "entries": [], "name": "Catch Rock", @@ -63818,6 +63900,14 @@ "isNpc": false, "source": "B1", "page": 187, + "foundIn": [ + "Nex" + ], + "_otherSources": { + "Expanded": [ + "LOIL|323" + ] + }, "level": 11, "traits": [ "uncommon", @@ -63860,7 +63950,6 @@ "magical", "reach <10 feet>" ], - "effects": [], "damage": "{@damage 2d10+13} bludgeoning", "types": [ "bludgeoning" @@ -63889,8 +63978,7 @@ { "activity": { "number": 1, - "unit": "reaction", - "entry": "{@as R}" + "unit": "reaction" }, "traits": [ "incapacitation" @@ -63981,6 +64069,15 @@ "name": "Stone Mauler", "isNpc": false, "source": "B1", + "foundIn": [ + "Jalmeray", + "Nex" + ], + "_otherSources": { + "Expanded": [ + "LOIL|323" + ] + }, "page": 147, "level": 9, "traits": [ @@ -64038,7 +64135,6 @@ "traits": [ "reach <10 feet>" ], - "effects": [], "damage": "{@damage 2d10+10} bludgeoning plus Push 10 feet", "types": [ "bludgeoning" @@ -64052,7 +64148,6 @@ "brutal", "range increment <80 feet>" ], - "effects": [], "damage": "{@damage 2d12+6} bludgeoning", "types": [ "bludgeoning" @@ -64084,8 +64179,7 @@ { "activity": { "number": 1, - "unit": "reaction", - "entry": "{@as R}" + "unit": "reaction" }, "entries": [ "The stone mauler crumbles into the ground, Burrowing down 15 feet. This Burrowing does not trigger reactions. The stone mauler can't Crumble again for {@dice 1d4} rounds." @@ -64199,9 +64293,8 @@ "traits": [ "magical", "reach <15 feet>", - "versatile p" + "versatile

" ], - "effects": [], "damage": "{@damage 2d12+16} slashing plus {@damage 1d6} electricity", "types": [ "electricity", @@ -64216,7 +64309,6 @@ "agile", "reach <15 feet>" ], - "effects": [], "damage": "{@damage 2d8+16} bludgeoning plus {@damage 1d6} electricity", "types": [ "bludgeoning", @@ -64231,7 +64323,6 @@ "brutal", "range increment <120 feet>" ], - "effects": [], "damage": "{@damage 2d10+16} bludgeoning", "types": [ "bludgeoning" @@ -64242,7 +64333,7 @@ { "name": "Arcane Innate", "type": "Innate", - "tradition": "Arcane", + "tradition": "arcane", "DC": 33, "entry": { "3": { @@ -64286,8 +64377,7 @@ { "activity": { "number": 1, - "unit": "reaction", - "entry": "{@as R}" + "unit": "reaction" }, "entries": [], "name": "Catch Rock", @@ -64362,6 +64452,15 @@ "isNpc": false, "source": "B1", "page": 145, + "foundIn": [ + "Jalmeray", + "Nex" + ], + "_otherSources": { + "Expanded": [ + "LOIL|323" + ] + }, "level": 9, "traits": [ "n", @@ -64413,7 +64512,6 @@ "finesse", "reach <15 feet>" ], - "effects": [], "damage": "{@damage 2d12+10} bludgeoning plus Push 5 feet", "types": [ "bludgeoning" @@ -64426,7 +64524,6 @@ "traits": [ "range increment <50 feet>" ], - "effects": [], "damage": "{@damage 2d12+4} electricity", "types": [ "electricity" @@ -64448,8 +64545,7 @@ { "activity": { "number": 1, - "unit": "reaction", - "entry": "{@as R}" + "unit": "reaction" }, "entries": [ "The storm lord disperses. Until the end of the current turn, it can't be attacked or targeted, doesn't take up space, and any auras or emanations it has are suppressed. At the end of the turn, the storm lord reforms in any space in which it can fit within 50 feet of where it dispersed and any auras or emanations it has are restored as long as their duration didn't run out while it was dispersed." @@ -64572,7 +64668,6 @@ "finesse", "magical" ], - "effects": [], "damage": "{@damage 2d8+8} slashing plus {@damage 1d6} evil", "types": [ "evil", @@ -64584,7 +64679,7 @@ { "name": "Divine Innate", "type": "Innate", - "tradition": "Divine", + "tradition": "divine", "DC": 26, "entry": { "1": { @@ -64651,7 +64746,7 @@ ], "rituals": [ { - "tradition": "Divine", + "tradition": "divine", "DC": 26, "rituals": [ { @@ -64880,7 +64975,6 @@ "agile", "magical" ], - "effects": [], "damage": "{@damage 4d8+18} slashing", "types": [ "slashing" @@ -64908,7 +65002,7 @@ { "name": "Primal Innate", "type": "Innate", - "tradition": "Primal", + "tradition": "primal", "DC": 42, "entry": { "constant": { @@ -64946,8 +65040,7 @@ { "activity": { "number": 1, - "unit": "reaction", - "entry": "{@as R}" + "unit": "reaction" }, "entries": [ "Tail only." @@ -65150,7 +65243,6 @@ "disarm", "finesse" ], - "effects": [], "damage": "{@damage 1d6+2} piercing", "types": [ "piercing" @@ -65163,7 +65255,6 @@ "traits": [ "finesse" ], - "effects": [], "damage": "{@damage 1d4+2} piercing", "types": [ "piercing" @@ -65178,7 +65269,6 @@ "range increment <60 feet>", "reload <0>" ], - "effects": [], "damage": "{@damage 1d6} piercing", "types": [ "piercing" @@ -65303,7 +65393,6 @@ "magical", "reach <20 feet>" ], - "effects": [], "damage": "{@damage 4d10+16} bludgeoning plus {@damage 2d6} chaotic, {@damage 2d6} evil, and {@ability Improved Grab} or Improved Push 20 feet (40 feet on a critical hit)", "types": [ "bludgeoning", @@ -65463,6 +65552,15 @@ "isNpc": false, "source": "B1", "page": 153, + "foundIn": [ + "Jalmeray", + "Nex" + ], + "_otherSources": { + "Expanded": [ + "LOIL|323" + ] + }, "level": 9, "traits": [ "n", @@ -65512,7 +65610,6 @@ "traits": [ "reach <15 feet>" ], - "effects": [], "damage": "{@damage 2d12+11} bludgeoning plus Push or Pull 10 feet", "types": [ "bludgeoning" @@ -65674,7 +65771,6 @@ "traits": [ "two-handed 1d8" ], - "effects": [], "damage": "{@damage 1d6} bludgeoning", "types": [ "bludgeoning" @@ -65687,9 +65783,8 @@ "traits": [ "agile", "finesse", - "versatile s" + "versatile " ], - "effects": [], "damage": "{@damage 1d4} piercing", "types": [ "piercing" @@ -65702,9 +65797,8 @@ "traits": [ "agile", "thrown <10 feet>", - "versatile s" + "versatile " ], - "effects": [], "damage": "{@damage 1d4+1} piercing", "types": [ "piercing" @@ -65715,7 +65809,7 @@ { "name": "Arcane Prepared", "type": "Prepared", - "tradition": "Arcane", + "tradition": "arcane", "DC": 21, "attack": 11, "entry": { @@ -65767,7 +65861,7 @@ { "name": "Divine Innate", "type": "Innate", - "tradition": "Divine", + "tradition": "divine", "DC": 17, "entry": { "2": { @@ -65836,6 +65930,15 @@ "name": "Tiger", "isNpc": false, "source": "B1", + "foundIn": [ + "Alkenstar", + "Mana Wastes" + ], + "_otherSources": { + "Expanded": [ + "LOIL|323" + ] + }, "page": 53, "level": 4, "traits": [ @@ -65898,7 +66001,6 @@ "traits": [ "agile" ], - "effects": [], "damage": "{@damage 1d8+7} slashing", "types": [ "slashing" @@ -66051,7 +66153,6 @@ "agile", "magical" ], - "effects": [], "damage": "{@damage 4d8+19} slashing", "types": [ "slashing" @@ -66079,7 +66180,7 @@ { "name": "Primal Innate", "type": "Innate", - "tradition": "Primal", + "tradition": "primal", "DC": 44, "entry": { "constant": { @@ -66123,8 +66224,7 @@ { "activity": { "number": 1, - "unit": "reaction", - "entry": "{@as R}" + "unit": "reaction" }, "entries": [ "Tail only." @@ -66332,7 +66432,6 @@ "reach <15 feet>", "sweep; page 313" ], - "effects": [], "damage": "{@damage 4d12+15} slashing plus {@damage 1d6} acid, {@damage 1d6} chaotic, and {@damage 1d6} evil, and {@damage 2d6} slashing vs. plants", "types": [ "acid", @@ -66352,7 +66451,6 @@ "magical", "reach <15 feet>" ], - "effects": [], "damage": "{@damage 4d10+18} slashing plus {@damage 2d6} chaotic and {@damage 2d6} evil", "types": [ "chaotic", @@ -66365,7 +66463,7 @@ { "name": "Primal Innate", "type": "Innate", - "tradition": "Primal", + "tradition": "primal", "DC": 49, "attack": 43, "entry": { @@ -66455,7 +66553,7 @@ ], "rituals": [ { - "tradition": "Primal", + "tradition": "primal", "DC": 49, "rituals": [ { @@ -66484,8 +66582,7 @@ { "activity": { "number": 1, - "unit": "reaction", - "entry": "{@as R}" + "unit": "reaction" }, "entries": [], "name": "Attack of Opportunity", @@ -66660,7 +66757,6 @@ "traits": [ "reach <10 feet>" ], - "effects": [], "damage": "{@damage 2d6+9} bludgeoning", "types": [ "bludgeoning" @@ -66672,8 +66768,7 @@ { "activity": { "number": 1, - "unit": "reaction", - "entry": "{@as R}" + "unit": "reaction" }, "trigger": "The rider is targeted with an attack.", "entries": [ @@ -66790,7 +66885,6 @@ "traits": [ "reach <10 feet>" ], - "effects": [], "damage": "{@damage 2d10+5} piercing", "types": [ "piercing" @@ -66804,7 +66898,6 @@ "agile", "reach <10 feet>" ], - "effects": [], "damage": "{@damage 2d8+5} slashing", "types": [ "slashing" @@ -66816,8 +66909,7 @@ { "activity": { "number": 1, - "unit": "reaction", - "entry": "{@as R}" + "unit": "reaction" }, "entries": [], "name": "Attack of Opportunity", @@ -66930,7 +67022,6 @@ "traits": [ "reach <10 feet>" ], - "effects": [], "damage": "{@damage 2d12+13} piercing", "types": [ "piercing" @@ -66944,7 +67035,6 @@ "agile", "reach <10 feet>" ], - "effects": [], "damage": "{@damage 2d8+13} slashing", "types": [ "slashing" @@ -66956,8 +67046,7 @@ { "activity": { "number": 1, - "unit": "reaction", - "entry": "{@as R}" + "unit": "reaction" }, "entries": [], "name": "Attack of Opportunity", @@ -66968,8 +67057,7 @@ { "activity": { "number": 1, - "unit": "reaction", - "entry": "{@as R}" + "unit": "reaction" }, "trigger": "The troll king takes {@condition persistent damage ||persistent acid} or fire damage.", "entries": [ @@ -67144,7 +67232,6 @@ "traits": [ "reach <15 feet>" ], - "effects": [], "damage": "{@damage 2d10+12} bludgeoning", "types": [ "bludgeoning" @@ -67167,8 +67254,7 @@ { "activity": { "number": 1, - "unit": "reaction", - "entry": "{@as R}" + "unit": "reaction" }, "trigger": "The tyrannosaurus critically hits a Large or smaller foe with its foot.", "entries": [ @@ -67261,6 +67347,14 @@ "name": "Unicorn", "isNpc": false, "source": "B1", + "foundIn": [ + "Impossible Lands" + ], + "_otherSources": { + "Expanded": [ + "LOIL|323" + ] + }, "page": 316, "level": 3, "traits": [ @@ -67352,7 +67446,7 @@ { "name": "Primal Innate", "type": "Innate", - "tradition": "Primal", + "tradition": "primal", "DC": 21, "entry": { "0": { @@ -67509,7 +67603,6 @@ "traits": [ "agile" ], - "effects": [], "damage": "{@damage 3d12+11} slashing", "types": [ "slashing" @@ -67522,7 +67615,6 @@ "traits": [ "range increment <60 feet>" ], - "effects": [], "damage": "{@damage 5d8+15} bludgeoning", "types": [ "bludgeoning" @@ -67733,6 +67825,14 @@ "isNpc": false, "source": "B1", "page": 320, + "foundIn": [ + "Geb" + ], + "_otherSources": { + "Expanded": [ + "LOIL|323" + ] + }, "level": 6, "traits": [ "ce", @@ -67805,7 +67905,6 @@ "deadly <1d8>", "disarm +1" ], - "effects": [], "damage": "{@damage 1d6+11} piercing", "types": [ "piercing" @@ -67977,6 +68076,14 @@ "source": "B1", "page": 321, "level": 9, + "foundIn": [ + "Geb" + ], + "_otherSources": { + "Expanded": [ + "LOIL|323" + ] + }, "traits": [ "uncommon", "ce", @@ -68063,7 +68170,7 @@ { "name": "Arcane Prepared", "type": "Prepared", - "tradition": "Arcane", + "tradition": "arcane", "DC": 29, "attack": 19, "entry": { @@ -68331,6 +68438,14 @@ "isNpc": false, "source": "B1", "page": 320, + "foundIn": [ + "Geb" + ], + "_otherSources": { + "Expanded": [ + "LOIL|323" + ] + }, "level": 4, "traits": [ "ce", @@ -68564,7 +68679,7 @@ "agile", "magical", "reach <10 feet>", - "versatile s" + "versatile " ], "effects": [ "slime", @@ -68598,7 +68713,7 @@ { "name": "Occult Innate", "type": "Innate", - "tradition": "Occult", + "tradition": "occult", "DC": 37, "entry": { "3": { @@ -68687,7 +68802,7 @@ ], "rituals": [ { - "tradition": "Occult", + "tradition": "occult", "DC": 37, "rituals": [ { @@ -68888,7 +69003,6 @@ "traits": [ "finesse" ], - "effects": [], "damage": "{@damage 1d6+3} piercing", "types": [ "piercing" @@ -68902,7 +69016,6 @@ "agile", "finesse" ], - "effects": [], "damage": "{@damage 1d4+3} slashing", "types": [ "slashing" @@ -69027,8 +69140,7 @@ { "activity": { "number": 1, - "unit": "reaction", - "entry": "{@as R}" + "unit": "reaction" }, "trigger": "A creature ends its movement adjacent to the viper or within the viper's space.", "entries": [ @@ -69050,7 +69162,7 @@ "stages": [ { "stage": 1, - "entry": "{@damage 1d8} poison .", + "entry": "{@damage 1d8} poison.", "duration": "1 round" } ] @@ -69151,7 +69263,6 @@ "finesse", "magical" ], - "effects": [], "damage": "{@dice 1d8-1} piercing plus {@damage 1d4} chaotic", "types": [ "chaotic", @@ -69181,7 +69292,7 @@ { "name": "Divine Innate", "type": "Innate", - "tradition": "Divine", + "tradition": "divine", "DC": 16, "entry": { "0": { @@ -69409,7 +69520,6 @@ "magical", "reach <10 feet>" ], - "effects": [], "damage": "{@damage 3d8+9} piercing plus {@damage 1d6} evil", "types": [ "evil", @@ -69426,7 +69536,6 @@ "magical", "reach <10 feet>" ], - "effects": [], "damage": "{@damage 3d6+9} slashing plus {@damage 1d6} evil", "types": [ "evil", @@ -69443,7 +69552,6 @@ "magical", "reach <10 feet>" ], - "effects": [], "damage": "{@damage 2d6+8} slashing plus {@damage 1d6} evil", "types": [ "evil", @@ -69455,7 +69563,7 @@ { "name": "Divine Innate", "type": "Innate", - "tradition": "Divine", + "tradition": "divine", "DC": 26, "entry": { "2": { @@ -69485,7 +69593,7 @@ ], "rituals": [ { - "tradition": "Divine", + "tradition": "divine", "DC": 26, "rituals": [ { @@ -69499,8 +69607,7 @@ { "activity": { "number": 1, - "unit": "reaction", - "entry": "{@as R}" + "unit": "reaction" }, "entries": [ "If the vrock is flying and a creature triggers an attack of opportunity, the vrock can make 2 {@action Strike||Strikes} with its talons against that creature instead of 1 {@action Strike}." @@ -69659,7 +69766,6 @@ "range": "Melee", "name": "hoof", "attack": 9, - "effects": [], "damage": "{@damage 1d6+5} bludgeoning", "types": [ "bludgeoning" @@ -69671,8 +69777,7 @@ { "activity": { "number": 1, - "unit": "reaction", - "entry": "{@as R}" + "unit": "reaction" }, "entries": [ "DC 17." @@ -69767,7 +69872,6 @@ "range": "Melee", "name": "hoof", "attack": 7, - "effects": [], "damage": "{@damage 1d4+4} bludgeoning", "types": [ "bludgeoning" @@ -69779,8 +69883,7 @@ { "activity": { "number": 1, - "unit": "reaction", - "entry": "{@as R}" + "unit": "reaction" }, "entries": [ "DC 16." @@ -69908,8 +70011,7 @@ { "activity": { "number": 1, - "unit": "reaction", - "entry": "{@as R}" + "unit": "reaction" }, "trigger": "A creature within reach of the warg's jaws attacks one of the warg's allies.", "entries": [ @@ -69970,6 +70072,15 @@ "name": "Warsworn", "isNpc": false, "source": "B1", + "foundIn": [ + "Alkenstar", + "Mana Wastes" + ], + "_otherSources": { + "Expanded": [ + "LOIL|323" + ] + }, "page": 323, "level": 16, "traits": [ @@ -70031,10 +70142,9 @@ "agile", "magical", "reach <100 feet>", - "versatile b", - "versatile p" + "versatile ", + "versatile

" ], - "effects": [], "damage": "four of the weapon's damage dice +9 of the weapon's damage type", "types": [ "of" @@ -70062,8 +70172,7 @@ { "activity": { "number": 1, - "unit": "reaction", - "entry": "{@as R}" + "unit": "reaction" }, "entries": [], "name": "Attack of Opportunity", @@ -70294,6 +70403,15 @@ "name": "Water Mephit", "isNpc": false, "source": "B1", + "foundIn": [ + "Jalmeray", + "Nex" + ], + "_otherSources": { + "Expanded": [ + "LOIL|323" + ] + }, "page": 151, "level": 1, "traits": [ @@ -70345,7 +70463,6 @@ "traits": [ "finesse" ], - "effects": [], "damage": "{@damage 1d6+1} slashing", "types": [ "slashing" @@ -70499,7 +70616,6 @@ "traits": [ "agile" ], - "effects": [], "damage": "{@damage 1d8+6} slashing", "types": [ "slashing" @@ -70529,8 +70645,7 @@ { "activity": { "number": 1, - "unit": "reaction", - "entry": "{@as R}" + "unit": "reaction" }, "trigger": "A creature touches the web lurker's web while the web lurker is on it.", "entries": [ @@ -70683,7 +70798,6 @@ "fatal ", "range increment <60 feet>" ], - "effects": [], "damage": "{@damage 4d10+10} bludgeoning", "types": [ "bludgeoning" @@ -70695,8 +70809,7 @@ { "activity": { "number": 1, - "unit": "reaction", - "entry": "{@as R}" + "unit": "reaction" }, "trigger": "The wemmuth deals damage to a creature with Constrict.", "entries": [ @@ -70846,7 +70959,6 @@ "magical", "reach <10 feet>" ], - "effects": [], "damage": "{@damage 3d10+12} piercing plus {@damage 2d6} cold", "types": [ "cold", @@ -70877,7 +70989,7 @@ { "name": "Primal Innate", "type": "Innate", - "tradition": "Primal", + "tradition": "primal", "DC": 38, "entry": { "4": { @@ -70903,7 +71015,7 @@ ], "rituals": [ { - "tradition": "Primal", + "tradition": "primal", "DC": 38, "rituals": [ { @@ -70958,8 +71070,7 @@ { "activity": { "number": 1, - "unit": "reaction", - "entry": "{@as R}" + "unit": "reaction" }, "traits": [ "air", @@ -71129,7 +71240,6 @@ "reach <10 feet>", "sweep" ], - "effects": [], "damage": "{@damage 1d12+7} slashing", "types": [ "slashing" @@ -71143,7 +71253,6 @@ "agile", "sweep" ], - "effects": [], "damage": "{@damage 1d6+7} slashing", "types": [ "slashing" @@ -71173,7 +71282,6 @@ "sweep", "thrown <10 feet>" ], - "effects": [], "damage": "{@damage 1d6+7} slashing", "types": [ "slashing" @@ -71362,9 +71470,8 @@ "traits": [ "agile", "finesse", - "versatile s" + "versatile " ], - "effects": [], "damage": "{@damage 1d6+4} piercing", "types": [ "piercing" @@ -71378,7 +71485,6 @@ "agile", "finesse" ], - "effects": [], "damage": "{@damage 1d6+2} slashing", "types": [ "slashing" @@ -71407,7 +71513,6 @@ "range increment <60 feet>", "reload <1>" ], - "effects": [], "damage": "{@damage 1d6} piercing", "types": [ "piercing" @@ -71431,8 +71536,7 @@ { "activity": { "number": 1, - "unit": "reaction", - "entry": "{@as R}" + "unit": "reaction" }, "trigger": "The wererat is targeted with a melee or ranged attack by an attacker it can see.", "entries": [ @@ -71599,7 +71703,6 @@ "traits": [ "sweep" ], - "effects": [], "damage": "{@damage 1d8+8} slashing", "types": [ "slashing" @@ -71612,7 +71715,6 @@ "traits": [ "agile" ], - "effects": [], "damage": "{@damage 1d6+8} slashing", "types": [ "slashing" @@ -71639,7 +71741,6 @@ "range increment <60 feet>", "reload <0>" ], - "effects": [], "damage": "{@damage 1d6+4} piercing", "types": [ "piercing" @@ -71663,8 +71764,7 @@ { "activity": { "number": 1, - "unit": "reaction", - "entry": "{@as R}" + "unit": "reaction" }, "entries": [], "name": "Attack of Opportunity", @@ -71702,6 +71802,11 @@ "entries": [ "{@b Saving Throw} {@dc 19} Fortitude." ], + "generic": { + "tag": "ability", + "name": "Curse of the Werecreature", + "source": "B1" + }, "name": "Curse of the Werewolf" }, { @@ -71710,7 +71815,9 @@ "primal", "transmutation" ], - "entries": [], + "entries": [ + "When a full moon appears in the night sky, the werewolf must enter hybrid form, can't Change Shape thereafter, becomes one size larger, increases its reach by 5 feet, and increases the damage of its jaws by 2. When the moon sets or the sun rises, the werewolf returns to humanoid form and is fatigued for {@dice 2d4} hours." + ], "name": "Moon Frenzy" }, { @@ -71818,8 +71925,7 @@ { "activity": { "number": 1, - "unit": "reaction", - "entry": "{@as R}" + "unit": "reaction" }, "trigger": "The wight is reduced to 0 Hit Points.", "entries": [ @@ -71944,7 +72050,6 @@ "electricity", "magical" ], - "effects": [], "damage": "{@damage 2d8+4} electricity", "types": [ "electricity" @@ -72112,8 +72217,7 @@ { "activity": { "number": 1, - "unit": "reaction", - "entry": "{@as R}" + "unit": "reaction" }, "entries": [ "DC 21." @@ -72126,8 +72230,7 @@ { "activity": { "number": 1, - "unit": "reaction", - "entry": "{@as R}" + "unit": "reaction" }, "entries": [ "The warg makes a jaws {@action Strike} against the triggering creature." @@ -72295,6 +72398,14 @@ "isNpc": false, "source": "B1", "page": 335, + "foundIn": [ + "Geb" + ], + "_otherSources": { + "Expanded": [ + "LOIL|323" + ] + }, "level": 6, "traits": [ "le", @@ -72386,8 +72497,7 @@ { "activity": { "number": 1, - "unit": "reaction", - "entry": "{@as R}" + "unit": "reaction" }, "entries": [], "name": "Attack of Opportunity", @@ -72517,7 +72627,6 @@ "range": "Melee", "name": "fangs", "attack": 17, - "effects": [], "damage": "{@damage 2d12+5} piercing", "types": [ "piercing" @@ -72557,8 +72666,7 @@ { "activity": { "number": 1, - "unit": "reaction", - "entry": "{@as R}" + "unit": "reaction" }, "entries": [], "name": "Attack of Opportunity", @@ -72569,8 +72677,7 @@ { "activity": { "number": 1, - "unit": "reaction", - "entry": "{@as R}" + "unit": "reaction" }, "trigger": "A creature {@condition grabbed} by the wyvern critically fails a skill check to {@action Escape}.", "entries": [ @@ -72666,6 +72773,15 @@ "isNpc": false, "source": "B1", "page": 146, + "foundIn": [ + "Jalmeray", + "Nex" + ], + "_otherSources": { + "Expanded": [ + "LOIL|323" + ] + }, "level": 7, "traits": [ "n", @@ -72729,7 +72845,6 @@ "traits": [ "deadly <1d10>" ], - "effects": [], "damage": "{@damage 2d10+8} piercing", "types": [ "piercing" @@ -72742,7 +72857,6 @@ "traits": [ "agile" ], - "effects": [], "damage": "{@damage 2d6+8} slashing", "types": [ "slashing" @@ -72901,7 +73015,6 @@ "traits": [ "agile" ], - "effects": [], "damage": "{@damage 1d4+6} slashing", "types": [ "slashing" @@ -72914,7 +73027,6 @@ "traits": [ "thrown <30 feet>" ], - "effects": [], "damage": "{@damage 1d6+4} piercing", "types": [ "piercing" @@ -73030,9 +73142,8 @@ "traits": [ "agile", "finesse", - "versatile s" + "versatile " ], - "effects": [], "damage": "{@damage 1d4+3} piercing", "types": [ "piercing" @@ -73042,7 +73153,6 @@ "range": "Melee", "name": "jaws", "attack": 9, - "effects": [], "damage": "{@damage 1d6+3} piercing", "types": [ "piercing" @@ -73056,7 +73166,6 @@ "agile", "finesse" ], - "effects": [], "damage": "{@damage 1d4+3} slashing", "types": [ "slashing" @@ -73069,9 +73178,8 @@ "traits": [ "agile", "thrown <10 feet>", - "versatile s" + "versatile " ], - "effects": [], "damage": "{@damage 1d4+3} piercing", "types": [ "piercing" @@ -73198,7 +73306,6 @@ "range": "Melee", "name": "club", "attack": 9, - "effects": [], "damage": "{@damage 1d6+4} bludgeoning", "types": [ "bludgeoning" @@ -73208,7 +73315,6 @@ "range": "Melee", "name": "jaws", "attack": 9, - "effects": [], "damage": "{@damage 1d6+4} piercing", "types": [ "piercing" @@ -73221,7 +73327,6 @@ "traits": [ "agile" ], - "effects": [], "damage": "{@damage 1d4+4} slashing", "types": [ "slashing" @@ -73234,7 +73339,6 @@ "traits": [ "thrown <10 feet>" ], - "effects": [], "damage": "{@damage 1d6+4} bludgeoning", "types": [ "bludgeoning" @@ -73247,7 +73351,6 @@ "traits": [ "thrown <30 feet>" ], - "effects": [], "damage": "{@damage 1d6+4} piercing", "types": [ "piercing" @@ -73351,7 +73454,6 @@ "range": "Melee", "name": "claw", "attack": 15, - "effects": [], "damage": "{@damage 2d10+5} slashing", "types": [ "slashing" @@ -73377,8 +73479,7 @@ { "activity": { "number": 1, - "unit": "reaction", - "entry": "{@as R}" + "unit": "reaction" }, "trigger": "The yeti is {@condition hidden} or {@condition undetected} while not in combat, and a creature would observe it.", "entries": [ @@ -73527,7 +73628,6 @@ "acid", "reach <10 feet>" ], - "effects": [], "damage": "{@damage 2d10+9} piercing plus {@damage 1d6} acid", "types": [ "acid", @@ -73541,7 +73641,6 @@ "traits": [ "agile" ], - "effects": [], "damage": "{@damage 2d6+9} slashing", "types": [ "slashing" @@ -73554,7 +73653,6 @@ "traits": [ "reach <15 feet>" ], - "effects": [], "damage": "{@damage 2d8+7} bludgeoning", "types": [ "bludgeoning" @@ -73567,7 +73665,6 @@ "traits": [ "reach <10 feet>" ], - "effects": [], "damage": "{@damage 1d8+7} piercing", "types": [ "piercing" @@ -73594,8 +73691,7 @@ { "activity": { "number": 1, - "unit": "reaction", - "entry": "{@as R}" + "unit": "reaction" }, "trigger": "A creature within reach of the dragon's tail takes an action to {@action Strike} or attempt a skill check", "entries": [ @@ -73745,7 +73841,6 @@ "electricity", "reach <10 feet>" ], - "effects": [], "damage": "{@damage 2d8+11} piercing plus {@damage 1d12} electricity", "types": [ "electricity", @@ -73759,7 +73854,6 @@ "traits": [ "agile" ], - "effects": [], "damage": "{@damage 2d8+11} slashing", "types": [ "slashing" @@ -73772,7 +73866,6 @@ "traits": [ "reach <15 feet>" ], - "effects": [], "damage": "{@damage 2d8+9} bludgeoning", "types": [ "bludgeoning" @@ -73785,7 +73878,6 @@ "traits": [ "reach <10 feet>" ], - "effects": [], "damage": "{@damage 1d8+9} piercing", "types": [ "piercing" @@ -73796,7 +73888,7 @@ { "name": "Arcane Innate", "type": "Innate", - "tradition": "Arcane", + "tradition": "arcane", "DC": 28, "entry": { "0": { @@ -73848,8 +73940,7 @@ { "activity": { "number": 1, - "unit": "reaction", - "entry": "{@as R}" + "unit": "reaction" }, "trigger": "The dragon is targeted with an attack.", "entries": [ @@ -74011,7 +74102,6 @@ "fire", "reach <10 feet>" ], - "effects": [], "damage": "{@damage 2d6+8} piercing plus {@damage 1d8} fire", "types": [ "fire", @@ -74025,7 +74115,6 @@ "traits": [ "agile" ], - "effects": [], "damage": "{@damage 2d6+8} slashing", "types": [ "slashing" @@ -74038,7 +74127,6 @@ "traits": [ "reach <10 feet>" ], - "effects": [], "damage": "{@damage 1d8+7} slashing", "types": [ "slashing" @@ -74049,7 +74137,7 @@ { "name": "Arcane Innate", "type": "Innate", - "tradition": "Arcane", + "tradition": "arcane", "DC": 25, "entry": { "constant": { @@ -74084,8 +74172,7 @@ { "activity": { "number": 1, - "unit": "reaction", - "entry": "{@as R}" + "unit": "reaction" }, "trigger": "The dragon is targeted with an attack.", "entries": [ @@ -74242,7 +74329,6 @@ "electricity", "reach <10 feet>" ], - "effects": [], "damage": "{@damage 2d8+11} piercing plus {@damage 1d12} electricity", "types": [ "electricity", @@ -74256,7 +74342,6 @@ "traits": [ "agile" ], - "effects": [], "damage": "{@damage 2d8+11} slashing", "types": [ "slashing" @@ -74269,7 +74354,6 @@ "traits": [ "reach <10 feet>" ], - "effects": [], "damage": "{@damage 1d8+9} bludgeoning", "types": [ "bludgeoning" @@ -74280,7 +74364,7 @@ { "name": "Arcane Innate", "type": "Innate", - "tradition": "Arcane", + "tradition": "arcane", "DC": 28, "entry": { "constant": { @@ -74315,8 +74399,7 @@ { "activity": { "number": 1, - "unit": "reaction", - "entry": "{@as R}" + "unit": "reaction" }, "entries": [ "Jaws only." @@ -74481,7 +74564,6 @@ "acid", "reach <10 feet>" ], - "effects": [], "damage": "{@damage 2d8+8} piercing plus {@damage 1d8} acid", "types": [ "acid", @@ -74495,7 +74577,6 @@ "traits": [ "agile" ], - "effects": [], "damage": "{@damage 2d6+8} slashing", "types": [ "slashing" @@ -74508,7 +74589,6 @@ "traits": [ "reach <15 feet>" ], - "effects": [], "damage": "{@damage 1d8+7} bludgeoning", "types": [ "bludgeoning" @@ -74519,7 +74599,7 @@ { "name": "Arcane Innate", "type": "Innate", - "tradition": "Arcane", + "tradition": "arcane", "DC": 27, "entry": { "1": { @@ -74553,8 +74633,7 @@ { "activity": { "number": 1, - "unit": "reaction", - "entry": "{@as R}" + "unit": "reaction" }, "trigger": "A creature within reach of the copper dragon's tail uses a move action or leaves a square during a move action it's using.", "entries": [ @@ -74711,7 +74790,6 @@ "fire", "reach <10 feet>" ], - "effects": [], "damage": "{@damage 2d10+12} piercing plus {@damage 2d6} fire", "types": [ "fire", @@ -74725,7 +74803,6 @@ "traits": [ "agile" ], - "effects": [], "damage": "{@damage 2d10+12} slashing", "types": [ "slashing" @@ -74738,7 +74815,6 @@ "traits": [ "reach <10 feet>" ], - "effects": [], "damage": "{@damage 2d10+10} slashing", "types": [ "slashing" @@ -74752,7 +74828,6 @@ "agile", "reach <10 feet>" ], - "effects": [], "damage": "{@damage 1d12+10} piercing", "types": [ "piercing" @@ -74763,7 +74838,7 @@ { "name": "Arcane Innate", "type": "Innate", - "tradition": "Arcane", + "tradition": "arcane", "DC": 29, "entry": { "1": { @@ -74809,8 +74884,7 @@ { "activity": { "number": 1, - "unit": "reaction", - "entry": "{@as R}" + "unit": "reaction" }, "entries": [ "Jaws only." @@ -74979,7 +75053,6 @@ "poison", "reach <10 feet>" ], - "effects": [], "damage": "{@damage 2d10+8} piercing plus {@damage 2d4} poison", "types": [ "piercing", @@ -74993,7 +75066,6 @@ "traits": [ "agile" ], - "effects": [], "damage": "{@damage 2d8+8} slashing", "types": [ "slashing" @@ -75006,7 +75078,6 @@ "traits": [ "reach <15 feet>" ], - "effects": [], "damage": "{@damage 2d8+7} bludgeoning", "types": [ "bludgeoning" @@ -75019,7 +75090,6 @@ "traits": [ "reach <10 feet>" ], - "effects": [], "damage": "{@damage 1d12+7} piercing", "types": [ "piercing" @@ -75030,7 +75100,7 @@ { "name": "Arcane Innate", "type": "Innate", - "tradition": "Arcane", + "tradition": "arcane", "DC": 26, "entry": { "1": { @@ -75071,8 +75141,7 @@ { "activity": { "number": 1, - "unit": "reaction", - "entry": "{@as R}" + "unit": "reaction" }, "trigger": "A creature within reach of the dragon's tail uses a move action or leaves a square during a move action it's using.", "entries": [ @@ -75227,7 +75296,6 @@ "fire", "reach <10 feet>" ], - "effects": [], "damage": "{@damage 2d12+12} piercing plus {@damage 2d6} fire", "types": [ "fire", @@ -75241,7 +75309,6 @@ "traits": [ "agile" ], - "effects": [], "damage": "{@damage 2d10+12} slashing", "types": [ "slashing" @@ -75254,7 +75321,6 @@ "traits": [ "reach <15 feet>" ], - "effects": [], "damage": "{@damage 2d12+10} slashing", "types": [ "slashing" @@ -75268,7 +75334,6 @@ "agile", "reach <10 feet>" ], - "effects": [], "damage": "{@damage 1d10+10} slashing", "types": [ "slashing" @@ -75279,7 +75344,7 @@ { "name": "Arcane Innate", "type": "Innate", - "tradition": "Arcane", + "tradition": "arcane", "DC": 27, "entry": { "0": { @@ -75324,8 +75389,7 @@ { "activity": { "number": 1, - "unit": "reaction", - "entry": "{@as R}" + "unit": "reaction" }, "entries": [ "Jaws only." @@ -75486,7 +75550,6 @@ "cold", "reach <10 feet>" ], - "effects": [], "damage": "{@damage 2d10+12} piercing plus {@damage 2d6} cold", "types": [ "cold", @@ -75500,7 +75563,6 @@ "traits": [ "agile" ], - "effects": [], "damage": "{@damage 2d8+12} slashing", "types": [ "slashing" @@ -75513,7 +75575,6 @@ "traits": [ "reach <15 feet>" ], - "effects": [], "damage": "{@damage 1d10+10} bludgeoning", "types": [ "bludgeoning" @@ -75524,7 +75585,7 @@ { "name": "Arcane Innate", "type": "Innate", - "tradition": "Arcane", + "tradition": "arcane", "DC": 28, "entry": { "1": { @@ -75568,8 +75629,7 @@ { "activity": { "number": 1, - "unit": "reaction", - "entry": "{@as R}" + "unit": "reaction" }, "trigger": "The silver dragon is targeted with an attack.", "entries": [ @@ -75728,7 +75788,6 @@ "cold", "reach <10 feet>" ], - "effects": [], "damage": "{@damage 2d8+9} piercing plus {@damage 1d6} cold", "types": [ "cold", @@ -75742,7 +75801,6 @@ "traits": [ "agile" ], - "effects": [], "damage": "{@damage 2d6+9} slashing", "types": [ "slashing" @@ -75755,7 +75813,6 @@ "traits": [ "reach <15 feet>" ], - "effects": [], "damage": "{@damage 1d8+8} bludgeoning", "types": [ "bludgeoning" @@ -75790,8 +75847,7 @@ { "activity": { "number": 1, - "unit": "reaction", - "entry": "{@as R}" + "unit": "reaction" }, "traits": [ "arcane", @@ -75966,7 +76022,6 @@ "range": "Melee", "name": "fist", "attack": 33, - "effects": [], "damage": "{@damage 4d12+13} bludgeoning", "types": [ "bludgeoning" @@ -75979,7 +76034,6 @@ "traits": [ "range increment <120 feet>" ], - "effects": [], "damage": "{@damage 4d8+13} bludgeoning", "types": [ "bludgeoning" @@ -75990,7 +76044,7 @@ { "name": "Divine Innate", "type": "Innate", - "tradition": "Divine", + "tradition": "divine", "DC": 37, "attack": 31, "entry": { @@ -76034,7 +76088,7 @@ ], "rituals": [ { - "tradition": "Divine", + "tradition": "divine", "DC": 37, "rituals": [ { @@ -76048,8 +76102,7 @@ { "activity": { "number": 1, - "unit": "reaction", - "entry": "{@as R}" + "unit": "reaction" }, "entries": [], "name": "Attack of Opportunity", @@ -76160,6 +76213,15 @@ "isNpc": false, "source": "B1", "page": 144, + "foundIn": [ + "Jalmeray", + "Nex" + ], + "_otherSources": { + "Expanded": [ + "LOIL|323" + ] + }, "level": 3, "traits": [ "n", @@ -76203,7 +76265,6 @@ "agile", "finesse" ], - "effects": [], "damage": "{@damage 1d8+4} slashing", "types": [ "slashing" @@ -76252,6 +76313,16 @@ "isNpc": false, "source": "B1", "page": 341, + "foundIn": [ + "Alkenstar", + "Mana Wastes", + "Geb" + ], + "_otherSources": { + "Expanded": [ + "LOIL|323" + ] + }, "level": 2, "traits": [ "ne", @@ -76292,7 +76363,6 @@ "traits": [ "reach <10 feet>" ], - "effects": [], "damage": "{@damage 1d12+5} bludgeoning plus Improved Push 5 feet", "types": [ "bludgeoning" @@ -76358,6 +76428,16 @@ "isNpc": false, "source": "B1", "page": 341, + "foundIn": [ + "Alkenstar", + "Mana Wastes", + "Geb" + ], + "_otherSources": { + "Expanded": [ + "LOIL|323" + ] + }, "level": 6, "traits": [ "ne", @@ -76398,7 +76478,6 @@ "traits": [ "reach <15 feet>" ], - "effects": [], "damage": "{@damage 2d10+9} bludgeoning", "types": [ "bludgeoning" @@ -76411,7 +76490,6 @@ "traits": [ "thrown <10 feet>" ], - "effects": [], "damage": "{@damage 2d10+9} bludgeoning", "types": [ "bludgeoning" @@ -76425,7 +76503,6 @@ "brutal", "range increment <30 feet>" ], - "effects": [], "damage": "{@damage 2d6+9} bludgeoning", "types": [ "bludgeoning" @@ -76500,6 +76577,16 @@ "source": "B1", "page": 340, "level": -1, + "foundIn": [ + "Alkenstar", + "Mana Wastes", + "Geb" + ], + "_otherSources": { + "Expanded": [ + "LOIL|323" + ] + }, "traits": [ "ne", "medium", diff --git a/data/bestiary/creatures-b2.json b/data/bestiary/creatures-b2.json index 1adea2f9c3..1d37a943b1 100644 --- a/data/bestiary/creatures-b2.json +++ b/data/bestiary/creatures-b2.json @@ -75,7 +75,6 @@ "forceful", "sweep" ], - "effects": [], "damage": "{@damage 1d6+6} slashing", "types": [ "slashing" @@ -114,8 +113,7 @@ { "activity": { "number": 1, - "unit": "reaction", - "entry": "{@as R}" + "unit": "reaction" }, "entries": [], "name": "Attack of Opportunity", @@ -272,7 +270,6 @@ "magical", "reach <15 feet>" ], - "effects": [], "damage": "{@damage 3d10+12} piercing plus {@damage 3d4} acid", "types": [ "acid", @@ -288,7 +285,6 @@ "magical", "reach <10 feet>" ], - "effects": [], "damage": "{@damage 3d8+12} slashing", "types": [ "slashing" @@ -302,7 +298,6 @@ "magical", "reach <20 feet>" ], - "effects": [], "damage": "{@damage 3d12+12} bludgeoning", "types": [ "bludgeoning" @@ -316,7 +311,6 @@ "magical", "reach <15 feet>" ], - "effects": [], "damage": "{@damage 1d12+12} piercing", "types": [ "piercing" @@ -327,7 +321,7 @@ { "name": "Primal Innate", "type": "Innate", - "tradition": "Primal", + "tradition": "primal", "DC": 32, "attack": 24, "entry": { @@ -376,8 +370,7 @@ { "activity": { "number": 1, - "unit": "reaction", - "entry": "{@as R}" + "unit": "reaction" }, "entries": [ "The dragon spits a glob of caustic salt water at the creature. The creature takes {@damage 5d6} acid damage (DC 30 basic Reflex save). On a failure, the concentrate action is disrupted." @@ -545,7 +538,6 @@ "magical", "reach <15 feet>" ], - "effects": [], "damage": "{@damage 3d10+15} piercing plus {@damage 2d12} electricity", "types": [ "electricity", @@ -561,7 +553,6 @@ "magical", "reach <10 feet>" ], - "effects": [], "damage": "{@damage 3d10+15} slashing", "types": [ "slashing" @@ -575,7 +566,6 @@ "magical", "reach <20 feet>" ], - "effects": [], "damage": "{@damage 3d12+15} bludgeoning", "types": [ "bludgeoning" @@ -590,7 +580,6 @@ "magical", "reach <15 feet>" ], - "effects": [], "damage": "{@damage 2d12+13} piercing", "types": [ "piercing" @@ -601,7 +590,7 @@ { "name": "Primal Innate", "type": "Innate", - "tradition": "Primal", + "tradition": "primal", "DC": 36, "entry": { "2": { @@ -653,8 +642,7 @@ { "activity": { "number": 1, - "unit": "reaction", - "entry": "{@as R}" + "unit": "reaction" }, "entries": [ "The cloud dragon flexes a wing and creates a billowing cloud of mist. The dragon is treated as if they were {@condition hidden} for the purposes of resolving the triggering attack, so normally the attacker must succeed at a DC {@flatDC 11} flat check to target them. The dragon also gains a +4 circumstance bonus to AC against the triggering attack." @@ -833,7 +821,6 @@ "sonic", "reach <15 feet>" ], - "effects": [], "damage": "{@damage 2d8+13} slashing plus {@damage 3d6} piercing", "types": [ "piercing", @@ -849,7 +836,6 @@ "magical", "reach <10 feet>" ], - "effects": [], "damage": "{@damage 2d8+13} slashing", "types": [ "slashing" @@ -863,7 +849,6 @@ "magical", "reach <20 feet>" ], - "effects": [], "damage": "{@damage 1d10+13} slashing", "types": [ "slashing" @@ -874,7 +859,7 @@ { "name": "Primal Innate", "type": "Innate", - "tradition": "Primal", + "tradition": "primal", "DC": 30, "entry": { "3": { @@ -914,8 +899,7 @@ { "activity": { "number": 1, - "unit": "reaction", - "entry": "{@as R}" + "unit": "reaction" }, "entries": [ "The dragon makes a tail {@action Strike} at the creature with a \u20132 penalty. If it hits, the dragon disrupts the creature's action." @@ -1103,7 +1087,6 @@ "magical", "reach <15 feet>" ], - "effects": [], "damage": "{@damage 3d10+12} piercing plus {@damage 3d6} fire", "types": [ "fire", @@ -1119,7 +1102,6 @@ "magical", "reach <10 feet>" ], - "effects": [], "damage": "{@damage 3d10+12} slashing", "types": [ "slashing" @@ -1133,7 +1115,6 @@ "magical", "reach <20 feet>" ], - "effects": [], "damage": "{@damage 3d12+12} bludgeoning", "types": [ "bludgeoning" @@ -1147,7 +1128,6 @@ "magical", "reach <15 feet>" ], - "effects": [], "damage": "{@damage 2d10+12} piercing", "types": [ "piercing" @@ -1158,7 +1138,7 @@ { "name": "Primal Innate", "type": "Innate", - "tradition": "Primal", + "tradition": "primal", "DC": 31, "attack": 23, "entry": { @@ -1205,8 +1185,7 @@ { "activity": { "number": 1, - "unit": "reaction", - "entry": "{@as R}" + "unit": "reaction" }, "entries": [ "The dragon raises a wing, gaining a +2 circumstance bonus to AC against the triggering attack. If the dragon is Flying, they descend 10 feet after the attack." @@ -1304,6 +1283,14 @@ "name": "Adult Umbral Dragon", "isNpc": false, "source": "B2", + "foundIn": [ + "Impossible Lands" + ], + "_otherSources": { + "Expanded": [ + "LOIL|323" + ] + }, "page": 96, "level": 15, "traits": [ @@ -1378,7 +1365,6 @@ "negative", "reach <15 feet>" ], - "effects": [], "damage": "{@damage 3d10+14} piercing plus {@damage 3d6} negative", "types": [ "negative", @@ -1394,7 +1380,6 @@ "magical", "reach <10 feet>" ], - "effects": [], "damage": "{@damage 3d10+14} slashing", "types": [ "slashing" @@ -1408,7 +1393,6 @@ "magical", "reach <20 feet>" ], - "effects": [], "damage": "{@damage 3d12+14} slashing", "types": [ "slashing" @@ -1423,7 +1407,6 @@ "magical", "reach <15 feet>" ], - "effects": [], "damage": "{@damage 2d10+14} slashing", "types": [ "slashing" @@ -1434,7 +1417,7 @@ { "name": "Primal Innate", "type": "Innate", - "tradition": "Primal", + "tradition": "primal", "DC": 36, "entry": { "0": { @@ -1482,8 +1465,7 @@ { "activity": { "number": 1, - "unit": "reaction", - "entry": "{@as R}" + "unit": "reaction" }, "entries": [ "Jaws only." @@ -1629,7 +1611,6 @@ "range": "Melee", "name": "jaws", "attack": 17, - "effects": [], "damage": "{@damage 2d8+8} piercing", "types": [ "piercing" @@ -1642,7 +1623,6 @@ "traits": [ "agile" ], - "effects": [], "damage": "{@damage 2d6+8} slashing", "types": [ "slashing" @@ -2014,7 +1994,7 @@ { "name": "Divine Innate", "type": "Innate", - "tradition": "Divine", + "tradition": "divine", "DC": 20, "attack": 12, "entry": { @@ -2210,6 +2190,15 @@ "isNpc": false, "source": "B2", "page": 192, + "foundIn": [ + "Alkenstar", + "Mana Wastes" + ], + "_otherSources": { + "Expanded": [ + "LOIL|323" + ] + }, "level": 1, "traits": [ "n", @@ -2361,7 +2350,6 @@ "traits": [ "reach <15 feet>" ], - "effects": [], "damage": "{@damage 2d12+11} piercing", "types": [ "piercing" @@ -2374,7 +2362,6 @@ "traits": [ "reach <10 feet>" ], - "effects": [], "damage": "{@damage 2d10+9} bludgeoning", "types": [ "bludgeoning" @@ -2514,7 +2501,6 @@ "magical", "reach <20 feet>" ], - "effects": [], "damage": "{@damage 3d10+17} piercing plus {@damage 5d4} acid", "types": [ "acid", @@ -2530,7 +2516,6 @@ "magical", "reach <15 feet>" ], - "effects": [], "damage": "{@damage 3d10+17} slashing", "types": [ "slashing" @@ -2544,7 +2529,6 @@ "magical", "reach <25 feet>" ], - "effects": [], "damage": "{@damage 3d12+17} bludgeoning", "types": [ "bludgeoning" @@ -2558,7 +2542,6 @@ "magical", "reach <20 feet>" ], - "effects": [], "damage": "{@damage 2d12+17} piercing", "types": [ "piercing" @@ -2569,7 +2552,7 @@ { "name": "Primal Innate", "type": "Innate", - "tradition": "Primal", + "tradition": "primal", "DC": 38, "attack": 30, "entry": { @@ -2626,8 +2609,7 @@ { "activity": { "number": 1, - "unit": "reaction", - "entry": "{@as R}" + "unit": "reaction" }, "entries": [ "The dragon spits a glob of caustic salt water at the creature. The creature takes {@damage 7d6} acid damage (DC 36 basic Reflex save). On a failure, the concentrate action is disrupted." @@ -2842,7 +2824,6 @@ "magical", "reach <15 feet>" ], - "effects": [], "damage": "{@damage 4d10+17} slashing", "types": [ "slashing" @@ -2856,7 +2837,6 @@ "magical", "reach <25 feet>" ], - "effects": [], "damage": "{@damage 4d12+17} bludgeoning", "types": [ "bludgeoning" @@ -2871,7 +2851,6 @@ "magical", "reach <20 feet>" ], - "effects": [], "damage": "{@damage 3d12+17} piercing", "types": [ "piercing" @@ -2882,7 +2861,7 @@ { "name": "Primal Innate", "type": "Innate", - "tradition": "Primal", + "tradition": "primal", "DC": 42, "entry": { "4": { @@ -2945,8 +2924,7 @@ { "activity": { "number": 1, - "unit": "reaction", - "entry": "{@as R}" + "unit": "reaction" }, "entries": [ "The cloud dragon flexes a wing and creates a billowing cloud of mist. The dragon is treated as if they were {@condition hidden} for the purposes of resolving the triggering attack, so normally the attacker must succeed at a DC {@flatDC 11} flat check to target them. The dragon also gains a +4 circumstance bonus to AC against the triggering attack." @@ -3132,7 +3110,6 @@ "magical", "reach <20 feet>" ], - "effects": [], "damage": "{@damage 3d8+17} slashing plus {@damage 4d6} piercing", "types": [ "piercing", @@ -3148,7 +3125,6 @@ "magical", "reach <15 feet>" ], - "effects": [], "damage": "{@damage 3d8+17} slashing", "types": [ "slashing" @@ -3162,7 +3138,6 @@ "magical", "reach <25 feet>" ], - "effects": [], "damage": "{@damage 2d10+17} slashing", "types": [ "slashing" @@ -3173,7 +3148,7 @@ { "name": "Primal Innate", "type": "Innate", - "tradition": "Primal", + "tradition": "primal", "DC": 37, "entry": { "0": { @@ -3236,8 +3211,7 @@ { "activity": { "number": 1, - "unit": "reaction", - "entry": "{@as R}" + "unit": "reaction" }, "traits": [ "aura", @@ -3255,8 +3229,7 @@ { "activity": { "number": 1, - "unit": "reaction", - "entry": "{@as R}" + "unit": "reaction" }, "entries": [ "The dragon makes a tail {@action Strike} at the creature with a \u20132 penalty. If it hits, the dragon disrupts the creature's action." @@ -3446,7 +3419,6 @@ "magical", "reach <20 feet>" ], - "effects": [], "damage": "{@damage 3d10+16} piercing plus {@damage 4d6} fire", "types": [ "fire", @@ -3462,7 +3434,6 @@ "magical", "reach <15 feet>" ], - "effects": [], "damage": "{@damage 3d10+16} slashing", "types": [ "slashing" @@ -3476,7 +3447,6 @@ "magical", "reach <25 feet>" ], - "effects": [], "damage": "{@damage 3d12+16} bludgeoning", "types": [ "bludgeoning" @@ -3490,7 +3460,6 @@ "magical", "reach <20 feet>" ], - "effects": [], "damage": "{@damage 3d10+16} piercing", "types": [ "piercing" @@ -3501,7 +3470,7 @@ { "name": "Primal Innate", "type": "Innate", - "tradition": "Primal", + "tradition": "primal", "DC": 40, "attack": 32, "entry": { @@ -3560,8 +3529,7 @@ { "activity": { "number": 1, - "unit": "reaction", - "entry": "{@as R}" + "unit": "reaction" }, "entries": [ "The dragon raises a wing, gaining a +2 circumstance bonus to AC against the triggering attack. If the dragon is Flying, they descend 10 feet after the attack." @@ -3669,6 +3637,14 @@ { "name": "Ancient Umbral Dragon", "isNpc": false, + "foundIn": [ + "Impossible Lands" + ], + "_otherSources": { + "Expanded": [ + "LOIL|323" + ] + }, "source": "B2", "page": 97, "level": 20, @@ -3768,7 +3744,6 @@ "agile magical", "reach <15 feet>" ], - "effects": [], "damage": "{@damage 4d10+18} slashing", "types": [ "slashing" @@ -3782,7 +3757,6 @@ "magical", "reach <25 feet>" ], - "effects": [], "damage": "{@damage 4d12+18} slashing", "types": [ "slashing" @@ -3796,7 +3770,6 @@ "agile", "magical reach <20 feet>" ], - "effects": [], "damage": "{@damage 3d10+18} slashing", "types": [ "slashing" @@ -3807,7 +3780,7 @@ { "name": "Primal Innate", "type": "Innate", - "tradition": "Primal", + "tradition": "primal", "DC": 42, "entry": { "0": { @@ -3867,8 +3840,7 @@ { "activity": { "number": 1, - "unit": "reaction", - "entry": "{@as R}" + "unit": "reaction" }, "entries": [ "Jaws only." @@ -4051,7 +4023,7 @@ { "name": "Occult Innate", "type": "Innate", - "tradition": "Occult", + "tradition": "occult", "DC": 26, "entry": { "3": { @@ -4113,7 +4085,7 @@ }, { "stage": 3, - "entry": "The victim falls asleep and can't be awakened as long as they remain at this stage .", + "entry": "The victim falls asleep and can't be awakened as long as they remain at this stage.", "duration": "1 day" } ] @@ -4224,7 +4196,6 @@ "agile", "cold iron" ], - "effects": [], "damage": "{@damage 3d6+15} slashing", "types": [ "slashing" @@ -4238,7 +4209,6 @@ "cold iron", "reach <10 feet>" ], - "effects": [], "damage": "{@damage 2d6+15} piercing plus {@damage 2d6} {@condition persistent damage ||persistent bleed}", "types": [ "persistent", @@ -4250,7 +4220,7 @@ { "name": "Primal Innate", "type": "Innate", - "tradition": "Primal", + "tradition": "primal", "DC": 34, "attack": 26, "entry": { @@ -4433,7 +4403,6 @@ "magical", "reach <10 feet>" ], - "effects": [], "damage": "{@damage 5d8+15} bludgeoning", "types": [ "bludgeoning" @@ -4444,7 +4413,7 @@ { "name": "Arcane Innate", "type": "Innate", - "tradition": "Arcane", + "tradition": "arcane", "DC": 40, "entry": { "constant": { @@ -4609,8 +4578,7 @@ { "activity": { "number": 1, - "unit": "reaction", - "entry": "{@as R}" + "unit": "reaction" }, "trigger": "A creature leaves the swarm's space", "entries": [ @@ -4751,8 +4719,7 @@ { "activity": { "number": 1, - "unit": "reaction", - "entry": "{@as R}" + "unit": "reaction" }, "traits": [ "primal", @@ -4867,7 +4834,6 @@ "traits": [ "reach <10 feet>" ], - "effects": [], "damage": "{@damage 3d12+13} bludgeoning", "types": [ "bludgeoning" @@ -4892,7 +4858,6 @@ "traits": [ "agile" ], - "effects": [], "damage": "{@damage 3d8+13} slashing", "types": [ "slashing" @@ -4906,7 +4871,6 @@ "brutal", "range increment <120 feet>" ], - "effects": [], "damage": "{@damage 3d8+13} bludgeoning", "types": [ "bludgeoning" @@ -4918,8 +4882,7 @@ { "activity": { "number": 1, - "unit": "reaction", - "entry": "{@as R}" + "unit": "reaction" }, "entries": [ "An athach gains an extra reaction at the start of each of its turns that it can use only to make an {@action Attack of Opportunity} with its claw. It can't use more than one Attack of Opportunity triggered by the same action." @@ -4932,8 +4895,7 @@ { "activity": { "number": 1, - "unit": "reaction", - "entry": "{@as R}" + "unit": "reaction" }, "entries": [], "name": "Catch Rock", @@ -4968,8 +4930,7 @@ { "activity": { "number": 1, - "unit": "reaction", - "entry": "{@as R}" + "unit": "reaction" }, "trigger": "The athach hits a creature with two fist {@action Strike||Strikes}", "entries": [ @@ -5116,8 +5077,7 @@ { "activity": { "number": 1, - "unit": "reaction", - "entry": "{@as R}" + "unit": "reaction" }, "trigger": "A creature with an active {@trait emotion} effect enters an attic whisperer's aura of sobs", "entries": [ @@ -5295,7 +5255,6 @@ "finesse", "reach <15 feet>" ], - "effects": [], "damage": "{@damage 3d8+14} slashing plus {@damage 4d6} {@condition persistent damage ||persistent bleed} and {@damage 1d6} chaotic", "types": [ "chaotic", @@ -5308,7 +5267,7 @@ { "name": "Occult Innate", "type": "Innate", - "tradition": "Occult", + "tradition": "occult", "DC": 31, "entry": { "5": { @@ -5519,9 +5478,8 @@ "evil", "finesse", "magical", - "versatile p" + "versatile

" ], - "effects": [], "damage": "{@dice 1d4-1} slashing plus {@damage 1d4} {@condition persistent damage ||persistent bleed}", "types": [ "persistent", @@ -5533,7 +5491,7 @@ { "name": "Divine Innate", "type": "Innate", - "tradition": "Divine", + "tradition": "divine", "DC": 17, "entry": { "0": { @@ -5757,8 +5715,7 @@ { "activity": { "number": 1, - "unit": "reaction", - "entry": "{@as R}" + "unit": "reaction" }, "entries": [], "name": "Ferocity", @@ -5904,7 +5861,6 @@ "finesse", "magical" ], - "effects": [], "damage": "{@damage 2d10+4} piercing plus {@damage 1d6} chaotic", "types": [ "chaotic", @@ -5921,7 +5877,6 @@ "finesse", "magical" ], - "effects": [], "damage": "{@damage 2d8+4} slashing plus {@damage 1d6} chaotic", "types": [ "chaotic", @@ -5951,7 +5906,7 @@ { "name": "Divine Innate", "type": "Innate", - "tradition": "Divine", + "tradition": "divine", "DC": 22, "entry": { "1": { @@ -6033,8 +5988,7 @@ { "activity": { "number": 1, - "unit": "reaction", - "entry": "{@as R}" + "unit": "reaction" }, "trigger": "A creature with an active spell effect within 30 feet of the azuretzi fails to resist another azuretzi's Mocking Touch", "entries": [ @@ -6217,7 +6171,6 @@ "magical", "reach <10 feet>" ], - "effects": [], "damage": "{@damage 1d8+7} piercing plus {@damage 1d6} evil", "types": [ "evil", @@ -6232,7 +6185,6 @@ "evil", "magical" ], - "effects": [], "damage": "{@damage 1d10+7} piercing plus {@damage 1d6} evil", "types": [ "evil", @@ -6248,7 +6200,6 @@ "evil", "magical" ], - "effects": [], "damage": "{@damage 1d4+7} slashing plus {@damage 1d6} evil", "types": [ "evil", @@ -6260,7 +6211,7 @@ { "name": "Divine Innate", "type": "Innate", - "tradition": "Divine", + "tradition": "divine", "DC": 24, "entry": { "2": { @@ -6308,8 +6259,7 @@ { "activity": { "number": 1, - "unit": "reaction", - "entry": "{@as R}" + "unit": "reaction" }, "trigger": "A creature within the babau's reach successfully hits the babau with a {@action Strike}", "entries": [ @@ -6433,7 +6383,6 @@ "range": "Melee", "name": "jaws", "attack": 8, - "effects": [], "damage": "{@damage 1d8} piercing", "types": [ "piercing" @@ -6446,7 +6395,6 @@ "traits": [ "agile" ], - "effects": [], "damage": "{@damage 1d6} slashing", "types": [ "slashing" @@ -6458,8 +6406,7 @@ { "activity": { "number": 1, - "unit": "reaction", - "entry": "{@as R}" + "unit": "reaction" }, "entries": [], "name": "Ferocity", @@ -6557,7 +6504,6 @@ "agile", "finesse" ], - "effects": [], "damage": "{@damage 2d6+6} slashing and {@damage 1d6} {@condition persistent damage ||persistent bleed}", "types": [ "persistent", @@ -6569,7 +6515,7 @@ { "name": "Primal Innate", "type": "Innate", - "tradition": "Primal", + "tradition": "primal", "DC": 24, "entry": { "3": { @@ -6673,6 +6619,14 @@ "isNpc": false, "source": "B2", "page": 34, + "foundIn": [ + "Impossible Lands" + ], + "_otherSources": { + "Expanded": [ + "LOIL|323" + ] + }, "level": 5, "traits": [ "n", @@ -6784,10 +6738,6 @@ "6 The target is melting. It drops everything it's holding and becomes {@condition slowed 2} and {@condition clumsy 4} for 1 round." ], "name": "Hallucinogenic Cloud" - }, - { - "entries": [], - "name": "Basilisk, Dracolisk" } ] }, @@ -6898,7 +6848,6 @@ "magical", "reach <15 feet>" ], - "effects": [], "damage": "{@damage 4d8+20} bludgeoning plus {@damage 2d6} good", "types": [ "bludgeoning", @@ -6910,7 +6859,7 @@ { "name": "Divine Innate", "type": "Innate", - "tradition": "Divine", + "tradition": "divine", "DC": 42, "attack": 34, "entry": { @@ -6997,8 +6946,7 @@ { "activity": { "number": 1, - "unit": "reaction", - "entry": "{@as R}" + "unit": "reaction" }, "entries": [], "name": "Retributive Strike", @@ -7171,7 +7119,6 @@ "magical", "reach <10 feet>" ], - "effects": [], "damage": "{@damage 2d10+13} piercing plus", "types": [ "piercing" @@ -7186,7 +7133,6 @@ "magical", "reach <15 feet>" ], - "effects": [], "damage": "{@damage 2d8+13} slashing", "types": [ "slashing" @@ -7210,7 +7156,7 @@ { "name": "Divine Innate", "type": "Innate", - "tradition": "Divine", + "tradition": "divine", "DC": 29, "entry": { "7": { @@ -7239,8 +7185,7 @@ { "activity": { "number": 1, - "unit": "reaction", - "entry": "{@as R}" + "unit": "reaction" }, "entries": [], "name": "Attack of Opportunity", @@ -7392,7 +7337,6 @@ "range": "Melee", "name": "foot", "attack": 21, - "effects": [], "damage": "{@damage 2d8+9} bludgeoning", "types": [ "bludgeoning" @@ -7508,6 +7452,15 @@ "isNpc": false, "source": "B2", "page": 38, + "foundIn": [ + "Alkenstar", + "Mana Wastes" + ], + "_otherSources": { + "Expanded": [ + "LOIL|323" + ] + }, "level": 8, "traits": [ "n", @@ -7580,7 +7533,6 @@ "traits": [ "agile" ], - "effects": [], "damage": "{@damage 2d6+10} slashing", "types": [ "slashing" @@ -7686,6 +7638,15 @@ "name": "Belker", "isNpc": false, "source": "B2", + "foundIn": [ + "Jalmeray", + "Nex" + ], + "_otherSources": { + "Expanded": [ + "LOIL|323" + ] + }, "page": 106, "level": 6, "traits": [ @@ -7740,7 +7701,6 @@ "agile", "finesse" ], - "effects": [], "damage": "{@damage 2d10+5} slashing", "types": [ "slashing" @@ -7755,7 +7715,6 @@ "finesse", "reach <10 feet>" ], - "effects": [], "damage": "{@damage 2d8+5} bludgeoning", "types": [ "bludgeoning" @@ -7882,7 +7841,6 @@ "range": "Melee", "name": "jaws", "attack": 9, - "effects": [], "damage": "{@damage 1d8+5} piercing", "types": [ "piercing" @@ -8137,7 +8095,6 @@ "range": "Melee", "name": "jaws", "attack": 10, - "effects": [], "damage": "{@damage 1d12+2} piercing", "types": [ "piercing" @@ -8151,7 +8108,6 @@ "agile", "finesse" ], - "effects": [], "damage": "{@damage 1d8+2} slashing", "types": [ "slashing" @@ -8213,6 +8169,14 @@ "name": "Blink Dog", "isNpc": false, "source": "B2", + "foundIn": [ + "Nex" + ], + "_otherSources": { + "Expanded": [ + "LOIL|323" + ] + }, "page": 40, "level": 2, "traits": [ @@ -8266,7 +8230,6 @@ "range": "Melee", "name": "jaws (agile, finesse)", "attack": 11, - "effects": [], "damage": "{@damage 1d6+3} piercing", "types": [ "piercing" @@ -8311,6 +8274,15 @@ "name": "Blizzardborn", "isNpc": false, "source": "B2", + "foundIn": [ + "Jalmeray", + "Nex" + ], + "_otherSources": { + "Expanded": [ + "LOIL|323" + ] + }, "page": 115, "level": 6, "traits": [ @@ -8365,7 +8337,6 @@ "traits": [ "versatile bludgeoning" ], - "effects": [], "damage": "{@damage 2d6+8} slashing plus {@damage 1d6} {@condition persistent damage ||persistent cold}", "types": [ "persistent", @@ -8386,8 +8357,7 @@ { "activity": { "number": 1, - "unit": "reaction", - "entry": "{@as R}" + "unit": "reaction" }, "trigger": "An enemy hits the blizzardborn with an attack that deals physical damage", "entries": [ @@ -8515,7 +8485,6 @@ "traits": [ "agile" ], - "effects": [], "damage": "{@damage 2d8+7} slashing", "types": [ "slashing" @@ -8529,7 +8498,6 @@ "propulsive", "range increment <50 feet>" ], - "effects": [], "damage": "{@damage 2d6+4} bludgeoning", "types": [ "bludgeoning" @@ -8550,7 +8518,7 @@ { "name": "Primal Innate", "type": "Innate", - "tradition": "Primal", + "tradition": "primal", "DC": 25, "entry": { "0": { @@ -8902,7 +8870,6 @@ "agile", "finesse" ], - "effects": [], "damage": "{@damage 2d6+6} bludgeoning plus {@damage 1d6} negative", "types": [ "bludgeoning", @@ -8921,8 +8888,7 @@ { "activity": { "number": 1, - "unit": "reaction", - "entry": "{@as R}" + "unit": "reaction" }, "traits": [ "aura", @@ -9100,8 +9066,7 @@ { "activity": { "number": 1, - "unit": "reaction", - "entry": "{@as R}" + "unit": "reaction" }, "trigger": "A creature walks on top of a bog mummy that lies buried in the mud or peat below", "requirements": "Initiative has not yet been rolled", @@ -9247,7 +9212,6 @@ "range": "Melee", "name": "spear", "attack": 8, - "effects": [], "damage": "{@damage 1d6+4} piercing", "types": [ "piercing" @@ -9260,7 +9224,6 @@ "traits": [ "agile" ], - "effects": [], "damage": "{@damage 1d6+4} piercing", "types": [ "piercing" @@ -9273,7 +9236,6 @@ "traits": [ "thrown <20 feet>" ], - "effects": [], "damage": "{@damage 1d6+3} piercing", "types": [ "piercing" @@ -9428,7 +9390,6 @@ "magical", "two-hand " ], - "effects": [], "damage": "{@damage 2d4+9} bludgeoning", "types": [ "bludgeoning" @@ -9454,7 +9415,7 @@ { "name": "Divine Spontaneous", "type": "Spontaneous", - "tradition": "Divine", + "tradition": "divine", "DC": 28, "attack": 20, "entry": { @@ -9531,7 +9492,7 @@ { "name": "Occult Innate", "type": "Innate", - "tradition": "Occult", + "tradition": "occult", "DC": 28, "entry": { "1": { @@ -9691,7 +9652,6 @@ "range": "Melee", "name": "snout", "attack": 6, - "effects": [], "damage": "{@damage 1d6+2} bludgeoning", "types": [ "bludgeoning" @@ -9701,7 +9661,6 @@ "range": "Melee", "name": "jaws", "attack": 6, - "effects": [], "damage": "{@damage 1d6+2} piercing", "types": [ "piercing" @@ -9830,7 +9789,6 @@ "forceful", "sweep" ], - "effects": [], "damage": "{@damage 1d6+8} slashing plus {@damage 2d6} electricity and {@damage 1d6} good", "types": [ "electricity", @@ -9861,7 +9819,7 @@ { "name": "Divine Innate", "type": "Innate", - "tradition": "Divine", + "tradition": "divine", "DC": 24, "entry": { "1": { @@ -10179,7 +10137,7 @@ { "name": "Primal Innate", "type": "Innate", - "tradition": "Primal", + "tradition": "primal", "DC": 17, "entry": { "0": { @@ -10350,7 +10308,6 @@ "magical", "reach <10 feet>" ], - "effects": [], "damage": "{@damage 2d8+16} bludgeoning plus {@damage 2d8} cold and {@damage 2d8} lawful", "types": [ "bludgeoning", @@ -10363,7 +10320,7 @@ { "name": "Divine Innate", "type": "Innate", - "tradition": "Divine", + "tradition": "divine", "DC": 37, "entry": { "4": { @@ -10647,7 +10604,6 @@ "magical", "reach <25 feet>" ], - "effects": [], "damage": "{@damage 3d8+17} slashing", "types": [ "slashing" @@ -10662,7 +10618,6 @@ "magical", "reach <25 feet>" ], - "effects": [], "damage": "{@damage 3d10+17} bludgeoning plus", "types": [ "bludgeoning" @@ -10673,7 +10628,7 @@ { "name": "Primal Innate", "type": "Innate", - "tradition": "Primal", + "tradition": "primal", "DC": 40, "entry": { "constant": { @@ -10711,8 +10666,7 @@ { "activity": { "number": 1, - "unit": "reaction", - "entry": "{@as R}" + "unit": "reaction" }, "entries": [ "Tail only." @@ -10870,7 +10824,7 @@ "name": "longsword", "attack": 14, "traits": [ - "versatile p" + "versatile

" ], "effects": [ "drain life" @@ -10901,8 +10855,7 @@ { "activity": { "number": 1, - "unit": "reaction", - "entry": "{@as R}" + "unit": "reaction" }, "trigger": "The cairn wight is reduced to 0 Hit Points", "entries": [ @@ -11051,7 +11004,6 @@ "traits": [ "finesse" ], - "effects": [], "damage": "{@damage 2d6+4} bludgeoning plus {@damage 1d6} cold", "types": [ "bludgeoning", @@ -11066,7 +11018,6 @@ "agile", "finesse" ], - "effects": [], "damage": "{@damage 2d4+4} slashing plus {@damage 1d4} cold", "types": [ "cold", @@ -11226,7 +11177,7 @@ { "name": "Occult Innate", "type": "Innate", - "tradition": "Occult", + "tradition": "occult", "DC": 20, "attack": 12, "entry": { @@ -11431,7 +11382,6 @@ "traits": [ "finesse" ], - "effects": [], "damage": "{@damage 1d6} piercing", "types": [ "piercing" @@ -11442,7 +11392,7 @@ { "name": "Primal Innate", "type": "Innate", - "tradition": "Primal", + "tradition": "primal", "DC": 18, "entry": { "1": { @@ -11486,8 +11436,7 @@ { "activity": { "number": 1, - "unit": "reaction", - "entry": "{@as R}" + "unit": "reaction" }, "traits": [ "arcane", @@ -11560,6 +11509,15 @@ "name": "Carnivorous Blob", "isNpc": false, "source": "B2", + "foundIn": [ + "Alkenstar", + "Mana Wastes" + ], + "_otherSources": { + "Expanded": [ + "LOIL|323" + ] + }, "page": 195, "level": 13, "traits": [ @@ -11635,8 +11593,7 @@ { "activity": { "number": 1, - "unit": "reaction", - "entry": "{@as R}" + "unit": "reaction" }, "trigger": "The carnivorous blob takes damage from any source", "entries": [ @@ -11720,6 +11677,14 @@ "isNpc": false, "source": "B2", "page": 128, + "foundIn": [ + "Nex" + ], + "_otherSources": { + "Expanded": [ + "LOIL|323" + ] + }, "level": 4, "traits": [ "uncommon", @@ -11944,7 +11909,6 @@ "magical", "reach <10 feet>" ], - "effects": [], "damage": "{@damage 3d10+13} piercing", "types": [ "piercing" @@ -11958,7 +11922,6 @@ "magical", "reach <15 feet>" ], - "effects": [], "damage": "{@damage 3d12+13} piercing", "types": [ "piercing" @@ -11971,7 +11934,6 @@ "traits": [ "magical" ], - "effects": [], "damage": "{@damage 3d10+11} bludgeoning", "types": [ "bludgeoning" @@ -11995,8 +11957,7 @@ { "activity": { "number": 1, - "unit": "reaction", - "entry": "{@as R}" + "unit": "reaction" }, "entries": [], "name": "Ferocity", @@ -12157,7 +12118,7 @@ { "name": "Divine Innate", "type": "Innate", - "tradition": "Divine", + "tradition": "divine", "DC": 22, "entry": { "0": { @@ -12366,7 +12327,6 @@ "range": "Melee", "name": "claw", "attack": 10, - "effects": [], "damage": "{@damage 1d10+6} slashing", "types": [ "slashing" @@ -12621,7 +12581,6 @@ "traits": [ "reach <10 feet>" ], - "effects": [], "damage": "{@damage 2d10+8} piercing", "types": [ "piercing" @@ -12635,7 +12594,6 @@ "agile", "reach <10 feet>" ], - "effects": [], "damage": "{@damage 2d6+8} slashing", "types": [ "slashing" @@ -12649,7 +12607,6 @@ "brutal", "range increment <120 feet>" ], - "effects": [], "damage": "{@damage 1d12+8} bludgeoning", "types": [ "bludgeoning" @@ -12667,8 +12624,7 @@ { "activity": { "number": 1, - "unit": "reaction", - "entry": "{@as R}" + "unit": "reaction" }, "entries": [], "name": "Attack of Opportunity", @@ -12679,8 +12635,7 @@ { "activity": { "number": 1, - "unit": "reaction", - "entry": "{@as R}" + "unit": "reaction" }, "entries": [], "name": "Catch Rock", @@ -12843,7 +12798,6 @@ "magical", "reach <15 feet>" ], - "effects": [], "damage": "{@damage 3d6+13} piercing plus {@damage 1d6} chaotic", "types": [ "chaotic", @@ -12855,7 +12809,7 @@ { "name": "Occult Innate", "type": "Innate", - "tradition": "Occult", + "tradition": "occult", "DC": 32, "entry": { "0": { @@ -12933,8 +12887,7 @@ { "activity": { "number": 1, - "unit": "reaction", - "entry": "{@as R}" + "unit": "reaction" }, "trigger": "A creature within 30 feet suffers the effects from stage 2 of rupturing venom", "entries": [ @@ -13111,8 +13064,7 @@ { "activity": { "number": 1, - "unit": "reaction", - "entry": "{@as R}" + "unit": "reaction" }, "traits": [ "manipulate" @@ -13240,7 +13192,6 @@ "agile", "finesse" ], - "effects": [], "damage": "{@damage 1d6+5} slashing", "types": [ "slashing" @@ -13484,7 +13435,7 @@ "traits": [ "agile", "finesse", - "versatile s" + "versatile " ], "effects": [ "serpentfolk venom" @@ -13530,7 +13481,7 @@ { "name": "Occult Innate", "type": "Innate", - "tradition": "Occult", + "tradition": "occult", "DC": 21, "entry": { "1": { @@ -13846,7 +13797,6 @@ "magical", "reach <10 feet>" ], - "effects": [], "damage": "{@damage 3d10+14} slashing plus {@damage 1d6} evil", "types": [ "evil", @@ -13875,7 +13825,7 @@ { "name": "Divine Innate", "type": "Innate", - "tradition": "Divine", + "tradition": "divine", "DC": 36, "entry": { "4": { @@ -13965,8 +13915,7 @@ { "activity": { "number": 1, - "unit": "reaction", - "entry": "{@as R}" + "unit": "reaction" }, "entries": [], "name": "Attack of Opportunity", @@ -14255,7 +14204,6 @@ "traits": [ "shove" ], - "effects": [], "damage": "{@damage 2d6+7} bludgeoning", "types": [ "bludgeoning" @@ -14441,7 +14389,7 @@ { "name": "Occult Innate", "type": "Innate", - "tradition": "Occult", + "tradition": "occult", "DC": 17, "entry": { "0": { @@ -14646,7 +14594,6 @@ "agile", "finesse" ], - "effects": [], "damage": "{@damage 1d10+4} piercing", "types": [ "piercing" @@ -14657,7 +14604,7 @@ { "name": "Occult Innate", "type": "Innate", - "tradition": "Occult", + "tradition": "occult", "DC": 19, "entry": { "7": { @@ -14839,7 +14786,6 @@ "magical", "trip" ], - "effects": [], "damage": "{@damage 2d6+6} slashing plus {@damage 1d6} {@condition persistent damage ||persistent bleed}", "types": [ "persistent", @@ -14867,7 +14813,7 @@ { "name": "Occult Innate", "type": "Innate", - "tradition": "Occult", + "tradition": "occult", "DC": 27, "attack": 19, "entry": { @@ -15087,7 +15033,6 @@ "magical", "reach <10 feet>" ], - "effects": [], "damage": "{@damage 3d8+10} slashing plus {@damage 1d6} evil", "types": [ "evil", @@ -15103,7 +15048,6 @@ "magical", "range <60 feet>" ], - "effects": [], "damage": "{@damage 2d6+13} piercing plus {@damage 1d6} evil", "types": [ "evil", @@ -15115,7 +15059,7 @@ { "name": "Divine Innate", "type": "Innate", - "tradition": "Divine", + "tradition": "divine", "DC": 32, "entry": { "1": { @@ -15307,7 +15251,6 @@ "range": "Melee", "name": "jaws", "attack": 20, - "effects": [], "damage": "{@damage 2d8+10} piercing plus {@damage 1d8} sonic", "types": [ "piercing", @@ -15321,7 +15264,6 @@ "traits": [ "agile" ], - "effects": [], "damage": "{@damage 2d8+10} slashing", "types": [ "slashing" @@ -15591,6 +15533,15 @@ { "name": "Dig-widget", "isNpc": false, + "foundIn": [ + "Alkenstar", + "Mana Wastes" + ], + "_otherSources": { + "Expanded": [ + "LOIL|323" + ] + }, "source": "B2", "page": 79, "level": 5, @@ -15649,7 +15600,6 @@ "fatal ", "finesse" ], - "effects": [], "damage": "{@damage 2d6+4} piercing plus {@damage 1d6} {@condition persistent damage ||persistent bleed}", "types": [ "persistent", @@ -15663,7 +15613,6 @@ "traits": [ "finesse" ], - "effects": [], "damage": "{@damage 2d8+4} piercing", "types": [ "piercing" @@ -15814,7 +15763,7 @@ { "name": "Occult Innate", "type": "Innate", - "tradition": "Occult", + "tradition": "occult", "DC": 28, "entry": { "constant": { @@ -15850,8 +15799,7 @@ { "activity": { "number": 1, - "unit": "reaction", - "entry": "{@as R}" + "unit": "reaction" }, "trigger": "The doprillu is the target of a physical ranged attack", "requirements": "The doprillu is aware of the attack, isn't {@condition flat-footed} against it, and has a hand free", @@ -15985,7 +15933,6 @@ "range": "Melee", "name": "jaws", "attack": 21, - "effects": [], "damage": "{@damage 2d12+8} piercing", "types": [ "piercing" @@ -15998,7 +15945,6 @@ "traits": [ "agile" ], - "effects": [], "damage": "{@damage 2d10+8} slashing", "types": [ "slashing" @@ -16016,8 +15962,7 @@ { "activity": { "number": 1, - "unit": "reaction", - "entry": "{@as R}" + "unit": "reaction" }, "traits": [ "arcane", @@ -16225,7 +16170,6 @@ "traits": [ "reach <20 feet>" ], - "effects": [], "damage": "{@damage 2d8+10} bludgeoning plus", "types": [ "bludgeoning" @@ -16578,8 +16522,7 @@ { "activity": { "number": 1, - "unit": "reaction", - "entry": "{@as R}" + "unit": "reaction" }, "entries": [], "name": "Attack of Opportunity", @@ -16858,7 +16801,6 @@ "traits": [ "reach <10 feet>" ], - "effects": [], "damage": "{@damage 4d10+17} piercing", "types": [ "piercing" @@ -16872,7 +16814,6 @@ "agile", "reach <20 feet>" ], - "effects": [], "damage": "{@damage 3d10+17} slashing", "types": [ "slashing" @@ -16956,6 +16897,15 @@ "source": "B2", "page": 112, "level": 1, + "foundIn": [ + "Jalmeray", + "Nex" + ], + "_otherSources": { + "Expanded": [ + "LOIL|323" + ] + }, "traits": [ "uncommon", "n", @@ -17007,7 +16957,6 @@ "agile", "finesse" ], - "effects": [], "damage": "{@damage 1d6+1} slashing", "types": [ "slashing" @@ -17018,7 +16967,7 @@ { "name": "Arcane Innate", "type": "Innate", - "tradition": "Arcane", + "tradition": "arcane", "DC": 17, "entry": { "2": { @@ -17080,6 +17029,15 @@ "name": "Dweomercat", "isNpc": false, "source": "B2", + "foundIn": [ + "Alkenstar", + "Mana Wastes" + ], + "_otherSources": { + "Expanded": [ + "LOIL|323" + ] + }, "page": 103, "level": 7, "traits": [ @@ -17162,7 +17120,6 @@ "agile", "magical" ], - "effects": [], "damage": "{@damage 2d8+7} slashing", "types": [ "slashing" @@ -17173,7 +17130,7 @@ { "name": "Arcane Innate", "type": "Innate", - "tradition": "Arcane", + "tradition": "arcane", "DC": 26, "entry": { "4": { @@ -17208,8 +17165,7 @@ { "activity": { "number": 1, - "unit": "reaction", - "entry": "{@as R}" + "unit": "reaction" }, "traits": [ "abjuration", @@ -17328,6 +17284,15 @@ "isNpc": false, "source": "B2", "page": 108, + "foundIn": [ + "Jalmeray", + "Nex" + ], + "_otherSources": { + "Expanded": [ + "LOIL|323" + ] + }, "level": 4, "traits": [ "n", @@ -17394,7 +17359,6 @@ "range": "Melee", "name": "hoof", "attack": 14, - "effects": [], "damage": "{@damage 2d6+6} bludgeoning", "types": [ "bludgeoning" @@ -17418,8 +17382,7 @@ { "activity": { "number": 1, - "unit": "reaction", - "entry": "{@as R}" + "unit": "reaction" }, "trigger": "The earthen destrier tramples a creature", "entries": [ @@ -17527,7 +17490,6 @@ "range": "Melee", "name": "paddle", "attack": 17, - "effects": [], "damage": "{@damage 2d6+10} bludgeoning", "types": [ "bludgeoning" @@ -17553,8 +17515,7 @@ { "activity": { "number": 1, - "unit": "reaction", - "entry": "{@as R}" + "unit": "reaction" }, "entries": [ "Jaws only." @@ -17626,6 +17587,15 @@ "name": "Ember Fox", "isNpc": false, "source": "B2", + "foundIn": [ + "Jalmeray", + "Nex" + ], + "_otherSources": { + "Expanded": [ + "LOIL|323" + ] + }, "page": 110, "level": 2, "traits": [ @@ -17678,7 +17648,6 @@ "agile", "finesse" ], - "effects": [], "damage": "{@damage 1d4+3} piercing plus {@damage 1d4} {@condition persistent damage ||persistent fire}", "types": [ "persistent", @@ -17691,8 +17660,7 @@ { "activity": { "number": 1, - "unit": "reaction", - "entry": "{@as R}" + "unit": "reaction" }, "trigger": "An adjacent ally is targeted by an effect that deals fire damage", "entries": [ @@ -18001,7 +17969,7 @@ { "name": "Divine Innate", "type": "Innate", - "tradition": "Divine", + "tradition": "divine", "DC": 42, "entry": { "7": { @@ -18307,7 +18275,7 @@ { "name": "Divine Innate", "type": "Innate", - "tradition": "Divine", + "tradition": "divine", "DC": 17, "entry": { "2": { @@ -18511,8 +18479,7 @@ { "activity": { "number": 1, - "unit": "reaction", - "entry": "{@as R}" + "unit": "reaction" }, "entries": [], "name": "Attack of Opportunity", @@ -18785,9 +18752,8 @@ "traits": [ "agile", "finesse", - "versatile s" + "versatile " ], - "effects": [], "damage": "{@damage 1d4+1} piercing", "types": [ "piercing" @@ -18801,9 +18767,8 @@ "agile", "finesse", "thrown <10 feet>", - "versatile s" + "versatile " ], - "effects": [], "damage": "{@damage 1d4+1} piercing", "types": [ "piercing" @@ -18814,7 +18779,7 @@ { "name": "Occult Innate", "type": "Innate", - "tradition": "Occult", + "tradition": "occult", "DC": 15, "entry": { "1": { @@ -18893,6 +18858,15 @@ "isNpc": false, "source": "B2", "page": 110, + "foundIn": [ + "Jalmeray", + "Nex" + ], + "_otherSources": { + "Expanded": [ + "LOIL|323" + ] + }, "level": 4, "traits": [ "ne", @@ -18943,7 +18917,6 @@ "traits": [ "finesse" ], - "effects": [], "damage": "{@damage 2d6+3} bludgeoning plus {@damage 1d6} {@condition persistent damage ||persistent fire}", "types": [ "bludgeoning", @@ -18958,7 +18931,6 @@ "fire", "range increment <20 feet>" ], - "effects": [], "damage": "{@damage 1d6+3} bludgeoning plus {@damage 1d6} {@condition persistent damage ||persistent fire}", "types": [ "bludgeoning", @@ -19230,9 +19202,8 @@ "magical", "reach <10 feet>", "two-hand ", - "versatile p" + "versatile

" ], - "effects": [], "damage": "{@damage 2d6+16} slashing plus {@damage 2d6} fire", "types": [ "fire", @@ -19249,7 +19220,6 @@ "magical", "reach <10 feet>" ], - "effects": [], "damage": "{@damage 2d6+16} bludgeoning plus {@damage 2d6} fire and {@damage 2d6} {@condition persistent damage ||persistent fire}", "types": [ "bludgeoning", @@ -19267,7 +19237,6 @@ "magical", "range increment <60 feet>" ], - "effects": [], "damage": "{@damage 2d10+16} fire plus {@damage 2d6} {@condition persistent damage ||persistent fire}", "types": [ "fire", @@ -19279,7 +19248,7 @@ { "name": "Primal Innate", "type": "Innate", - "tradition": "Primal", + "tradition": "primal", "DC": 34, "entry": { "2": { @@ -19339,8 +19308,7 @@ { "activity": { "number": 1, - "unit": "reaction", - "entry": "{@as R}" + "unit": "reaction" }, "entries": [], "name": "Attack of Opportunity", @@ -19523,7 +19491,6 @@ "magical", "reach <20 feet>" ], - "effects": [], "damage": "{@damage 3d10+17} slashing", "types": [ "slashing" @@ -19551,7 +19518,7 @@ { "name": "Primal Innate", "type": "Innate", - "tradition": "Primal", + "tradition": "primal", "DC": 37, "entry": { "constant": {} @@ -19574,8 +19541,7 @@ { "activity": { "number": 1, - "unit": "reaction", - "entry": "{@as R}" + "unit": "reaction" }, "entries": [ "Tail only." @@ -19723,7 +19689,7 @@ "name": "flytrap mouth", "attack": 13, "traits": [ - "versatile s" + "versatile " ], "effects": [ "flytrap toxin" @@ -19740,7 +19706,7 @@ "attack": 13, "traits": [ "agile", - "versatile s" + "versatile " ], "effects": [ "flytrap toxin" @@ -19772,7 +19738,7 @@ { "name": "Primal Innate", "type": "Innate", - "tradition": "Primal", + "tradition": "primal", "DC": 21, "entry": { "2": { @@ -19797,8 +19763,7 @@ { "activity": { "number": 1, - "unit": "reaction", - "entry": "{@as R}" + "unit": "reaction" }, "entries": [], "name": "Attack of Opportunity", @@ -20181,7 +20146,6 @@ "traits": [ "reach <10 feet>" ], - "effects": [], "damage": "{@damage 2d8+7} piercing", "types": [ "piercing" @@ -20196,7 +20160,6 @@ "reach <10 feet>", "sweep" ], - "effects": [], "damage": "{@damage 2d6+7} slashing", "types": [ "slashing" @@ -20210,7 +20173,6 @@ "agile", "reach <10 feet>" ], - "effects": [], "damage": "{@damage 2d4+7} slashing", "types": [ "slashing" @@ -20225,7 +20187,6 @@ "sweep", "thrown <10 feet>" ], - "effects": [], "damage": "{@damage 2d6+7} slashing", "types": [ "slashing" @@ -20237,8 +20198,7 @@ { "activity": { "number": 1, - "unit": "reaction", - "entry": "{@as R}" + "unit": "reaction" }, "entries": [], "name": "Attack of Opportunity", @@ -20351,7 +20311,6 @@ "range": "Melee", "name": "jaws", "attack": 25, - "effects": [], "damage": "{@damage 3d8+10} piercing plus {@damage 2d6} {@condition persistent damage ||persistent cold}", "types": [ "persistent", @@ -20387,8 +20346,7 @@ { "activity": { "number": 1, - "unit": "reaction", - "entry": "{@as R}" + "unit": "reaction" }, "traits": [ "cold" @@ -20482,6 +20440,16 @@ "source": "B2", "page": 119, "level": 10, + "foundIn": [ + "Alkenstar", + "Mana Wastes", + "Nex" + ], + "_otherSources": { + "Expanded": [ + "LOIL|323" + ] + }, "traits": [ "ce", "large", @@ -20535,7 +20503,6 @@ "traits": [ "reach <10 feet>" ], - "effects": [], "damage": "{@damage 2d12+10} piercing plus {@damage 1d6} {@condition persistent damage ||persistent acid}", "types": [ "persistent", @@ -20550,7 +20517,6 @@ "agile", "reach <10 feet>" ], - "effects": [], "damage": "{@damage 2d10+10} slashing", "types": [ "slashing" @@ -20995,7 +20961,6 @@ "range": "Melee", "name": "jaws", "attack": 11, - "effects": [], "damage": "{@damage 1d8+4} piercing", "types": [ "piercing" @@ -21008,7 +20973,6 @@ "traits": [ "agile" ], - "effects": [], "damage": "{@damage 1d6+4} slashing", "types": [ "slashing" @@ -21020,8 +20984,7 @@ { "activity": { "number": 1, - "unit": "reaction", - "entry": "{@as R}" + "unit": "reaction" }, "entries": [], "name": "Ferocity", @@ -21217,7 +21180,6 @@ "agile", "finesse" ], - "effects": [], "damage": "{@damage 1d6+1} piercing", "types": [ "piercing" @@ -21229,8 +21191,7 @@ { "activity": { "number": 1, - "unit": "reaction", - "entry": "{@as R}" + "unit": "reaction" }, "trigger": "The giant cockroach is targeted by a melee attack", "entries": [ @@ -21331,8 +21292,7 @@ { "activity": { "number": 1, - "unit": "reaction", - "entry": "{@as R}" + "unit": "reaction" }, "trigger": "A creature that the giant crab can see targets the crab with an attack", "entries": [ @@ -21459,8 +21419,7 @@ { "activity": { "number": 1, - "unit": "reaction", - "entry": "{@as R}" + "unit": "reaction" }, "trigger": "The giant crawling hand takes piercing or slashing damage", "entries": [ @@ -21692,7 +21651,6 @@ "traits": [ "agile" ], - "effects": [], "damage": "{@damage 1d10+6} piercing", "types": [ "piercing" @@ -21740,6 +21698,14 @@ { "name": "Giant Fly", "isNpc": false, + "foundIn": [ + "Geb" + ], + "_otherSources": { + "Expanded": [ + "LOIL|323" + ] + }, "source": "B2", "page": 120, "level": 1, @@ -21801,8 +21767,7 @@ { "activity": { "number": 1, - "unit": "reaction", - "entry": "{@as R}" + "unit": "reaction" }, "trigger": "The giant fly is targeted with a melee or ranged attack by an attacker it can see", "entries": [ @@ -22048,7 +22013,6 @@ "traits": [ "reach <15 feet>" ], - "effects": [], "damage": "{@damage 2d6+10} bludgeoning", "types": [ "bludgeoning" @@ -22060,8 +22024,7 @@ { "activity": { "number": 1, - "unit": "reaction", - "entry": "{@as R}" + "unit": "reaction" }, "entries": [ "DC 28." @@ -22396,8 +22359,7 @@ { "activity": { "number": 1, - "unit": "reaction", - "entry": "{@as R}" + "unit": "reaction" }, "trigger": "The giant maggot takes damage", "entries": [ @@ -22908,7 +22870,6 @@ "range": "Melee", "name": "jaws", "attack": 8, - "effects": [], "damage": "{@damage 1d10+1} piercing", "types": [ "piercing" @@ -22922,7 +22883,6 @@ "agile", "reach <10 feet>" ], - "effects": [], "damage": "{@damage 1d8+1} slashing", "types": [ "slashing" @@ -23026,7 +22986,6 @@ "range": "Melee", "name": "beak", "attack": 21, - "effects": [], "damage": "{@damage 2d12+11} piercing", "types": [ "piercing" @@ -23228,7 +23187,7 @@ }, { "stage": 2, - "entry": "{@condition enfeebled 2} .", + "entry": "{@condition enfeebled 2}.", "duration": "1 day" } ] @@ -23490,8 +23449,7 @@ { "activity": { "number": 1, - "unit": "reaction", - "entry": "{@as R}" + "unit": "reaction" }, "entries": [ "Tail only." @@ -23629,7 +23587,6 @@ "traits": [ "agile" ], - "effects": [], "damage": "{@damage 2d4+8} slashing", "types": [ "slashing" @@ -23721,6 +23678,14 @@ "name": "Glass Golem", "isNpc": false, "source": "B2", + "foundIn": [ + "Nex" + ], + "_otherSources": { + "Expanded": [ + "LOIL|323" + ] + }, "page": 131, "level": 8, "traits": [ @@ -23769,9 +23734,8 @@ "traits": [ "agile", "magical", - "versatile p" + "versatile

" ], - "effects": [], "damage": "{@damage 2d6+8} slashing plus {@damage 1d6} bleed", "types": [ "bleed", @@ -23799,8 +23763,7 @@ { "activity": { "number": 1, - "unit": "reaction", - "entry": "{@as R}" + "unit": "reaction" }, "traits": [ "abjuration", @@ -23925,7 +23888,6 @@ "range": "Melee", "name": "horn", "attack": 20, - "effects": [], "damage": "{@damage 2d12+10} piercing", "types": [ "piercing" @@ -23935,7 +23897,6 @@ "range": "Melee", "name": "hoof", "attack": 18, - "effects": [], "damage": "{@damage 2d6+10} bludgeoning", "types": [ "bludgeoning" @@ -24088,7 +24049,6 @@ "traits": [ "finesse" ], - "effects": [], "damage": "{@damage 2d10+7} piercing plus {@damage 1d10} mental", "types": [ "mental", @@ -24103,7 +24063,6 @@ "agile", "finesse" ], - "effects": [], "damage": "{@damage 2d8+7} slashing", "types": [ "slashing" @@ -24114,7 +24073,7 @@ { "name": "Occult Innate", "type": "Innate", - "tradition": "Occult", + "tradition": "occult", "DC": 30, "attack": 22, "entry": { @@ -24280,6 +24239,15 @@ "source": "B2", "page": 109, "level": 8, + "foundIn": [ + "Jalmeray", + "Nex" + ], + "_otherSources": { + "Expanded": [ + "LOIL|323" + ] + }, "traits": [ "n", "large", @@ -24398,6 +24366,15 @@ "isNpc": false, "source": "B2", "page": 194, + "foundIn": [ + "Alkenstar", + "Mana Wastes" + ], + "_otherSources": { + "Expanded": [ + "LOIL|323" + ] + }, "level": 4, "traits": [ "n", @@ -24467,8 +24444,7 @@ { "activity": { "number": 1, - "unit": "reaction", - "entry": "{@as R}" + "unit": "reaction" }, "trigger": "A creature enters a space occupied by a gray ooze", "requirements": "Initiative has not yet been rolled", @@ -24613,9 +24589,8 @@ "traits": [ "magical", "reach <10 feet>", - "versatile b" + "versatile " ], - "effects": [], "damage": "{@damage 4d10+18} piercing", "types": [ "piercing" @@ -24629,7 +24604,6 @@ "brutal", "range increment <150 feet>" ], - "effects": [], "damage": "{@damage 2d12+18} bludgeoning", "types": [ "bludgeoning" @@ -24664,8 +24638,7 @@ { "activity": { "number": 1, - "unit": "reaction", - "entry": "{@as R}" + "unit": "reaction" }, "entries": [ "Grendel gains an extra reaction at the start of each of his turns that he can use only to make an {@action Attack of Opportunity} with his claw. He can't use more than one {@action Attack of Opportunity} triggered by the same action." @@ -24678,8 +24651,7 @@ { "activity": { "number": 1, - "unit": "reaction", - "entry": "{@as R}" + "unit": "reaction" }, "entries": [], "name": "Ferocity", @@ -24690,8 +24662,7 @@ { "activity": { "number": 1, - "unit": "reaction", - "entry": "{@as R}" + "unit": "reaction" }, "trigger": "Grendel would take {@condition persistent damage} or gain one of the following conditions: {@condition blinded}, {@condition clumsy}, {@condition confused}, {@condition controlled}, {@condition dazzled}, {@condition deafened}, {@condition doomed}, {@condition drained}, {@condition enfeebled}, {@condition fascinated}, {@condition fatigued}, {@condition fleeing}, {@condition frightened}, {@condition paralyzed}, {@condition petrified}, {@condition sickened}, {@condition slowed}, {@condition stunned}, or {@condition stupefied}", "entries": [ @@ -24849,7 +24820,7 @@ { "name": "Primal Innate", "type": "Innate", - "tradition": "Primal", + "tradition": "primal", "DC": 22, "attack": 14, "entry": { @@ -25015,7 +24986,6 @@ "traits": [ "finesse" ], - "effects": [], "damage": "{@damage 1d6+1} piercing", "types": [ "piercing" @@ -25042,7 +25012,6 @@ "range": "Melee", "name": "spear", "attack": 5, - "effects": [], "damage": "{@damage 1d6+1} piercing", "types": [ "piercing" @@ -25055,7 +25024,6 @@ "traits": [ "thrown <20 feet>" ], - "effects": [], "damage": "{@damage 1d6+1} piercing", "types": [ "piercing" @@ -25067,8 +25035,7 @@ { "activity": { "number": 1, - "unit": "reaction", - "entry": "{@as R}" + "unit": "reaction" }, "entries": [ "A grindylow gains 1 extra reaction at the start of each of its turns that it can use only to make an Attack of Opportunity with a tentacle. It can't use more than one Attack of Opportunity triggered by the same choice." @@ -25200,7 +25167,6 @@ "finesse", "trip" ], - "effects": [], "damage": "{@damage 1d4+1} slashing", "types": [ "slashing" @@ -25214,7 +25180,6 @@ "agile", "thrown <20 feet>" ], - "effects": [], "damage": "{@damage 1d4+1} piercing", "types": [ "piercing" @@ -25331,7 +25296,6 @@ "range": "Melee", "name": "jaws", "attack": 15, - "effects": [], "damage": "{@damage 2d8+7} piercing", "types": [ "piercing" @@ -25356,7 +25320,6 @@ "traits": [ "range increment <60 feet>" ], - "effects": [], "damage": "{@damage 3d6} bludgeoning plus Push 10 feet", "types": [ "bludgeoning" @@ -25367,7 +25330,7 @@ { "name": "Primal Innate", "type": "Innate", - "tradition": "Primal", + "tradition": "primal", "DC": 22, "entry": { "5": { @@ -25532,7 +25495,6 @@ "finesse", "magical" ], - "effects": [], "damage": "{@damage 3d8+12} slashing plus {@damage 1d6} evil", "types": [ "evil", @@ -25561,7 +25523,7 @@ { "name": "Divine Innate", "type": "Innate", - "tradition": "Divine", + "tradition": "divine", "DC": 36, "attack": 28, "entry": { @@ -25642,8 +25604,7 @@ { "activity": { "number": 1, - "unit": "reaction", - "entry": "{@as R}" + "unit": "reaction" }, "trigger": "The gylou attempts a skill check but hasn't rolled yet", "frequency": { @@ -25914,7 +25875,7 @@ { "name": "Divine Innate", "type": "Innate", - "tradition": "Divine", + "tradition": "divine", "DC": 27, "attack": 21, "entry": { @@ -25964,8 +25925,7 @@ { "activity": { "number": 1, - "unit": "reaction", - "entry": "{@as R}" + "unit": "reaction" }, "entries": [ "Barb only. A hamatula gains an extra reaction at the start of each of its turns that it can use only to make an {@action Attack of Opportunity}. It can't use more than one {@action Attack of Opportunity} triggered by the same action. In addition to the normal trigger, a hamatula can make an {@action Attack of Opportunity} against a creature that touches it or an adjacent creature that attempts a melee {@action Strike} against it." @@ -26130,7 +26090,6 @@ "range": "Melee", "name": "jaws", "attack": 18, - "effects": [], "damage": "{@damage 2d12+7} piercing", "types": [ "piercing" @@ -26143,7 +26102,6 @@ "traits": [ "agile" ], - "effects": [], "damage": "{@damage 2d8+7} slashing", "types": [ "slashing" @@ -26155,8 +26113,7 @@ { "activity": { "number": 1, - "unit": "reaction", - "entry": "{@as R}" + "unit": "reaction" }, "traits": [ "divine", @@ -26344,7 +26301,6 @@ "range": "Melee", "name": "claw (agile, evil, magical, reach <10 feet>)", "attack": 24, - "effects": [], "damage": "{@damage 2d8+13} slashing plus {@damage 1d6} evil", "types": [ "evil", @@ -26356,7 +26312,7 @@ { "name": "Divine Innate", "type": "Innate", - "tradition": "Divine", + "tradition": "divine", "DC": 27, "entry": { "4": { @@ -26520,7 +26476,6 @@ "traits": [ "reach <10 feet>" ], - "effects": [], "damage": "{@damage 1d6+4} bludgeoning", "types": [ "bludgeoning" @@ -26532,8 +26487,7 @@ { "activity": { "number": 1, - "unit": "reaction", - "entry": "{@as R}" + "unit": "reaction" }, "entries": [ "DC 17." @@ -26633,7 +26587,6 @@ "range": "Melee", "name": "beak", "attack": 9, - "effects": [], "damage": "{@damage 1d10+3} piercing", "types": [ "piercing" @@ -26646,7 +26599,6 @@ "traits": [ "agile" ], - "effects": [], "damage": "{@damage 1d6+3} slashing", "types": [ "slashing" @@ -26659,7 +26611,6 @@ "traits": [ "reach <10 feet>" ], - "effects": [], "damage": "{@damage 1d6+3} bludgeoning", "types": [ "bludgeoning" @@ -26671,8 +26622,7 @@ { "activity": { "number": 1, - "unit": "reaction", - "entry": "{@as R}" + "unit": "reaction" }, "entries": [ "DC 17." @@ -26776,7 +26726,6 @@ "traits": [ "deadly " ], - "effects": [], "damage": "{@damage 2d8+8} piercing", "types": [ "piercing" @@ -26786,7 +26735,6 @@ "range": "Melee", "name": "foot", "attack": 13, - "effects": [], "damage": "{@damage 1d10+8} bludgeoning", "types": [ "bludgeoning" @@ -26933,7 +26881,6 @@ "range": "Melee", "name": "jaws", "attack": 17, - "effects": [], "damage": "{@damage 2d8+8} piercing", "types": [ "piercing" @@ -26946,7 +26893,6 @@ "traits": [ "agile" ], - "effects": [], "damage": "{@damage 2d6+8} slashing", "types": [ "slashing" @@ -26958,7 +26904,7 @@ "attack": 17, "traits": [ "reach <10 feet>", - "versatile p" + "versatile

" ], "effects": [ "Knockdown" @@ -26982,8 +26928,7 @@ { "activity": { "number": 1, - "unit": "reaction", - "entry": "{@as R}" + "unit": "reaction" }, "entries": [], "name": "Ferocity", @@ -27106,9 +27051,8 @@ "traits": [ "good", "magical", - "versatile p" + "versatile

" ], - "effects": [], "damage": "{@damage 1d12+6} slashing plus {@damage 1d6} good", "types": [ "good", @@ -27124,7 +27068,6 @@ "good", "magical" ], - "effects": [], "damage": "{@damage 1d6+6} piercing plus {@damage 1d6} good", "types": [ "good", @@ -27136,7 +27079,7 @@ { "name": "Divine Innate", "type": "Innate", - "tradition": "Divine", + "tradition": "divine", "DC": 19, "entry": { "0": { @@ -27171,8 +27114,7 @@ { "activity": { "number": 1, - "unit": "reaction", - "entry": "{@as R}" + "unit": "reaction" }, "entries": [], "name": "Retributive Strike", @@ -27310,7 +27252,6 @@ "range": "Melee", "name": "jaws", "attack": 17, - "effects": [], "damage": "{@damage 2d10+7} piercing", "types": [ "piercing" @@ -27323,7 +27264,6 @@ "traits": [ "agile" ], - "effects": [], "damage": "{@damage 2d8+7} slashing", "types": [ "slashing" @@ -27334,7 +27274,7 @@ { "name": "Occult Innate", "type": "Innate", - "tradition": "Occult", + "tradition": "occult", "DC": 21, "entry": { "2": { @@ -27465,6 +27405,14 @@ "isNpc": false, "source": "B2", "page": 129, + "foundIn": [ + "Nex" + ], + "_otherSources": { + "Expanded": [ + "LOIL|323" + ] + }, "level": 5, "traits": [ "uncommon", @@ -27506,9 +27454,8 @@ "attack": 15, "traits": [ "magical", - "versatile p" + "versatile

" ], - "effects": [], "damage": "{@damage 2d6+7} bludgeoning plus {@damage 1d6} cold", "types": [ "bludgeoning", @@ -27622,6 +27569,15 @@ "isNpc": false, "source": "B2", "page": 112, + "foundIn": [ + "Jalmeray", + "Nex" + ], + "_otherSources": { + "Expanded": [ + "LOIL|323" + ] + }, "level": 1, "traits": [ "uncommon", @@ -27674,7 +27630,6 @@ "agile", "finesse" ], - "effects": [], "damage": "{@damage 1d4} slashing and {@damage 1d4} cold", "types": [ "cold", @@ -27839,7 +27794,7 @@ { "name": "Primal Innate", "type": "Innate", - "tradition": "Primal", + "tradition": "primal", "DC": 33, "entry": { "2": { @@ -27896,8 +27851,7 @@ { "activity": { "number": 1, - "unit": "reaction", - "entry": "{@as R}" + "unit": "reaction" }, "entries": [], "name": "Attack of Opportunity", @@ -27908,8 +27862,7 @@ { "activity": { "number": 1, - "unit": "reaction", - "entry": "{@as R}" + "unit": "reaction" }, "trigger": "The ice yai is targeted by a ranged {@action Strike} or spell attack roll that doesn't have the {@trait fire} trait", "entries": [ @@ -28005,6 +27958,15 @@ "isNpc": false, "source": "B2", "page": 115, + "foundIn": [ + "Jalmeray", + "Nex" + ], + "_otherSources": { + "Expanded": [ + "LOIL|323" + ] + }, "level": 10, "traits": [ "n", @@ -28053,7 +28015,6 @@ "traits": [ "reach <15 feet>" ], - "effects": [], "damage": "{@damage 2d12+13} piercing", "types": [ "piercing" @@ -28067,7 +28028,6 @@ "agile", "reach <15 feet>" ], - "effects": [], "damage": "{@damage 2d6+13} slashing plus {@damage 1d6} {@condition persistent damage ||persistent cold}", "types": [ "persistent", @@ -28081,7 +28041,6 @@ "traits": [ "range increment <60 feet>" ], - "effects": [], "damage": "{@damage 1d6+13} piercing plus {@damage 1d6} {@condition persistent damage ||persistent cold}", "types": [ "persistent", @@ -28167,6 +28126,15 @@ "isNpc": false, "source": "B2", "page": 114, + "foundIn": [ + "Jalmeray", + "Nex" + ], + "_otherSources": { + "Expanded": [ + "LOIL|323" + ] + }, "level": 2, "traits": [ "n", @@ -28211,7 +28179,6 @@ "traits": [ "finesse" ], - "effects": [], "damage": "{@damage 1d6+1} piercing plus {@damage 1d6} {@condition persistent damage ||persistent cold}", "types": [ "persistent", @@ -28272,6 +28239,14 @@ "isNpc": false, "source": "B2", "page": 200, + "foundIn": [ + "Jalmeray" + ], + "_otherSources": { + "Expanded": [ + "LOIL|323" + ] + }, "level": 1, "traits": [ "le", @@ -28336,9 +28311,8 @@ "agile", "finesse", "thrown <10 feet>", - "versatile s" + "versatile " ], - "effects": [], "damage": "{@damage 1d4} piercing", "types": [ "piercing" @@ -28351,7 +28325,6 @@ "traits": [ "range increment <30 feet>" ], - "effects": [], "damage": "{@damage 1d8} fire plus 1 {@condition persistent damage ||persistent fire damage} and 1 fire splash damage", "types": [ "fire", @@ -28454,7 +28427,6 @@ "deadly ", "reach <10 feet>" ], - "effects": [], "damage": "{@damage 2d8+9} piercing", "types": [ "piercing" @@ -28467,7 +28439,6 @@ "traits": [ "reach <15 feet>" ], - "effects": [], "damage": "{@damage 2d10+9} bludgeoning", "types": [ "bludgeoning" @@ -28615,7 +28586,6 @@ "magical", "reach <10 feet>" ], - "effects": [], "damage": "{@damage 2d6+11} slashing plus {@damage 1d6} chaotic", "types": [ "chaotic", @@ -28645,7 +28615,7 @@ { "name": "Divine Innate", "type": "Innate", - "tradition": "Divine", + "tradition": "divine", "DC": 29, "entry": { "1": { @@ -28937,7 +28907,6 @@ "agile", "finesse" ], - "effects": [], "damage": "{@damage 2d10+5} slashing", "types": [ "slashing" @@ -28948,7 +28917,7 @@ { "name": "Occult Innate", "type": "Innate", - "tradition": "Occult", + "tradition": "occult", "DC": 27, "entry": { "0": { @@ -29155,7 +29124,6 @@ "magical", "reach <10 feet>" ], - "effects": [], "damage": "{@damage 3d10+13} slashing plus {@damage 2d6} {@condition persistent damage ||persistent bleed}", "types": [ "persistent", @@ -29167,7 +29135,7 @@ { "name": "Divine Innate", "type": "Innate", - "tradition": "Divine", + "tradition": "divine", "DC": 33, "entry": { "7": { @@ -29214,8 +29182,7 @@ { "activity": { "number": 1, - "unit": "reaction", - "entry": "{@as R}" + "unit": "reaction" }, "entries": [], "name": "Attack of Opportunity", @@ -29354,7 +29321,6 @@ "finesse", "magical" ], - "effects": [], "damage": "{@damage 2d8} cold plus {@damage 2d6} evil", "types": [ "cold", @@ -29366,7 +29332,7 @@ { "name": "Divine Innate", "type": "Innate", - "tradition": "Divine", + "tradition": "divine", "DC": 26, "entry": { "3": { @@ -29491,6 +29457,14 @@ "name": "Irlgaunt", "isNpc": false, "source": "B2", + "foundIn": [ + "Nex" + ], + "_otherSources": { + "Expanded": [ + "LOIL|323" + ] + }, "page": 148, "level": 13, "traits": [ @@ -29552,7 +29526,6 @@ "range": "Melee", "name": "jaws", "attack": 26, - "effects": [], "damage": "{@damage 3d8+13} piercing plus {@damage 2d6} acid", "types": [ "acid", @@ -29566,7 +29539,6 @@ "traits": [ "agile" ], - "effects": [], "damage": "{@damage 3d10+13} bludgeoning", "types": [ "bludgeoning" @@ -29577,7 +29549,7 @@ { "name": "Primal Innate", "type": "Innate", - "tradition": "Primal", + "tradition": "primal", "DC": 31, "entry": { "4": { @@ -29660,6 +29632,16 @@ "name": "Irnakurse", "isNpc": false, "source": "B2", + "foundIn": [ + "Alkenstar", + "Mana Wastes", + "Nex" + ], + "_otherSources": { + "Expanded": [ + "LOIL|323" + ] + }, "page": 118, "level": 9, "traits": [ @@ -29712,7 +29694,6 @@ "traits": [ "reach <10 feet>" ], - "effects": [], "damage": "{@damage 2d12+11} piercing", "types": [ "piercing" @@ -29740,8 +29721,7 @@ { "activity": { "number": 1, - "unit": "reaction", - "entry": "{@as R}" + "unit": "reaction" }, "entries": [], "name": "Attack of Opportunity", @@ -29931,7 +29911,7 @@ { "name": "Primal Innate", "type": "Innate", - "tradition": "Primal", + "tradition": "primal", "DC": 30, "attack": 22, "entry": { @@ -30175,7 +30155,6 @@ "magical", "reach <15 feet>" ], - "effects": [], "damage": "{@damage 4d12+19} piercing", "types": [ "piercing" @@ -30249,8 +30228,7 @@ { "activity": { "number": 1, - "unit": "reaction", - "entry": "{@as R}" + "unit": "reaction" }, "trigger": "A creature within the jabberwock's reach uses a manipulate action or a move action, leaves a square during a move action, makes a ranged attack, or uses a concentrate action", "entries": [ @@ -30375,7 +30353,6 @@ "traits": [ "reach <15 feet>" ], - "effects": [], "damage": "{@damage 3d12+14} piercing", "types": [ "piercing" @@ -30389,7 +30366,6 @@ "agile", "reach <15 feet>" ], - "effects": [], "damage": "{@damage 3d10+14} slashing", "types": [ "slashing" @@ -30403,7 +30379,6 @@ "brutal", "range increment <120 feet>" ], - "effects": [], "damage": "{@damage 2d12+14} bludgeoning", "types": [ "bludgeoning" @@ -30427,8 +30402,7 @@ { "activity": { "number": 1, - "unit": "reaction", - "entry": "{@as R}" + "unit": "reaction" }, "entries": [], "name": "Attack of Opportunity", @@ -30439,8 +30413,7 @@ { "activity": { "number": 1, - "unit": "reaction", - "entry": "{@as R}" + "unit": "reaction" }, "entries": [], "name": "Catch Rock", @@ -30480,8 +30453,7 @@ { "activity": { "number": 1, - "unit": "reaction", - "entry": "{@as R}" + "unit": "reaction" }, "trigger": "The jotund troll Grabs a creature with their jaws", "entries": [ @@ -30644,7 +30616,6 @@ "magical", "reach <10 feet>" ], - "effects": [], "damage": "{@damage 2d8+6} piercing plus {@damage 1d6} fire", "types": [ "fire", @@ -30658,7 +30629,6 @@ "traits": [ "finesse" ], - "effects": [], "damage": "{@damage 2d12+6} piercing plus {@damage 1d6} fire", "types": [ "fire", @@ -30673,7 +30643,6 @@ "agile", "finesse" ], - "effects": [], "damage": "{@damage 2d8+6} slashing plus {@damage 1d6} fire", "types": [ "fire", @@ -30685,7 +30654,7 @@ { "name": "Occult Innate", "type": "Innate", - "tradition": "Occult", + "tradition": "occult", "DC": 28, "attack": 20, "entry": { @@ -31022,7 +30991,6 @@ "range": "Melee", "name": "club", "attack": 14, - "effects": [], "damage": "{@damage 2d6+7} bludgeoning", "types": [ "bludgeoning" @@ -31036,7 +31004,6 @@ "brutal", "range increment <20 feet>" ], - "effects": [], "damage": "{@damage 1d6+7} bludgeoning", "types": [ "bludgeoning" @@ -31049,7 +31016,6 @@ "traits": [ "thrown <10 feet>" ], - "effects": [], "damage": "{@damage 2d6+7} bludgeoning", "types": [ "bludgeoning" @@ -31060,7 +31026,7 @@ { "name": "Primal Innate", "type": "Innate", - "tradition": "Primal", + "tradition": "primal", "DC": 21, "entry": { "4": { @@ -31287,7 +31253,6 @@ "sweep", "trip" ], - "effects": [], "damage": "{@damage 3d10+14} bludgeoning", "types": [ "bludgeoning" @@ -31300,7 +31265,6 @@ "traits": [ "reach <10 feet>" ], - "effects": [], "damage": "{@damage 3d12+14} piercing plus", "types": [ "piercing" @@ -31314,7 +31278,6 @@ "agile", "reach <10 feet>" ], - "effects": [], "damage": "{@damage 3d8+14} slashing", "types": [ "slashing" @@ -31330,7 +31293,6 @@ "ranged trip", "thrown <20 feet>" ], - "effects": [], "damage": "{@damage 2d6+14} bludgeoning", "types": [ "bludgeoning" @@ -31341,7 +31303,7 @@ { "name": "Occult Innate", "type": "Innate", - "tradition": "Occult", + "tradition": "occult", "DC": 33, "entry": { "0": { @@ -31553,7 +31515,6 @@ "range": "Melee", "name": "club", "attack": 7, - "effects": [], "damage": "{@damage 1d6+3} bludgeoning", "types": [ "bludgeoning" @@ -31564,7 +31525,7 @@ { "name": "Primal Innate", "type": "Innate", - "tradition": "Primal", + "tradition": "primal", "DC": 18, "attack": 10, "entry": { @@ -31743,7 +31704,6 @@ "reach <25 feet>", "shove" ], - "effects": [], "damage": "{@damage 4d12+18} bludgeoning plus {@damage 2d6} {@condition persistent damage ||persistent fire damage}", "types": [ "bludgeoning", @@ -31758,7 +31718,6 @@ "agile", "reach <25 feet>" ], - "effects": [], "damage": "{@damage 4d10+18} piercing plus {@damage 2d6} {@condition persistent damage ||persistent fire damage}", "types": [ "persistent", @@ -31773,7 +31732,6 @@ "brutal", "range increment <120 feet>" ], - "effects": [], "damage": "{@damage 4d6+18} bludgeoning plus {@damage 2d6} {@condition persistent damage ||persistent fire}", "types": [ "bludgeoning", @@ -31785,7 +31743,7 @@ { "name": "Primal Innate", "type": "Innate", - "tradition": "Primal", + "tradition": "primal", "DC": 46, "entry": { "0": { @@ -31848,8 +31806,7 @@ { "activity": { "number": 1, - "unit": "reaction", - "entry": "{@as R}" + "unit": "reaction" }, "entries": [], "name": "Attack of Opportunity", @@ -31942,6 +31899,14 @@ "source": "B2", "page": 162, "level": 5, + "foundIn": [ + "Impossible Lands" + ], + "_otherSources": { + "Expanded": [ + "LOIL|323" + ] + }, "traits": [ "ce", "large", @@ -31997,7 +31962,6 @@ "traits": [ "fatal " ], - "effects": [], "damage": "{@damage 2d8+8} slashing", "types": [ "slashing" @@ -32010,7 +31974,6 @@ "traits": [ "agile" ], - "effects": [], "damage": "{@damage 2d4+8} bludgeoning", "types": [ "bludgeoning" @@ -32086,6 +32049,14 @@ { "name": "Leydroth", "isNpc": false, + "foundIn": [ + "Impossible Lands" + ], + "_otherSources": { + "Expanded": [ + "LOIL|323" + ] + }, "source": "B2", "page": 163, "level": 17, @@ -32150,7 +32121,6 @@ "magical", "reach <10 feet>" ], - "effects": [], "damage": "{@damage 3d10+16} piercing plus {@damage 1d10} {@condition persistent damage ||persistent bleed}", "types": [ "persistent", @@ -32166,7 +32136,6 @@ "magical", "reach <10 feet>" ], - "effects": [], "damage": "{@damage 3d10+16} slashing", "types": [ "slashing" @@ -32180,9 +32149,8 @@ "magical", "reach <10 feet>", "sweep", - "versatile p" + "versatile

" ], - "effects": [], "damage": "{@damage 3d12+16} bludgeoning", "types": [ "bludgeoning" @@ -32193,7 +32161,7 @@ { "name": "Primal Innate", "type": "Innate", - "tradition": "Primal", + "tradition": "primal", "DC": 38, "entry": { "7": { @@ -32231,8 +32199,7 @@ { "activity": { "number": 1, - "unit": "reaction", - "entry": "{@as R}" + "unit": "reaction" }, "traits": [ "abjuration", @@ -32331,6 +32298,15 @@ "isNpc": false, "source": "B2", "page": 108, + "foundIn": [ + "Jalmeray", + "Nex" + ], + "_otherSources": { + "Expanded": [ + "LOIL|323" + ] + }, "level": 2, "traits": [ "n", @@ -32379,7 +32355,6 @@ "range": "Melee", "name": "jaws", "attack": 10, - "effects": [], "damage": "{@damage 1d8+6} piercing", "types": [ "piercing" @@ -32433,6 +32408,15 @@ { "name": "Living Thunderclap", "isNpc": false, + "foundIn": [ + "Jalmeray", + "Nex" + ], + "_otherSources": { + "Expanded": [ + "LOIL|323" + ] + }, "source": "B2", "page": 106, "level": 4, @@ -32486,7 +32470,6 @@ "agile", "finesse" ], - "effects": [], "damage": "{@damage 2d6+6} bludgeoning plus Push 5 feet", "types": [ "bludgeoning" @@ -32500,7 +32483,6 @@ "electricity", "range increment <50 feet>" ], - "effects": [], "damage": "{@damage 2d12} electricity", "types": [ "electricity" @@ -32562,6 +32544,14 @@ "isNpc": false, "source": "B2", "page": 178, + "foundIn": [ + "Jalmeray" + ], + "_otherSources": { + "Expanded": [ + "LOIL|323" + ] + }, "level": 6, "traits": [ "uncommon", @@ -32637,7 +32627,7 @@ { "name": "Primal Spontaneous", "type": "Spontaneous", - "tradition": "Primal", + "tradition": "primal", "DC": 24, "attack": 16, "entry": { @@ -32860,7 +32850,6 @@ "agile", "finesse" ], - "effects": [], "damage": "{@damage 2d6+2} slashing", "types": [ "slashing" @@ -32888,7 +32877,7 @@ { "name": "Primal Innate", "type": "Innate", - "tradition": "Primal", + "tradition": "primal", "DC": 22, "attack": 14, "entry": { @@ -33018,6 +33007,15 @@ "isNpc": false, "source": "B2", "page": 111, + "foundIn": [ + "Jalmeray", + "Nex" + ], + "_otherSources": { + "Expanded": [ + "LOIL|323" + ] + }, "level": 8, "traits": [ "n", @@ -33095,7 +33093,6 @@ "fire", "range increment <40 feet>" ], - "effects": [], "damage": "{@damage 1d6+9} fire plus {@damage 1d6} {@condition persistent damage ||persistent fire}", "types": [ "fire", @@ -33181,6 +33178,14 @@ "name": "Mandragora", "isNpc": false, "source": "B2", + "foundIn": [ + "Nex" + ], + "_otherSources": { + "Expanded": [ + "LOIL|323" + ] + }, "page": 170, "level": 4, "traits": [ @@ -33437,7 +33442,6 @@ "traits": [ "agile" ], - "effects": [], "damage": "{@damage 1d8+3} bludgeoning", "types": [ "bludgeoning" @@ -33557,7 +33561,6 @@ "range": "Melee", "name": "claw", "attack": 29, - "effects": [], "damage": "{@damage 3d6+14} slashing plus {@damage 3d6} fire and {@damage 1d6} {@condition persistent damage ||persistent fire}", "types": [ "fire", @@ -33573,7 +33576,6 @@ "fire", "range increment <40 feet>" ], - "effects": [], "damage": "{@damage 6d6} fire plus {@damage 2d6} {@condition persistent damage ||persistent fire}", "types": [ "fire", @@ -33585,7 +33587,7 @@ { "name": "Primal Innate", "type": "Innate", - "tradition": "Primal", + "tradition": "primal", "DC": 36, "attack": 28, "entry": { @@ -33673,8 +33675,7 @@ { "activity": { "number": 1, - "unit": "reaction", - "entry": "{@as R}" + "unit": "reaction" }, "trigger": "The marrmora is targeted by a fire spell or effect, or is in the area of a {@trait fire} effect", "entries": [ @@ -33800,9 +33801,8 @@ "magical", "reach <10 feet>", "trip", - "versatile p" + "versatile

" ], - "effects": [], "damage": "{@damage 2d6+14} bludgeoning", "types": [ "bludgeoning" @@ -33816,7 +33816,6 @@ "agile", "reach <10 feet>" ], - "effects": [], "damage": "{@damage 2d6+14} bludgeoning", "types": [ "bludgeoning" @@ -33830,7 +33829,6 @@ "brutal", "range increment <120 feet>" ], - "effects": [], "damage": "{@damage 2d6+14} bludgeoning", "types": [ "bludgeoning" @@ -33841,7 +33839,7 @@ { "name": "Occult Innate", "type": "Innate", - "tradition": "Occult", + "tradition": "occult", "DC": 23, "entry": { "2": { @@ -33869,8 +33867,7 @@ { "activity": { "number": 1, - "unit": "reaction", - "entry": "{@as R}" + "unit": "reaction" }, "entries": [], "name": "Catch Rock", @@ -34040,7 +34037,7 @@ { "name": "Divine Innate", "type": "Innate", - "tradition": "Divine", + "tradition": "divine", "DC": 37, "entry": { "4": { @@ -34118,8 +34115,7 @@ { "activity": { "number": 1, - "unit": "reaction", - "entry": "{@as R}" + "unit": "reaction" }, "entries": [], "name": "Attack of Opportunity", @@ -34238,7 +34234,6 @@ "traits": [ "reach <15 feet>" ], - "effects": [], "damage": "{@damage 3d8+12} piercing", "types": [ "piercing" @@ -34264,7 +34259,6 @@ "traits": [ "reach <10 feet>" ], - "effects": [], "damage": "{@damage 2d10+12} bludgeoning", "types": [ "bludgeoning" @@ -34551,7 +34545,7 @@ { "name": "Divine Innate", "type": "Innate", - "tradition": "Divine", + "tradition": "divine", "DC": 31, "entry": { "1": { @@ -34611,8 +34605,7 @@ { "activity": { "number": 1, - "unit": "reaction", - "entry": "{@as R}" + "unit": "reaction" }, "trigger": "The meladaemon is attacked by an adjacent creature and the attack misses", "entries": [ @@ -34708,6 +34701,15 @@ { "name": "Melody On The Wind", "isNpc": false, + "foundIn": [ + "Jalmeray", + "Nex" + ], + "_otherSources": { + "Expanded": [ + "LOIL|323" + ] + }, "source": "B2", "page": 107, "level": 10, @@ -34779,7 +34781,6 @@ "traits": [ "range increment <70 feet>" ], - "effects": [], "damage": "{@damage 2d8+10} sonic", "types": [ "sonic" @@ -34791,8 +34792,7 @@ { "activity": { "number": 1, - "unit": "reaction", - "entry": "{@as R}" + "unit": "reaction" }, "trigger": "A {@condition hostile} creature within 30 feet creates an effect with the {@trait auditory} trait that provides bonuses to itself or its allies", "entries": [ @@ -34803,8 +34803,7 @@ { "activity": { "number": 1, - "unit": "reaction", - "entry": "{@as R}" + "unit": "reaction" }, "trigger": "The melody on the wind is targeted by a spell with the {@trait auditory} trait", "entries": [ @@ -34887,6 +34886,15 @@ "name": "Mist Stalker", "isNpc": false, "source": "B2", + "foundIn": [ + "Jalmeray", + "Nex" + ], + "_otherSources": { + "Expanded": [ + "LOIL|323" + ] + }, "page": 114, "level": 4, "traits": [ @@ -35268,7 +35276,7 @@ { "name": "Divine Innate", "type": "Innate", - "tradition": "Divine", + "tradition": "divine", "DC": 31, "entry": { "1": { @@ -35509,7 +35517,6 @@ "agile", "reach <15 feet>" ], - "effects": [], "damage": "{@damage 2d8+10} bludgeoning", "types": [ "bludgeoning" @@ -35545,8 +35552,7 @@ { "activity": { "number": 1, - "unit": "reaction", - "entry": "{@as R}" + "unit": "reaction" }, "trigger": "The moonflower has swallowed a creature", "entries": [ @@ -35672,7 +35678,6 @@ "range": "Melee", "name": "club", "attack": 9, - "effects": [], "damage": "{@damage 1d6+4} bludgeoning", "types": [ "bludgeoning" @@ -35685,7 +35690,6 @@ "traits": [ "agile" ], - "effects": [], "damage": "{@damage 1d4+4} piercing", "types": [ "piercing" @@ -35698,7 +35702,6 @@ "traits": [ "range increment <10 feet>" ], - "effects": [], "damage": "{@damage 1d6+4} bludgeoning", "types": [ "bludgeoning" @@ -35863,7 +35866,6 @@ "magical", "two-hand " ], - "effects": [], "damage": "{@damage 2d8+9} slashing plus {@damage 1d6} fire and {@damage 1d6} good", "types": [ "fire", @@ -35876,7 +35878,7 @@ { "name": "Divine Innate", "type": "Innate", - "tradition": "Divine", + "tradition": "divine", "DC": 29, "entry": { "1": { @@ -36118,8 +36120,7 @@ { "activity": { "number": 1, - "unit": "reaction", - "entry": "{@as R}" + "unit": "reaction" }, "trigger": "The mudwretch deals Constrict damage to a living creature that has blood", "requirements": "The mudwretch is dehydrated", @@ -36274,7 +36275,6 @@ "evil", "magical" ], - "effects": [], "damage": "{@damage 2d12+9} piercing plus {@damage 1d6} evil", "types": [ "evil", @@ -36290,7 +36290,6 @@ "evil", "magical" ], - "effects": [], "damage": "{@damage 2d8+9} slashing plus {@damage 1d6} evil", "types": [ "evil", @@ -36302,7 +36301,7 @@ { "name": "Divine Innate", "type": "Innate", - "tradition": "Divine", + "tradition": "divine", "DC": 26, "entry": { "4": { @@ -36498,7 +36497,6 @@ "magical", "reach <15 feet>" ], - "effects": [], "damage": "{@damage 3d12+14} piercing", "types": [ "piercing" @@ -36513,7 +36511,6 @@ "magical", "reach <15 feet>" ], - "effects": [], "damage": "{@damage 3d8+14} slashing", "types": [ "slashing" @@ -36524,7 +36521,7 @@ { "name": "Divine Innate", "type": "Innate", - "tradition": "Divine", + "tradition": "divine", "DC": 34, "entry": { "4": { @@ -36573,8 +36570,7 @@ { "activity": { "number": 1, - "unit": "reaction", - "entry": "{@as R}" + "unit": "reaction" }, "trigger": "A creature critically fails a weapon {@action Strike} against the nalfeshnee", "entries": [ @@ -36869,7 +36865,6 @@ "traits": [ "reach <15 feet>" ], - "effects": [], "damage": "{@damage 3d12+13} piercing plus", "types": [ "piercing" @@ -36884,7 +36879,6 @@ "fatal ", "reach <25 feet>" ], - "effects": [], "damage": "{@damage 3d8+13} slashing", "types": [ "slashing" @@ -36895,7 +36889,7 @@ { "name": "Occult Innate", "type": "Innate", - "tradition": "Occult", + "tradition": "occult", "DC": 38, "attack": 30, "entry": { @@ -36997,8 +36991,7 @@ { "activity": { "number": 1, - "unit": "reaction", - "entry": "{@as R}" + "unit": "reaction" }, "traits": [ "conjuration", @@ -37042,8 +37035,7 @@ { "activity": { "number": 1, - "unit": "reaction", - "entry": "{@as R}" + "unit": "reaction" }, "trigger": "A creature fails a Will save against a spell or effect created by the neothelid", "entries": [ @@ -37180,7 +37172,6 @@ "finesse", "magical" ], - "effects": [], "damage": "{@damage 6d6} poison", "types": [ "poison" @@ -37191,7 +37182,7 @@ { "name": "Primal Innate", "type": "Innate", - "tradition": "Primal", + "tradition": "primal", "DC": 29, "entry": { "4": { @@ -37374,7 +37365,6 @@ "agile", "finesse" ], - "effects": [], "damage": "{@damage 1d6} slashing", "types": [ "slashing" @@ -37522,7 +37512,7 @@ "deadly <2d12>", "magical", "reach <10 feet>", - "versatile p" + "versatile

" ], "effects": [ "sever fate" @@ -37555,7 +37545,7 @@ { "name": "Occult Innate", "type": "Innate", - "tradition": "Occult", + "tradition": "occult", "DC": 42, "entry": { "7": { @@ -37676,8 +37666,7 @@ { "activity": { "number": 1, - "unit": "reaction", - "entry": "{@as R}" + "unit": "reaction" }, "traits": [ "divination", @@ -37852,7 +37841,7 @@ { "name": "Primal Innate", "type": "Innate", - "tradition": "Primal", + "tradition": "primal", "DC": 28, "entry": { "3": { @@ -37898,8 +37887,7 @@ { "activity": { "number": 1, - "unit": "reaction", - "entry": "{@as R}" + "unit": "reaction" }, "entries": [], "name": "Attack of Opportunity", @@ -38079,7 +38067,6 @@ "agile", "finesse" ], - "effects": [], "damage": "{@damage 1d6+1} slashing", "types": [ "slashing" @@ -38091,8 +38078,7 @@ { "activity": { "number": 1, - "unit": "reaction", - "entry": "{@as R}" + "unit": "reaction" }, "trigger": "A Medium creature within the nuglub's reach leaves a square during its move action", "entries": [ @@ -38251,7 +38237,7 @@ { "name": "Occult Innate", "type": "Innate", - "tradition": "Occult", + "tradition": "occult", "DC": 26, "attack": 20, "entry": { @@ -38289,8 +38275,7 @@ { "activity": { "number": 1, - "unit": "reaction", - "entry": "{@as R}" + "unit": "reaction" }, "trigger": "The nyogoth takes piercing or slashing damage", "entries": [ @@ -38655,7 +38640,7 @@ { "name": "Divine Innate", "type": "Innate", - "tradition": "Divine", + "tradition": "divine", "DC": 42, "attack": 34, "entry": { @@ -38884,7 +38869,6 @@ "reach <10 feet>", "sweep" ], - "effects": [], "damage": "{@damage 2d10+9} slashing", "types": [ "slashing" @@ -38900,7 +38884,6 @@ "magical", "reach <10 feet>" ], - "effects": [], "damage": "{@damage 2d8+9} bludgeoning", "types": [ "bludgeoning" @@ -38915,7 +38898,6 @@ "range increment <100 feet>", "reload <0>" ], - "effects": [], "damage": "{@damage 2d6+9} piercing", "types": [ "piercing" @@ -38926,7 +38908,7 @@ { "name": "Primal Innate", "type": "Innate", - "tradition": "Primal", + "tradition": "primal", "DC": 24, "entry": { "2": { @@ -38978,8 +38960,7 @@ { "activity": { "number": 1, - "unit": "reaction", - "entry": "{@as R}" + "unit": "reaction" }, "entries": [], "name": "Attack of Opportunity", @@ -39040,6 +39021,15 @@ "name": "Ooze Mephit", "isNpc": false, "source": "B2", + "foundIn": [ + "Jalmeray", + "Nex" + ], + "_otherSources": { + "Expanded": [ + "LOIL|323" + ] + }, "page": 113, "level": 1, "traits": [ @@ -39090,7 +39080,6 @@ "range": "Melee", "name": "fist", "attack": 8, - "effects": [], "damage": "{@damage 1d6+3} bludgeoning", "types": [ "bludgeoning" @@ -39101,7 +39090,7 @@ { "name": "Arcane Innate", "type": "Innate", - "tradition": "Arcane", + "tradition": "arcane", "DC": 17, "entry": { "1": { @@ -39284,6 +39273,14 @@ "isNpc": false, "source": "B2", "page": 201, + "foundIn": [ + "Jalmeray" + ], + "_otherSources": { + "Expanded": [ + "LOIL|323" + ] + }, "level": 1, "traits": [ "ln", @@ -39343,7 +39340,6 @@ "traits": [ "two-hand " ], - "effects": [], "damage": "{@damage 1d8+4} slashing", "types": [ "slashing" @@ -39357,7 +39353,6 @@ "agile", "thrown <20 feet>" ], - "effects": [], "damage": "{@damage 1d6+4} bludgeoning", "types": [ "bludgeoning" @@ -39369,8 +39364,7 @@ { "activity": { "number": 1, - "unit": "reaction", - "entry": "{@as R}" + "unit": "reaction" }, "entries": [], "name": "Attack of Opportunity", @@ -39381,8 +39375,7 @@ { "activity": { "number": 1, - "unit": "reaction", - "entry": "{@as R}" + "unit": "reaction" }, "entries": [], "name": "Shield Block", @@ -39510,7 +39503,6 @@ "finesse", "magical" ], - "effects": [], "damage": "{@damage 2d6+2} slashing plus {@damage 2d6} {@condition persistent damage ||persistent bleed}", "types": [ "persistent", @@ -39522,7 +39514,7 @@ { "name": "Divine Innate", "type": "Innate", - "tradition": "Divine", + "tradition": "divine", "DC": 24, "entry": { "0": { @@ -39752,7 +39744,6 @@ "evil", "magical" ], - "effects": [], "damage": "{@damage 2d10+11} piercing plus {@damage 1d6} evil", "types": [ "evil", @@ -39769,7 +39760,6 @@ "magical", "reach <10 feet>" ], - "effects": [], "damage": "{@damage 2d6+11} slashing plus {@damage 1d6} evil", "types": [ "evil", @@ -39803,7 +39793,6 @@ "magical", "range increment <30 feet>" ], - "effects": [], "damage": "{@damage 2d6+8} piercing", "types": [ "piercing" @@ -39814,7 +39803,7 @@ { "name": "Divine Innate", "type": "Innate", - "tradition": "Divine", + "tradition": "divine", "DC": 25, "entry": { "2": { @@ -39882,7 +39871,7 @@ }, { "stage": 3, - "entry": "{@damage 3d6} poison damage and {@condition enfeebled 2} .", + "entry": "{@damage 3d6} poison damage and {@condition enfeebled 2}.", "duration": "1 round" } ] @@ -40011,7 +40000,6 @@ "forceful", "reach <10 feet>" ], - "effects": [], "damage": "{@damage 1d10+6} bludgeoning", "types": [ "bludgeoning" @@ -40033,8 +40021,7 @@ { "activity": { "number": 1, - "unit": "reaction", - "entry": "{@as R}" + "unit": "reaction" }, "traits": [ "attack" @@ -40133,7 +40120,6 @@ "traits": [ "reach <10 feet>" ], - "effects": [], "damage": "{@damage 2d12+13} piercing", "types": [ "piercing" @@ -40183,8 +40169,7 @@ { "activity": { "number": 1, - "unit": "reaction", - "entry": "{@as R}" + "unit": "reaction" }, "trigger": "A creature within 10 feet attempts a melee {@action Strike} against the peluda", "entries": [ @@ -40338,7 +40323,6 @@ "traits": [ "deadly " ], - "effects": [], "damage": "{@damage 1d12+7} piercing", "types": [ "piercing" @@ -40351,7 +40335,6 @@ "traits": [ "agile" ], - "effects": [], "damage": "{@damage 1d8+7} slashing", "types": [ "slashing" @@ -40474,7 +40457,6 @@ "range": "Melee", "name": "fist", "attack": 7, - "effects": [], "damage": "{@damage 1d8+2} bludgeoning", "types": [ "bludgeoning" @@ -40543,7 +40525,6 @@ "range": "Melee", "name": "jaws", "attack": 7, - "effects": [], "damage": "{@damage 1d8+2} piercing", "types": [ "piercing" @@ -40612,7 +40593,6 @@ "range": "Melee", "name": "fist", "attack": 7, - "effects": [], "damage": "{@damage 1d8+2} bludgeoning", "types": [ "bludgeoning" @@ -40680,7 +40660,6 @@ "range": "Melee", "name": "fist", "attack": 7, - "effects": [], "damage": "{@damage 1d8+2} bludgeoning", "types": [ "bludgeoning" @@ -40753,7 +40732,6 @@ "range": "Melee", "name": "claw", "attack": 7, - "effects": [], "damage": "{@damage 1d8+2} slashing", "types": [ "slashing" @@ -40835,7 +40813,6 @@ "range": "Melee", "name": "bite", "attack": 7, - "effects": [], "damage": "{@damage 1d8+2} piercing", "types": [ "piercing" @@ -41058,7 +41035,7 @@ { "name": "Divine Innate", "type": "Innate", - "tradition": "Divine", + "tradition": "divine", "DC": 29, "entry": { "1": { @@ -41111,8 +41088,7 @@ { "activity": { "number": 1, - "unit": "reaction", - "entry": "{@as R}" + "unit": "reaction" }, "entries": [], "name": "Attack of Opportunity", @@ -41123,8 +41099,7 @@ { "activity": { "number": 1, - "unit": "reaction", - "entry": "{@as R}" + "unit": "reaction" }, "traits": [ "divine", @@ -41295,9 +41270,8 @@ "traits": [ "good", "magical", - "versatile p" + "versatile

" ], - "effects": [], "damage": "{@damage 3d12+16} slashing plus {@damage 1d6} good", "types": [ "good", @@ -41309,7 +41283,7 @@ { "name": "Divine Innate", "type": "Innate", - "tradition": "Divine", + "tradition": "divine", "DC": 37, "attack": 29, "entry": { @@ -41573,7 +41547,6 @@ "range": "Melee", "name": "jaws", "attack": 15, - "effects": [], "damage": "{@damage 2d8+7} piercing", "types": [ "piercing" @@ -41718,7 +41691,6 @@ "magical", "reach <15 feet>" ], - "effects": [], "damage": "{@damage 3d8+17} slashing plus {@damage 2d6} evil and {@damage 4d6} {@condition persistent damage ||persistent bleed}", "types": [ "evil", @@ -41737,7 +41709,6 @@ "propulsive", "range <120 feet>" ], - "effects": [], "damage": "{@damage 2d10+12} piercing plus {@damage 1d6} evil and {@damage 4d6} {@condition persistent damage ||persistent bleed}", "types": [ "evil", @@ -41750,7 +41721,7 @@ { "name": "Divine Innate", "type": "Innate", - "tradition": "Divine", + "tradition": "divine", "DC": 37, "entry": { "1": { @@ -41860,8 +41831,7 @@ { "activity": { "number": 1, - "unit": "reaction", - "entry": "{@as R}" + "unit": "reaction" }, "trigger": "The purrodaemon is hit with a weapon that deals piercing damage", "requirements": "The purrodaemon has fewer than 10 weapons sheathed in their body", @@ -41997,7 +41967,7 @@ { "name": "Divine Innate", "type": "Innate", - "tradition": "Divine", + "tradition": "divine", "DC": 29, "entry": { "2": { @@ -42242,7 +42212,7 @@ "traits": [ "agile", "finesse", - "versatile s" + "versatile " ], "effects": [ "lethargy poison" @@ -42257,7 +42227,7 @@ { "name": "Primal Innate", "type": "Innate", - "tradition": "Primal", + "tradition": "primal", "DC": 20, "entry": { "0": { @@ -42299,8 +42269,7 @@ { "activity": { "number": 1, - "unit": "reaction", - "entry": "{@as R}" + "unit": "reaction" }, "trigger": "The quickling is targeted by a {@action Strike}", "entries": [ @@ -42414,7 +42383,6 @@ "traits": [ "reach <10 feet>" ], - "effects": [], "damage": "{@damage 3d8+13} piercing", "types": [ "piercing" @@ -42443,7 +42411,6 @@ "traits": [ "reach <10 feet>" ], - "effects": [], "damage": "{@damage 2d6+13} slashing plus {@damage 1d6} {@condition persistent damage ||persistent bleed}", "types": [ "persistent", @@ -42458,7 +42425,6 @@ "range <100 feet>", "water" ], - "effects": [], "damage": "{@damage 2d6+13} bludgeoning plus", "types": [ "bludgeoning" @@ -42470,8 +42436,7 @@ { "activity": { "number": 1, - "unit": "reaction", - "entry": "{@as R}" + "unit": "reaction" }, "entries": [ "Tentacle only." @@ -42612,7 +42577,6 @@ "magical", "reach <15 feet>" ], - "effects": [], "damage": "{@damage 4d10} force", "types": [ "force" @@ -42623,7 +42587,7 @@ { "name": "Occult Innate", "type": "Innate", - "tradition": "Occult", + "tradition": "occult", "DC": 38, "entry": { "5": { @@ -42813,7 +42777,6 @@ "traits": [ "finesse" ], - "effects": [], "damage": "{@damage 1d6} piercing", "types": [ "piercing" @@ -43038,7 +43001,6 @@ "magical", "reach <20 feet>" ], - "effects": [], "damage": "{@damage 4d10+17} piercing plus {@damage 3d6} fire and {@damage 2d6} negative", "types": [ "fire", @@ -43055,7 +43017,6 @@ "magical", "reach <15 feet>" ], - "effects": [], "damage": "{@damage 4d8+17} slashing plus {@damage 2d6} negative", "types": [ "negative", @@ -43070,7 +43031,6 @@ "magical", "reach <25 feet>" ], - "effects": [], "damage": "{@damage 4d10+15} slashing plus {@damage 2d6} negative", "types": [ "negative", @@ -43086,7 +43046,6 @@ "magical", "reach <20 feet>" ], - "effects": [], "damage": "{@damage 3d8+15} slashing plus {@damage 2d6} negative", "types": [ "negative", @@ -43098,7 +43057,7 @@ { "name": "Arcane Innate", "type": "Innate", - "tradition": "Arcane", + "tradition": "arcane", "DC": 44, "entry": { "4": { @@ -43163,8 +43122,7 @@ { "activity": { "number": 1, - "unit": "reaction", - "entry": "{@as R}" + "unit": "reaction" }, "entries": [ "Jaws only." @@ -43186,8 +43144,7 @@ { "activity": { "number": 1, - "unit": "reaction", - "entry": "{@as R}" + "unit": "reaction" }, "traits": [ "abjuration", @@ -43346,7 +43303,6 @@ "magical", "reach <15 feet>" ], - "effects": [], "damage": "{@damage 3d8+16} piercing plus {@damage 2d6} negative", "types": [ "negative", @@ -43362,7 +43318,6 @@ "magical", "reach <10 feet>" ], - "effects": [], "damage": "{@damage 3d4+16} slashing plus {@damage 2d6} negative", "types": [ "negative", @@ -43390,8 +43345,7 @@ { "activity": { "number": 1, - "unit": "reaction", - "entry": "{@as R}" + "unit": "reaction" }, "trigger": "The ravener husk takes any amount of bludgeoning damage", "entries": [ @@ -43641,6 +43595,14 @@ { "name": "Revenant", "isNpc": false, + "foundIn": [ + "Impossible Lands" + ], + "_otherSources": { + "Expanded": [ + "LOIL|323" + ] + }, "source": "B2", "page": 227, "level": 6, @@ -43875,7 +43837,6 @@ "range": "Melee", "name": "horn", "attack": 14, - "effects": [], "damage": "{@damage 2d8+6} piercing", "types": [ "piercing" @@ -43885,7 +43846,6 @@ "range": "Melee", "name": "foot", "attack": 12, - "effects": [], "damage": "{@damage 2d6+6} bludgeoning", "types": [ "bludgeoning" @@ -44018,7 +43978,6 @@ "finesse", "reach <15 feet>" ], - "effects": [], "damage": "{@damage 3d8+10} bludgeoning plus", "types": [ "bludgeoning" @@ -44029,7 +43988,7 @@ { "name": "Primal Innate", "type": "Innate", - "tradition": "Primal", + "tradition": "primal", "DC": 35, "entry": { "2": { @@ -44275,9 +44234,8 @@ "magical", "reach <10 feet>", "trip", - "versatile s" + "versatile " ], - "effects": [], "damage": "{@damage 2d8+9} piercing plus {@damage 1d6} evil and {@damage 2d6} {@condition persistent damage ||persistent bleed}", "types": [ "evil", @@ -44290,7 +44248,7 @@ { "name": "Divine Innate", "type": "Innate", - "tradition": "Divine", + "tradition": "divine", "DC": 29, "entry": { "3": { @@ -44341,8 +44299,7 @@ { "activity": { "number": 1, - "unit": "reaction", - "entry": "{@as R}" + "unit": "reaction" }, "entries": [], "name": "Attack of Opportunity", @@ -44436,6 +44393,15 @@ { "name": "Sand Sentry", "isNpc": false, + "foundIn": [ + "Jalmeray", + "Nex" + ], + "_otherSources": { + "Expanded": [ + "LOIL|323" + ] + }, "source": "B2", "page": 109, "level": 6, @@ -44621,7 +44587,6 @@ "range": "Melee", "name": "jaws", "attack": 20, - "effects": [], "damage": "{@damage 2d10+12} piercing", "types": [ "piercing" @@ -44633,9 +44598,8 @@ "attack": 20, "traits": [ "agile", - "versatile s" + "versatile " ], - "effects": [], "damage": "{@damage 2d6+12} bludgeoning", "types": [ "bludgeoning" @@ -44646,7 +44610,7 @@ { "name": "Occult Innate", "type": "Innate", - "tradition": "Occult", + "tradition": "occult", "DC": 23, "attack": 15, "entry": { @@ -44698,8 +44662,7 @@ { "activity": { "number": 1, - "unit": "reaction", - "entry": "{@as R}" + "unit": "reaction" }, "entries": [ "Hoof only." @@ -44875,7 +44838,6 @@ "fatal ", "reach <20 feet>" ], - "effects": [], "damage": "{@damage 4d6+18} bludgeoning plus {@damage 3d6} {@condition persistent damage ||persistent electricity}", "types": [ "bludgeoning", @@ -44905,7 +44867,6 @@ "traits": [ "reach <10 feet>" ], - "effects": [], "damage": "{@damage 4d6+18} bludgeoning plus {@damage 1d6} electricity", "types": [ "bludgeoning", @@ -44935,7 +44896,7 @@ { "name": "Primal Innate", "type": "Innate", - "tradition": "Primal", + "tradition": "primal", "DC": 41, "entry": { "7": { @@ -44993,8 +44954,7 @@ { "activity": { "number": 1, - "unit": "reaction", - "entry": "{@as R}" + "unit": "reaction" }, "traits": [ "curse", @@ -45178,7 +45138,6 @@ "evil", "magical" ], - "effects": [], "damage": "{@damage 2d12+9} piercing plus {@damage 1d6} evil", "types": [ "evil", @@ -45208,7 +45167,7 @@ { "name": "Divine Innate", "type": "Innate", - "tradition": "Divine", + "tradition": "divine", "DC": 23, "attack": 18, "entry": { @@ -45273,8 +45232,7 @@ { "activity": { "number": 1, - "unit": "reaction", - "entry": "{@as R}" + "unit": "reaction" }, "trigger": "A creature or object within the sarglagon's reach is targeted by an attack", "entries": [ @@ -45417,7 +45375,7 @@ "name": "claw", "attack": 13, "traits": [ - "versatile s" + "versatile " ], "effects": [ "clawing fear" @@ -45627,7 +45585,6 @@ "magical", "reach <10 feet>" ], - "effects": [], "damage": "{@damage 2d6+4} slashing plus {@damage 2d6} negative", "types": [ "negative", @@ -45639,7 +45596,7 @@ { "name": "Occult Innate", "type": "Innate", - "tradition": "Occult", + "tradition": "occult", "DC": 25, "entry": { "0": { @@ -45698,8 +45655,7 @@ { "activity": { "number": 1, - "unit": "reaction", - "entry": "{@as R}" + "unit": "reaction" }, "trigger": "A creature attempts a melee attack against a sceaduinar or an", "entries": [ @@ -45775,6 +45731,15 @@ "name": "Scythe Tree", "isNpc": false, "source": "B2", + "foundIn": [ + "Alkenstar", + "Mana Wastes" + ], + "_otherSources": { + "Expanded": [ + "LOIL|323" + ] + }, "page": 235, "level": 6, "traits": [ @@ -45830,7 +45795,6 @@ "deadly ", "reach <15 feet>" ], - "effects": [], "damage": "{@damage 2d10+9} slashing", "types": [ "slashing" @@ -45848,8 +45812,7 @@ { "activity": { "number": 1, - "unit": "reaction", - "entry": "{@as R}" + "unit": "reaction" }, "trigger": "A creature rolls a critical failure on a melee weapon {@action Strike} against the scythe tree", "entries": [ @@ -45995,7 +45958,6 @@ "agile", "reach <10 feet>" ], - "effects": [], "damage": "{@damage 2d6+9} bludgeoning", "types": [ "bludgeoning" @@ -46007,8 +45969,7 @@ { "activity": { "number": 1, - "unit": "reaction", - "entry": "{@as R}" + "unit": "reaction" }, "traits": [ "electricity" @@ -46198,8 +46159,7 @@ { "activity": { "number": 1, - "unit": "reaction", - "entry": "{@as R}" + "unit": "reaction" }, "trigger": "A creature within the sea snake's reach uses a move action", "entries": [ @@ -46260,6 +46220,14 @@ "name": "Shadow Drake", "isNpc": false, "source": "B2", + "foundIn": [ + "Impossible Lands" + ], + "_otherSources": { + "Expanded": [ + "LOIL|323" + ] + }, "page": 100, "level": 2, "traits": [ @@ -46317,7 +46285,6 @@ "traits": [ "finesse" ], - "effects": [], "damage": "{@damage 1d10+3} piercing", "types": [ "piercing" @@ -46331,7 +46298,6 @@ "agile", "finesse" ], - "effects": [], "damage": "{@damage 1d8+3} bludgeoning", "types": [ "bludgeoning" @@ -46356,8 +46322,7 @@ { "activity": { "number": 1, - "unit": "reaction", - "entry": "{@as R}" + "unit": "reaction" }, "trigger": "A creature attacks the shadow drake while it is in an area of dim light", "entries": [ @@ -46531,7 +46496,6 @@ "brutal", "range increment <120 feet>" ], - "effects": [], "damage": "{@damage 2d8+18} bludgeoning", "types": [ "bludgeoning" @@ -46543,8 +46507,7 @@ { "activity": { "number": 1, - "unit": "reaction", - "entry": "{@as R}" + "unit": "reaction" }, "entries": [], "name": "Attack of Opportunity", @@ -46555,8 +46518,7 @@ { "activity": { "number": 1, - "unit": "reaction", - "entry": "{@as R}" + "unit": "reaction" }, "entries": [], "name": "Catch Rock", @@ -46718,7 +46680,6 @@ "magical", "reach <15 feet>" ], - "effects": [], "damage": "{@damage 3d8+16} slashing", "types": [ "slashing" @@ -46745,7 +46706,7 @@ { "name": "Primal Innate", "type": "Innate", - "tradition": "Primal", + "tradition": "primal", "DC": 36, "entry": { "constant": { @@ -46784,8 +46745,7 @@ { "activity": { "number": 1, - "unit": "reaction", - "entry": "{@as R}" + "unit": "reaction" }, "entries": [ "Tail only." @@ -46933,7 +46893,6 @@ "agile", "finesse" ], - "effects": [], "damage": "{@damage 1d8+3} piercing", "types": [ "piercing" @@ -46947,7 +46906,6 @@ "nonlethal", "range increment <5 feet>" ], - "effects": [], "damage": "{@damage 2d6} electricity", "types": [ "electricity" @@ -46967,8 +46925,7 @@ { "activity": { "number": 1, - "unit": "reaction", - "entry": "{@as R}" + "unit": "reaction" }, "trigger": "A shocker lizard within 20 feet makes a shock {@action Strike} or uses Discharge", "entries": [ @@ -47103,7 +47060,6 @@ "magical", "reach <10 feet>" ], - "effects": [], "damage": "{@damage 2d12+8} piercing plus {@damage 1d6} chaotic", "types": [ "chaotic", @@ -47119,7 +47075,7 @@ "chaotic", "magical", "reach <10 feet>", - "versatile b" + "versatile " ], "effects": [ "Grab" @@ -47135,7 +47091,7 @@ { "name": "Occult Innate", "type": "Innate", - "tradition": "Occult", + "tradition": "occult", "DC": 23, "entry": { "0": { @@ -47519,8 +47475,7 @@ { "activity": { "number": 1, - "unit": "reaction", - "entry": "{@as R}" + "unit": "reaction" }, "trigger": "The skrik nettle takes piercing or slashing damage", "entries": [ @@ -47671,9 +47626,8 @@ "traits": [ "agile", "finesse", - "versatile s" + "versatile " ], - "effects": [], "damage": "{@damage 1d6+2} piercing", "types": [ "piercing" @@ -47686,9 +47640,8 @@ "traits": [ "agile", "thrown <10 feet>", - "versatile s" + "versatile " ], - "effects": [], "damage": "{@damage 1d4+2} piercing", "types": [ "piercing" @@ -47749,6 +47702,15 @@ { "name": "Slime Mold", "isNpc": false, + "foundIn": [ + "Alkenstar", + "Mana Wastes" + ], + "_otherSources": { + "Expanded": [ + "LOIL|323" + ] + }, "source": "B2", "page": 193, "level": 2, @@ -48054,9 +48016,8 @@ "traits": [ "good", "magical", - "versatile p" + "versatile

" ], - "effects": [], "damage": "{@damage 4d12+22} slashing plus {@damage 2d6} good", "types": [ "good", @@ -48103,8 +48064,7 @@ { "activity": { "number": 1, - "unit": "reaction", - "entry": "{@as R}" + "unit": "reaction" }, "trigger": "The solar hits with a melee weapon", "entries": [ @@ -48357,6 +48317,15 @@ { "name": "Spark Bat", "isNpc": false, + "foundIn": [ + "Jalmeray", + "Nex" + ], + "_otherSources": { + "Expanded": [ + "LOIL|323" + ] + }, "source": "B2", "page": 106, "level": 2, @@ -48403,7 +48372,6 @@ "agile", "finesse" ], - "effects": [], "damage": "{@damage 1d4+5} electricity", "types": [ "electricity" @@ -48801,7 +48769,6 @@ "agile", "reach <15 feet>" ], - "effects": [], "damage": "{@damage 2d8+14} slashing", "types": [ "slashing" @@ -48899,6 +48866,14 @@ "isNpc": false, "source": "B2", "page": 250, + "foundIn": [ + "Nex" + ], + "_otherSources": { + "Expanded": [ + "LOIL|323" + ] + }, "level": 11, "traits": [ "n", @@ -48942,7 +48917,6 @@ "agile", "sweep" ], - "effects": [], "damage": "{@damage 2d12+12} slashing", "types": [ "slashing" @@ -49050,6 +49024,14 @@ "name": "Spirit Naga", "isNpc": false, "source": "B2", + "foundIn": [ + "Jalmeray" + ], + "_otherSources": { + "Expanded": [ + "LOIL|323" + ] + }, "page": 179, "level": 9, "traits": [ @@ -49126,7 +49108,7 @@ { "name": "Occult Spontaneous", "type": "Spontaneous", - "tradition": "Occult", + "tradition": "occult", "DC": 28, "attack": 20, "entry": { @@ -49342,8 +49324,7 @@ { "activity": { "number": 1, - "unit": "reaction", - "entry": "{@as R}" + "unit": "reaction" }, "trigger": "A creature in the sportlebore swarm's area speaks, uses a verbal component, or opens its mouth", "entries": [ @@ -49497,9 +49478,8 @@ "name": "morningstar", "attack": 10, "traits": [ - "versatile p" + "versatile

" ], - "effects": [], "damage": "{@damage 1d6+6} bludgeoning", "types": [ "bludgeoning" @@ -49513,7 +49493,6 @@ "range increment <120 feet>", "reload <1>" ], - "effects": [], "damage": "{@damage 1d8} piercing", "types": [ "piercing" @@ -49524,7 +49503,7 @@ { "name": "Primal Innate", "type": "Innate", - "tradition": "Primal", + "tradition": "primal", "DC": 20, "entry": { "0": { @@ -49557,8 +49536,7 @@ { "activity": { "number": 1, - "unit": "reaction", - "entry": "{@as R}" + "unit": "reaction" }, "traits": [ "polymorph", @@ -49691,9 +49669,8 @@ "attack": 18, "traits": [ "magical", - "versatile p" + "versatile

" ], - "effects": [], "damage": "{@damage 2d6+9} bludgeoning", "types": [ "bludgeoning" @@ -49708,7 +49685,6 @@ "range increment <120 feet>", "reload <0>" ], - "effects": [], "damage": "{@damage 2d8} piercing", "types": [ "piercing" @@ -49719,7 +49695,7 @@ { "name": "Primal Innate", "type": "Innate", - "tradition": "Primal", + "tradition": "primal", "DC": 25, "entry": { "0": { @@ -49765,8 +49741,7 @@ { "activity": { "number": 1, - "unit": "reaction", - "entry": "{@as R}" + "unit": "reaction" }, "traits": [ "polymorph", @@ -49922,9 +49897,8 @@ "good", "magical", "reach <10 feet>", - "versatile s" + "versatile " ], - "effects": [], "damage": "{@damage 3d4+16} piercing plus {@damage 2d6} good and {@damage 3d6} fire", "types": [ "fire", @@ -49942,9 +49916,8 @@ "good", "magical", "thrown <60 feet>", - "versatile s" + "versatile " ], - "effects": [], "damage": "{@damage 3d4+16} piercing plus {@damage 2d6} good and {@damage 3d6} fire", "types": [ "fire", @@ -49957,7 +49930,7 @@ { "name": "Divine Innate", "type": "Innate", - "tradition": "Divine", + "tradition": "divine", "DC": 43, "entry": { "4": { @@ -50047,8 +50020,7 @@ { "activity": { "number": 1, - "unit": "reaction", - "entry": "{@as R}" + "unit": "reaction" }, "entries": [ "A star archon can also make a {@action Retributive Strike} by throwing its starknife, and the enemy and ally can be within 60 feet instead of 15 feet." @@ -50119,6 +50091,15 @@ "isNpc": false, "source": "B2", "page": 113, + "foundIn": [ + "Jalmeray", + "Nex" + ], + "_otherSources": { + "Expanded": [ + "LOIL|323" + ] + }, "level": 1, "traits": [ "uncommon", @@ -50175,7 +50156,6 @@ "agile", "finesse" ], - "effects": [], "damage": "{@damage 1d6+1} slashing", "types": [ "slashing" @@ -50186,7 +50166,7 @@ { "name": "Arcane Innate", "type": "Innate", - "tradition": "Arcane", + "tradition": "arcane", "DC": 17, "entry": { "2": { @@ -50395,6 +50375,15 @@ { "name": "Striding Fire", "isNpc": false, + "foundIn": [ + "Jalmeray", + "Nex" + ], + "_otherSources": { + "Expanded": [ + "LOIL|323" + ] + }, "source": "B2", "page": 111, "level": 6, @@ -50448,7 +50437,6 @@ "agile", "finesse" ], - "effects": [], "damage": "{@damage 2d8+5} bludgeoning plus {@damage 1d6} {@condition persistent damage ||persistent fire}", "types": [ "bludgeoning", @@ -50594,7 +50582,7 @@ { "name": "Occult Innate", "type": "Innate", - "tradition": "Occult", + "tradition": "occult", "DC": 25, "entry": { "0": { @@ -50739,6 +50727,14 @@ "isNpc": false, "source": "B2", "page": 202, + "foundIn": [ + "Jalmeray" + ], + "_otherSources": { + "Expanded": [ + "LOIL|323" + ] + }, "level": 1, "traits": [ "n", @@ -50803,7 +50799,6 @@ "forceful", "sweep" ], - "effects": [], "damage": "{@damage 1d6+2} slashing", "types": [ "slashing" @@ -50814,7 +50809,7 @@ { "name": "Occult Spontaneous", "type": "Spontaneous", - "tradition": "Occult", + "tradition": "occult", "DC": 17, "attack": 9, "entry": { @@ -50849,8 +50844,7 @@ { "activity": { "number": 1, - "unit": "reaction", - "entry": "{@as R}" + "unit": "reaction" }, "trigger": "An enemy is about to damage the dune dancer with cold, electricity, or fire, or with a spell that has the air, earth, {@trait fire}, or {@trait water} trait", "entries": [ @@ -50960,7 +50954,6 @@ "agile", "finesse" ], - "effects": [], "damage": "{@damage 1d8} bludgeoning", "types": [ "bludgeoning" @@ -50973,7 +50966,6 @@ "traits": [ "range increment <20 feet>" ], - "effects": [], "damage": "{@damage 1d6} bludgeoning", "types": [ "bludgeoning" @@ -50984,7 +50976,7 @@ { "name": "Primal Innate", "type": "Innate", - "tradition": "Primal", + "tradition": "primal", "DC": 17, "entry": { "4": { @@ -51162,7 +51154,7 @@ "agile", "deadly ", "finesse", - "versatile s" + "versatile " ], "effects": [ "{@dice 1d4+4}" @@ -51178,7 +51170,7 @@ "agile", "deadly ", "thrown <30 feet>", - "versatile s" + "versatile " ], "effects": [ "{@dice 1d4+1}" @@ -51192,8 +51184,7 @@ { "activity": { "number": 1, - "unit": "reaction", - "entry": "{@as R}" + "unit": "reaction" }, "traits": [ "air", @@ -51326,7 +51317,6 @@ "magical", "reach <20 feet>" ], - "effects": [], "damage": "{@damage 2d8+15} piercing", "types": [ "piercing" @@ -51340,7 +51330,6 @@ "agile", "reach <15 feet>" ], - "effects": [], "damage": "{@damage 3d6+15} bludgeoning", "types": [ "bludgeoning" @@ -51354,7 +51343,6 @@ "brutal", "range increment <120 feet>" ], - "effects": [], "damage": "{@damage 2d10+15} bludgeoning", "types": [ "bludgeoning" @@ -51374,8 +51362,7 @@ { "activity": { "number": 1, - "unit": "reaction", - "entry": "{@as R}" + "unit": "reaction" }, "entries": [], "name": "Catch Rock", @@ -51386,8 +51373,7 @@ { "activity": { "number": 1, - "unit": "reaction", - "entry": "{@as R}" + "unit": "reaction" }, "trigger": "The taiga giant has Ancestral Guardian active and would take energy or mental damage", "entries": [ @@ -51539,7 +51525,6 @@ "magical", "reach <25 feet>" ], - "effects": [], "damage": "{@damage 4d8+18} slashing", "types": [ "slashing" @@ -51554,7 +51539,6 @@ "magical", "reach <30 feet>" ], - "effects": [], "damage": "{@damage 5d6+18} bludgeoning plus", "types": [ "bludgeoning" @@ -51565,7 +51549,7 @@ { "name": "Primal Innate", "type": "Innate", - "tradition": "Primal", + "tradition": "primal", "DC": 41, "entry": { "constant": { @@ -51609,8 +51593,7 @@ { "activity": { "number": 1, - "unit": "reaction", - "entry": "{@as R}" + "unit": "reaction" }, "entries": [ "Tail only." @@ -51766,7 +51749,6 @@ "traits": [ "magical" ], - "effects": [], "damage": "{@damage 1d8+6} piercing", "types": [ "piercing" @@ -51780,7 +51762,6 @@ "agile", "magical" ], - "effects": [], "damage": "{@damage 1d6+6} slashing", "types": [ "slashing" @@ -51845,6 +51826,14 @@ { "name": "Tendriculos", "isNpc": false, + "foundIn": [ + "Impossible Lands" + ], + "_otherSources": { + "Expanded": [ + "LOIL|323" + ] + }, "source": "B2", "page": 257, "level": 7, @@ -51924,8 +51913,7 @@ { "activity": { "number": 1, - "unit": "reaction", - "entry": "{@as R}" + "unit": "reaction" }, "entries": [ "Tentacle only." @@ -52150,7 +52138,7 @@ { "name": "Divine Innate", "type": "Innate", - "tradition": "Divine", + "tradition": "divine", "DC": 34, "entry": { "1": { @@ -52377,7 +52365,6 @@ "lawful", "magical" ], - "effects": [], "damage": "{@damage 2d10+4} bludgeoning plus {@damage 1d6} lawful", "types": [ "bludgeoning", @@ -52407,7 +52394,7 @@ { "name": "Divine Innate", "type": "Innate", - "tradition": "Divine", + "tradition": "divine", "DC": 25, "attack": 17, "entry": { @@ -52512,6 +52499,14 @@ "name": "Thrasfyr", "isNpc": false, "source": "B2", + "foundIn": [ + "Nex" + ], + "_otherSources": { + "Expanded": [ + "LOIL|323" + ] + }, "page": 258, "level": 17, "traits": [ @@ -52727,7 +52722,7 @@ { "name": "Occult Innate", "type": "Innate", - "tradition": "Occult", + "tradition": "occult", "DC": 40, "entry": { "0": { @@ -53009,7 +53004,6 @@ "range": "Melee", "name": "beak", "attack": 24, - "effects": [], "damage": "{@damage 2d6+12} piercing plus {@damage 3d6} electricity", "types": [ "electricity", @@ -53023,7 +53017,6 @@ "traits": [ "agile" ], - "effects": [], "damage": "{@damage 2d8+12} slashing", "types": [ "slashing" @@ -53072,8 +53065,7 @@ { "activity": { "number": 1, - "unit": "reaction", - "entry": "{@as R}" + "unit": "reaction" }, "trigger": "A creature enters the thunderbird's reach or uses a move action within their reach", "entries": [ @@ -53191,8 +53183,7 @@ { "activity": { "number": 1, - "unit": "reaction", - "entry": "{@as R}" + "unit": "reaction" }, "trigger": "A creature leaves the swarm's space", "entries": [ @@ -53332,7 +53323,6 @@ "range": "Melee", "name": "foot", "attack": 19, - "effects": [], "damage": "{@damage 2d8+10} bludgeoning", "types": [ "bludgeoning" @@ -53482,7 +53472,6 @@ "traits": [ "finesse" ], - "effects": [], "damage": "{@damage 2d6+7} piercing plus {@damage 2d6} negative", "types": [ "negative", @@ -53497,7 +53486,6 @@ "agile", "finesse" ], - "effects": [], "damage": "{@damage 2d8+7} slashing", "types": [ "slashing" @@ -53636,7 +53624,6 @@ "range": "Melee", "name": "trident", "attack": 10, - "effects": [], "damage": "{@damage 1d8+6} piercing", "types": [ "piercing" @@ -53649,7 +53636,6 @@ "traits": [ "thrown <20 feet>" ], - "effects": [], "damage": "{@damage 1d8+6} piercing", "types": [ "piercing" @@ -53927,9 +53913,8 @@ "traits": [ "good", "magical", - "versatile p" + "versatile

" ], - "effects": [], "damage": "{@damage 2d12+13} slashing plus {@damage 2d6} sonic and {@damage 1d6} good", "types": [ "good", @@ -53942,7 +53927,7 @@ { "name": "Divine Innate", "type": "Innate", - "tradition": "Divine", + "tradition": "divine", "DC": 34, "entry": { "0": { @@ -54017,8 +54002,7 @@ { "activity": { "number": 1, - "unit": "reaction", - "entry": "{@as R}" + "unit": "reaction" }, "entries": [], "name": "Retributive Strike", @@ -54177,7 +54161,6 @@ "agile", "finesse" ], - "effects": [], "damage": "{@damage 1d10+4} slashing", "types": [ "slashing" @@ -54191,7 +54174,6 @@ "deadly <1d6>", "range increment <30 feet>" ], - "effects": [], "damage": "{@damage 1d6+4} piercing", "types": [ "piercing" @@ -54309,7 +54291,6 @@ "traits": [ "reach <10 feet>" ], - "effects": [], "damage": "{@damage 2d12+8} piercing", "types": [ "piercing" @@ -54323,7 +54304,6 @@ "agile", "reach <10 feet>" ], - "effects": [], "damage": "{@damage 2d8+8} slashing", "types": [ "slashing" @@ -54336,7 +54316,6 @@ "traits": [ "reach <10 feet>" ], - "effects": [], "damage": "{@damage 2d6+8} bludgeoning", "types": [ "bludgeoning" @@ -54349,7 +54328,6 @@ "traits": [ "thrown <10 feet>" ], - "effects": [], "damage": "{@damage 2d6+8} bludgeoning", "types": [ "bludgeoning" @@ -54377,8 +54355,7 @@ { "activity": { "number": 1, - "unit": "reaction", - "entry": "{@as R}" + "unit": "reaction" }, "entries": [], "name": "Attack of Opportunity", @@ -54494,7 +54471,6 @@ "traits": [ "reach <10 feet>" ], - "effects": [], "damage": "{@damage 3d6+16} piercing plus {@damage 3d6} cold", "types": [ "cold", @@ -54598,6 +54574,14 @@ "isNpc": false, "source": "B2", "page": 203, + "foundIn": [ + "Jalmeray" + ], + "_otherSources": { + "Expanded": [ + "LOIL|323" + ] + }, "level": 1, "traits": [ "cg", @@ -54659,9 +54643,8 @@ "traits": [ "agile", "finesse", - "versatile s" + "versatile " ], - "effects": [], "damage": "{@damage 1d4} piercing", "types": [ "piercing" @@ -54674,9 +54657,8 @@ "traits": [ "agile", "thrown <10 feet>", - "versatile s" + "versatile " ], - "effects": [], "damage": "{@damage 1d4} piercing", "types": [ "piercing" @@ -54772,7 +54754,6 @@ "traits": [ "shove" ], - "effects": [], "damage": "{@damage 1d8+5} bludgeoning", "types": [ "bludgeoning" @@ -54782,7 +54763,6 @@ "range": "Melee", "name": "jaws", "attack": 14, - "effects": [], "damage": "{@damage 2d6+5} piercing plus", "types": [ "piercing" @@ -54907,7 +54887,6 @@ "deadly <1d8>", "two-hand 1d10" ], - "effects": [], "damage": "{@damage 1d8+6} slashing", "types": [ "slashing" @@ -54935,7 +54914,6 @@ "range increment <100 feet>", "volley <30 feet>" ], - "effects": [], "damage": "{@damage 1d8+4} piercing", "types": [ "piercing" @@ -54958,8 +54936,7 @@ { "activity": { "number": 1, - "unit": "reaction", - "entry": "{@as R}" + "unit": "reaction" }, "entries": [], "name": "Attack of Opportunity", @@ -55083,7 +55060,6 @@ "traits": [ "finesse" ], - "effects": [], "damage": "{@damage 1d8} piercing", "types": [ "piercing" @@ -55097,7 +55073,6 @@ "agile", "finesse" ], - "effects": [], "damage": "{@damage 1d6} bludgeoning", "types": [ "bludgeoning" @@ -55150,6 +55125,15 @@ "name": "Vampiric Mist", "isNpc": false, "source": "B2", + "foundIn": [ + "Alkenstar", + "Mana Wastes" + ], + "_otherSources": { + "Expanded": [ + "LOIL|323" + ] + }, "page": 278, "level": 3, "traits": [ @@ -55388,7 +55372,7 @@ { "name": "Divine Innate", "type": "Innate", - "tradition": "Divine", + "tradition": "divine", "DC": 22, "entry": { "2": { @@ -55452,8 +55436,7 @@ { "activity": { "number": 1, - "unit": "reaction", - "entry": "{@as R}" + "unit": "reaction" }, "entries": [], "name": "Attack of Opportunity", @@ -55646,7 +55629,7 @@ { "name": "Arcane Innate", "type": "Innate", - "tradition": "Arcane", + "tradition": "arcane", "DC": 41, "entry": { "5": { @@ -55888,7 +55871,6 @@ "finesse", "trip" ], - "effects": [], "damage": "{@damage 3d4+16} slashing plus {@damage 4d6} cold and {@damage 1d6} good", "types": [ "cold", @@ -55917,7 +55899,7 @@ { "name": "Divine Innate", "type": "Innate", - "tradition": "Divine", + "tradition": "divine", "DC": 42, "attack": 32, "entry": { @@ -56071,6 +56053,15 @@ "isNpc": false, "source": "B2", "page": 194, + "foundIn": [ + "Alkenstar", + "Mana Wastes" + ], + "_otherSources": { + "Expanded": [ + "LOIL|323" + ] + }, "level": 6, "traits": [ "n", @@ -56309,7 +56300,6 @@ "traits": [ "shove" ], - "effects": [], "damage": "{@damage 1d12+1} bludgeoning plus", "types": [ "bludgeoning" @@ -56522,7 +56512,6 @@ "traits": [ "reach <10 feet>" ], - "effects": [], "damage": "{@damage 3d6+11} piercing plus {@damage 3d6} poison", "types": [ "piercing", @@ -56667,7 +56656,6 @@ "range": "Melee", "name": "fist", "attack": 8, - "effects": [], "damage": "{@damage 1d6+3} bludgeoning", "types": [ "bludgeoning" @@ -56834,7 +56822,6 @@ "magical", "reach <10 feet>" ], - "effects": [], "damage": "{@damage 4d12+16} piercing plus {@damage 1d6} evil", "types": [ "evil", @@ -56851,7 +56838,6 @@ "evil", "magical" ], - "effects": [], "damage": "{@damage 3d4+16} piercing plus {@damage 2d6} negative plus {@damage 1d6} evil", "types": [ "evil", @@ -56882,7 +56868,7 @@ { "name": "Divine Innate", "type": "Innate", - "tradition": "Divine", + "tradition": "divine", "DC": 43, "entry": { "5": { @@ -57047,6 +57033,14 @@ "source": "B2", "page": 277, "level": 13, + "foundIn": [ + "Geb" + ], + "_otherSources": { + "Expanded": [ + "LOIL|323" + ] + }, "traits": [ "uncommon", "ne", @@ -57122,7 +57116,6 @@ "traits": [ "agile" ], - "effects": [], "damage": "{@damage 3d6+17} slashing", "types": [ "slashing" @@ -57133,7 +57126,7 @@ { "name": "Divine Innate", "type": "Innate", - "tradition": "Divine", + "tradition": "divine", "DC": 33, "entry": { "3": { @@ -57350,6 +57343,14 @@ "name": "Vrykolakas Master", "isNpc": false, "source": "B2", + "foundIn": [ + "Geb" + ], + "_otherSources": { + "Expanded": [ + "LOIL|323" + ] + }, "page": 276, "level": 10, "traits": [ @@ -57408,7 +57409,6 @@ "range": "Melee", "name": "fangs", "attack": 23, - "effects": [], "damage": "{@damage 2d12+13} piercing plus", "types": [ "piercing" @@ -57505,6 +57505,14 @@ "isNpc": false, "source": "B2", "page": 276, + "foundIn": [ + "Geb" + ], + "_otherSources": { + "Expanded": [ + "LOIL|323" + ] + }, "level": 6, "traits": [ "ne", @@ -57571,7 +57579,6 @@ "traits": [ "agile" ], - "effects": [], "damage": "{@damage 2d6+8} slashing", "types": [ "slashing" @@ -57738,7 +57745,6 @@ "agile", "reach <15 feet>" ], - "effects": [], "damage": "{@damage 2d6+11} bludgeoning", "types": [ "bludgeoning" @@ -57903,7 +57909,6 @@ "magical", "reach <20 feet>" ], - "effects": [], "damage": "{@damage 3d8+15} piercing plus {@damage 2d6} electricity", "types": [ "electricity", @@ -57938,7 +57943,6 @@ "magical", "reach <15 feet>" ], - "effects": [], "damage": "{@damage 3d8+15} bludgeoning plus {@damage 2d6} electricity", "types": [ "bludgeoning", @@ -57955,7 +57959,6 @@ "magical", "range increment <60 feet>" ], - "effects": [], "damage": "{@damage 3d12+12} electricity plus {@condition flat-footed} for 1 round", "types": [ "electricity", @@ -57967,7 +57970,7 @@ { "name": "Primal Innate", "type": "Innate", - "tradition": "Primal", + "tradition": "primal", "DC": 38, "entry": { "2": { @@ -58034,8 +58037,7 @@ { "activity": { "number": 1, - "unit": "reaction", - "entry": "{@as R}" + "unit": "reaction" }, "entries": [], "name": "Attack of Opportunity", @@ -58046,8 +58048,7 @@ { "activity": { "number": 1, - "unit": "reaction", - "entry": "{@as R}" + "unit": "reaction" }, "trigger": "A creature within 100 feet casts a fire spell", "entries": [ @@ -58202,9 +58203,8 @@ "attack": 10, "traits": [ "agile", - "versatile s" + "versatile " ], - "effects": [], "damage": "{@damage 1d4+6} piercing", "types": [ "piercing" @@ -58229,7 +58229,6 @@ "traits": [ "agile" ], - "effects": [], "damage": "{@damage 1d4+6} piercing", "types": [ "piercing" @@ -58242,9 +58241,8 @@ "traits": [ "agile", "thrown <10 feet>", - "versatile s" + "versatile " ], - "effects": [], "damage": "{@damage 1d4+4} piercing", "types": [ "piercing" @@ -58268,8 +58266,7 @@ { "activity": { "number": 1, - "unit": "reaction", - "entry": "{@as R}" + "unit": "reaction" }, "entries": [], "name": "Ferocity", @@ -58444,7 +58441,6 @@ "traits": [ "agile" ], - "effects": [], "damage": "{@damage 2d4+7} slashing and {@ability Grab}", "types": [ "slashing" @@ -58468,8 +58464,7 @@ { "activity": { "number": 1, - "unit": "reaction", - "entry": "{@as R}" + "unit": "reaction" }, "entries": [], "name": "Attack of Opportunity", @@ -58673,7 +58668,7 @@ { "name": "Occult Innate", "type": "Innate", - "tradition": "Occult", + "tradition": "occult", "DC": 28, "entry": { "0": { @@ -58748,8 +58743,7 @@ { "activity": { "number": 1, - "unit": "reaction", - "entry": "{@as R}" + "unit": "reaction" }, "trigger": "A creature makes a melee", "entries": [ @@ -58909,7 +58903,6 @@ "magical", "reach <10 feet>" ], - "effects": [], "damage": "{@damage 1d10+6} piercing", "types": [ "piercing" @@ -58936,7 +58929,7 @@ { "name": "Arcane Innate", "type": "Innate", - "tradition": "Arcane", + "tradition": "arcane", "DC": 23, "entry": { "0": { @@ -59011,8 +59004,7 @@ { "activity": { "number": 1, - "unit": "reaction", - "entry": "{@as R}" + "unit": "reaction" }, "traits": [ "arcane", @@ -59135,7 +59127,6 @@ "range": "Melee", "name": "jaws", "attack": 11, - "effects": [], "damage": "{@damage 1d8+5} piercing", "types": [ "piercing" @@ -59148,7 +59139,6 @@ "traits": [ "agile" ], - "effects": [], "damage": "{@damage 1d6+5} slashing", "types": [ "slashing" @@ -59298,9 +59288,8 @@ "traits": [ "agile", "reach <10 feet>", - "versatile s" + "versatile " ], - "effects": [], "damage": "{@damage 1d8+11} piercing", "types": [ "piercing" @@ -59314,7 +59303,6 @@ "agile", "reach <10 feet>" ], - "effects": [], "damage": "{@damage 1d6+11} bludgeoning", "types": [ "bludgeoning" @@ -59330,7 +59318,6 @@ "reload <0>", "volley <30 feet>" ], - "effects": [], "damage": "{@damage 1d8+8} piercing", "types": [ "piercing" @@ -59344,7 +59331,6 @@ "brutal", "range increment <120 feet>" ], - "effects": [], "damage": "{@damage 2d6+11} bludgeoning", "types": [ "bludgeoning" @@ -59355,7 +59341,7 @@ { "name": "Primal Innate", "type": "Innate", - "tradition": "Primal", + "tradition": "primal", "DC": 23, "entry": { "2": { @@ -59402,8 +59388,7 @@ { "activity": { "number": 1, - "unit": "reaction", - "entry": "{@as R}" + "unit": "reaction" }, "entries": [], "name": "Catch Rock", @@ -59471,6 +59456,14 @@ "isNpc": false, "source": "B2", "page": 130, + "foundIn": [ + "Nex" + ], + "_otherSources": { + "Expanded": [ + "LOIL|323" + ] + }, "level": 6, "traits": [ "uncommon", @@ -59512,7 +59505,6 @@ "traits": [ "magical" ], - "effects": [], "damage": "{@damage 2d8+8} bludgeoning", "types": [ "bludgeoning" @@ -59526,7 +59518,6 @@ "magical", "range increment <30 feet>" ], - "effects": [], "damage": "{@damage 2d4+8} piercing", "types": [ "piercing" @@ -59559,8 +59550,7 @@ { "activity": { "number": 1, - "unit": "reaction", - "entry": "{@as R}" + "unit": "reaction" }, "traits": [ "arcane", @@ -59671,7 +59661,6 @@ "traits": [ "reach <10 feet>" ], - "effects": [], "damage": "{@damage 2d12+6} piercing", "types": [ "piercing" @@ -59681,7 +59670,6 @@ "range": "Melee", "name": "foot", "attack": 16, - "effects": [], "damage": "{@damage 2d8+6} bludgeoning", "types": [ "bludgeoning" @@ -59699,8 +59687,7 @@ { "activity": { "number": 1, - "unit": "reaction", - "entry": "{@as R}" + "unit": "reaction" }, "entries": [], "name": "Ferocity", @@ -59829,7 +59816,6 @@ "traits": [ "reach <10 feet>" ], - "effects": [], "damage": "{@damage 4d8+14} {@condition persistent damage ||persistent piercing damage}", "types": [ "persistent" @@ -59840,7 +59826,7 @@ { "name": "Occult Spontaneous", "type": "Spontaneous", - "tradition": "Occult", + "tradition": "occult", "DC": 34, "attack": 26, "entry": { @@ -60138,7 +60124,6 @@ "forceful", "sweep" ], - "effects": [], "damage": "{@damage 2d6+7} slashing", "types": [ "slashing" @@ -60167,7 +60152,6 @@ "reload <0>", "volley <30 feet>" ], - "effects": [], "damage": "{@damage 2d8} piercing", "types": [ "piercing" @@ -60178,7 +60162,7 @@ { "name": "Occult Innate", "type": "Innate", - "tradition": "Occult", + "tradition": "occult", "DC": 24, "entry": { "7": { @@ -60208,8 +60192,7 @@ { "activity": { "number": 1, - "unit": "reaction", - "entry": "{@as R}" + "unit": "reaction" }, "entries": [], "name": "Attack of Opportunity", @@ -60220,8 +60203,7 @@ { "activity": { "number": 1, - "unit": "reaction", - "entry": "{@as R}" + "unit": "reaction" }, "entries": [], "name": "Shield Block", @@ -60479,7 +60461,7 @@ { "name": "Divine Innate", "type": "Innate", - "tradition": "Divine", + "tradition": "divine", "DC": 44, "entry": { "5": { @@ -60727,7 +60709,6 @@ "traits": [ "reach <10 feet>" ], - "effects": [], "damage": "{@damage 1d12+5} bludgeoning plus Improved Push 5 feet", "types": [ "bludgeoning" @@ -60853,7 +60834,6 @@ "traits": [ "reach <10 feet>" ], - "effects": [], "damage": "{@damage 1d10+3} piercing", "types": [ "piercing" @@ -61136,7 +61116,7 @@ { "name": "Divine Innate", "type": "Innate", - "tradition": "Divine", + "tradition": "divine", "DC": 20, "entry": { "constant": { @@ -61283,7 +61263,6 @@ "acid", "reach <10 feet>" ], - "effects": [], "damage": "{@damage 2d10+8} piercing plus {@damage 2d4} acid", "types": [ "acid", @@ -61297,7 +61276,6 @@ "traits": [ "agile" ], - "effects": [], "damage": "{@damage 2d8+8} slashing", "types": [ "slashing" @@ -61310,7 +61288,6 @@ "traits": [ "reach <15 feet>" ], - "effects": [], "damage": "{@damage 2d12+8} bludgeoning", "types": [ "bludgeoning" @@ -61324,7 +61301,6 @@ "agile", "reach <10 feet>" ], - "effects": [], "damage": "{@damage 1d12+8} piercing", "types": [ "piercing" @@ -61335,7 +61311,7 @@ { "name": "Primal Innate", "type": "Innate", - "tradition": "Primal", + "tradition": "primal", "DC": 26, "attack": 18, "entry": { @@ -61377,8 +61353,7 @@ { "activity": { "number": 1, - "unit": "reaction", - "entry": "{@as R}" + "unit": "reaction" }, "trigger": "A creature the brine dragon observes within 30 feet uses a concentrate action", "entries": [ @@ -61537,7 +61512,6 @@ "electricity", "reach <10 feet>" ], - "effects": [], "damage": "{@damage 2d10+13} piercing plus {@damage 1d12} electricity", "types": [ "electricity", @@ -61551,7 +61525,6 @@ "traits": [ "agile" ], - "effects": [], "damage": "{@damage 2d8+13} slashing", "types": [ "slashing" @@ -61564,7 +61537,6 @@ "traits": [ "reach <15 feet>" ], - "effects": [], "damage": "{@damage 2d12+13} bludgeoning", "types": [ "bludgeoning" @@ -61578,7 +61550,6 @@ "deadly ", "reach <10 feet>" ], - "effects": [], "damage": "{@damage 1d12+11} piercing", "types": [ "piercing" @@ -61589,7 +61560,7 @@ { "name": "Primal Innate", "type": "Innate", - "tradition": "Primal", + "tradition": "primal", "DC": 29, "entry": { "1": { @@ -61638,8 +61609,7 @@ { "activity": { "number": 1, - "unit": "reaction", - "entry": "{@as R}" + "unit": "reaction" }, "trigger": "The dragon is the target of a ranged attack", "requirements": "The dragon is aware of the attack and has a free wing", @@ -61802,7 +61772,6 @@ "sonic", "reach <10 feet>" ], - "effects": [], "damage": "{@damage 2d8+8} slashing plus {@damage 2d6} piercing", "types": [ "piercing", @@ -61816,7 +61785,6 @@ "traits": [ "agile" ], - "effects": [], "damage": "{@damage 2d6+8} slashing", "types": [ "slashing" @@ -61829,7 +61797,6 @@ "traits": [ "reach <15 feet>" ], - "effects": [], "damage": "{@damage 1d10+8} slashing", "types": [ "slashing" @@ -61840,7 +61807,7 @@ { "name": "Primal Innate", "type": "Innate", - "tradition": "Primal", + "tradition": "primal", "DC": 25, "entry": { "0": { @@ -61863,7 +61830,7 @@ { "name": "Primal Prepared", "type": "Prepared", - "tradition": "Primal", + "tradition": "primal", "DC": 25, "attack": 18, "entry": { @@ -61946,8 +61913,7 @@ { "activity": { "number": 1, - "unit": "reaction", - "entry": "{@as R}" + "unit": "reaction" }, "trigger": "A creature within reach of the dragon's tail uses a move action or leaves a square during a move action it's using", "entries": [ @@ -62102,7 +62068,6 @@ "fire", "reach <10 feet>" ], - "effects": [], "damage": "{@damage 2d10+10} piercing plus {@damage 2d6} fire", "types": [ "fire", @@ -62116,7 +62081,6 @@ "traits": [ "agile" ], - "effects": [], "damage": "{@damage 2d10+10} slashing", "types": [ "slashing" @@ -62129,7 +62093,6 @@ "traits": [ "reach <15 feet>" ], - "effects": [], "damage": "{@damage 2d12+10} bludgeoning", "types": [ "bludgeoning" @@ -62142,7 +62105,6 @@ "traits": [ "reach <10 feet>" ], - "effects": [], "damage": "{@damage 1d10+10} piercing", "types": [ "piercing" @@ -62153,7 +62115,7 @@ { "name": "Primal Innate", "type": "Innate", - "tradition": "Primal", + "tradition": "primal", "DC": 26, "attack": 18, "entry": { @@ -62196,8 +62158,7 @@ { "activity": { "number": 1, - "unit": "reaction", - "entry": "{@as R}" + "unit": "reaction" }, "trigger": "The dragon is targeted with an attack", "entries": [ @@ -62285,6 +62246,14 @@ "name": "Young Umbral Dragon", "isNpc": false, "source": "B2", + "foundIn": [ + "Impossible Lands" + ], + "_otherSources": { + "Expanded": [ + "LOIL|323" + ] + }, "page": 96, "level": 11, "traits": [ @@ -62358,7 +62327,6 @@ "negative", "reach <10 feet>" ], - "effects": [], "damage": "{@damage 2d10+13} piercing plus {@damage 2d6} negative", "types": [ "negative", @@ -62372,7 +62340,6 @@ "traits": [ "agile" ], - "effects": [], "damage": "{@damage 2d10+13} slashing", "types": [ "slashing" @@ -62385,7 +62352,6 @@ "traits": [ "reach <15 feet>" ], - "effects": [], "damage": "{@damage 2d12+13} slashing", "types": [ "slashing" @@ -62398,7 +62364,6 @@ "traits": [ "reach <10 feet>" ], - "effects": [], "damage": "{@damage 1d10+13} slashing", "types": [ "slashing" @@ -62409,7 +62374,7 @@ { "name": "Primal Innate", "type": "Innate", - "tradition": "Primal", + "tradition": "primal", "DC": 30, "entry": { "0": { @@ -62451,8 +62416,7 @@ { "activity": { "number": 1, - "unit": "reaction", - "entry": "{@as R}" + "unit": "reaction" }, "entries": [ "Jaws only." @@ -62615,7 +62579,7 @@ { "name": "Divine Innate", "type": "Innate", - "tradition": "Divine", + "tradition": "divine", "DC": 17, "entry": { "0": { @@ -62844,7 +62808,7 @@ { "name": "Divine Innate", "type": "Innate", - "tradition": "Divine", + "tradition": "divine", "DC": 28, "entry": { "4": { @@ -62909,8 +62873,7 @@ { "activity": { "number": 1, - "unit": "reaction", - "entry": "{@as R}" + "unit": "reaction" }, "entries": [], "name": "Attack of Opportunity", @@ -63059,7 +63022,6 @@ "magical", "reach <15 feet>" ], - "effects": [], "damage": "{@damage 3d8+17} slashing", "types": [ "slashing" @@ -63073,7 +63035,6 @@ "magical", "reach <20 feet>" ], - "effects": [], "damage": "{@damage 3d10+17} bludgeoning", "types": [ "bludgeoning" @@ -63084,7 +63045,7 @@ { "name": "Primal Innate", "type": "Innate", - "tradition": "Primal", + "tradition": "primal", "DC": 34, "attack": 26, "entry": { @@ -63322,7 +63283,7 @@ "traits": [ "agile", "finesse", - "versatile s" + "versatile " ], "effects": [ "serpentfolk venom" @@ -63353,7 +63314,7 @@ { "name": "Occult Innate", "type": "Innate", - "tradition": "Occult", + "tradition": "occult", "DC": 18, "entry": { "1": { diff --git a/data/bestiary/creatures-b3.json b/data/bestiary/creatures-b3.json index 677ff787d9..df2f915df3 100644 --- a/data/bestiary/creatures-b3.json +++ b/data/bestiary/creatures-b3.json @@ -87,7 +87,7 @@ { "name": "Divine Innate", "type": "Innate", - "tradition": "Divine", + "tradition": "divine", "DC": 24, "entry": { "4": { @@ -148,8 +148,7 @@ { "activity": { "number": 1, - "unit": "reaction", - "entry": "{@as R}" + "unit": "reaction" }, "traits": [ "abjuration", @@ -270,7 +269,6 @@ "traits": [ "agile" ], - "effects": [], "damage": "{@damage 2d6+4} slashing", "types": [ "slashing" @@ -295,7 +293,6 @@ "traits": [ "range increment <20 feet>" ], - "effects": [], "damage": "{@damage 2d6+4} bludgeoning", "types": [ "bludgeoning" @@ -306,7 +303,7 @@ { "name": "Divine Innate", "type": "Innate", - "tradition": "Divine", + "tradition": "divine", "DC": 20, "entry": { "2": { @@ -458,9 +455,8 @@ "traits": [ "agile", "magical", - "versatile p" + "versatile

" ], - "effects": [], "damage": "{@damage 3d10+14} bludgeoning", "types": [ "bludgeoning" @@ -474,7 +470,6 @@ "magical", "range increment <60 feet>" ], - "effects": [], "damage": "{@damage 3d8+14} piercing", "types": [ "piercing" @@ -485,7 +480,7 @@ { "name": "Occult Innate", "type": "Innate", - "tradition": "Occult", + "tradition": "occult", "DC": 33, "entry": { "0": { @@ -558,8 +553,7 @@ { "activity": { "number": 1, - "unit": "reaction", - "entry": "{@as R}" + "unit": "reaction" }, "trigger": "The adachros takes 25 or more bludgeoning, piercing, or slashing damage", "entries": [ @@ -618,6 +612,14 @@ "source": "B3", "page": 23, "level": 7, + "foundIn": [ + "Jalmeray" + ], + "_otherSources": { + "Expanded": [ + "LOIL|323" + ] + }, "traits": [ "le", "medium", @@ -678,7 +680,6 @@ "agile", "trip" ], - "effects": [], "damage": "{@damage 1d6+9} slashing plus {@damage 2d6} {@condition persistent damage ||persistent bleed} and {@damage 1d4} evil", "types": [ "evil", @@ -693,7 +694,6 @@ "traits": [ "agile" ], - "effects": [], "damage": "{@damage 1d6+9} slashing and {@damage 1d4} evil", "types": [ "evil", @@ -706,8 +706,7 @@ { "activity": { "number": 1, - "unit": "reaction", - "entry": "{@as R}" + "unit": "reaction" }, "entries": [], "name": "Attack of Opportunity", @@ -718,8 +717,7 @@ { "activity": { "number": 1, - "unit": "reaction", - "entry": "{@as R}" + "unit": "reaction" }, "trigger": "The adhukait fails a saving throw against a {@trait mental} effect", "entries": [ @@ -849,7 +847,6 @@ "traits": [ "magical" ], - "effects": [], "damage": "{@damage 2d6+9} piercing plus {@damage 1d6} cold", "types": [ "cold", @@ -860,7 +857,6 @@ "range": "Melee", "name": "jaws", "attack": 19, - "effects": [], "damage": "{@damage 2d8+9} slashing plus {@damage 1d6} cold", "types": [ "cold", @@ -875,7 +871,6 @@ "magical", "thrown <20 feet>" ], - "effects": [], "damage": "{@damage 2d6+9} piercing plus {@damage 1d6} cold", "types": [ "cold", @@ -900,8 +895,7 @@ { "activity": { "number": 1, - "unit": "reaction", - "entry": "{@as R}" + "unit": "reaction" }, "trigger": "A creature within reach of an adlet's jaws {@action Strike} attacks one of the adlet's allies", "entries": [ @@ -1058,7 +1052,6 @@ "magical", "reach <15 feet>" ], - "effects": [], "damage": "{@damage 3d10+13} piercing plus {@damage 2d6} poison", "types": [ "piercing", @@ -1074,7 +1067,6 @@ "magical", "reach <10 feet>" ], - "effects": [], "damage": "{@damage 3d8+13} slashing plus", "types": [ "slashing" @@ -1101,7 +1093,7 @@ { "name": "Primal Innate", "type": "Innate", - "tradition": "Primal", + "tradition": "primal", "DC": 34, "entry": { "0": { @@ -1157,8 +1149,7 @@ { "activity": { "number": 1, - "unit": "reaction", - "entry": "{@as R}" + "unit": "reaction" }, "traits": [ "healing", @@ -1436,7 +1427,7 @@ { "name": "Arcane Innate", "type": "Innate", - "tradition": "Arcane", + "tradition": "arcane", "DC": 32, "entry": { "2": { @@ -1508,8 +1499,7 @@ { "activity": { "number": 1, - "unit": "reaction", - "entry": "{@as R}" + "unit": "reaction" }, "traits": [ "abjuration", @@ -1691,7 +1681,6 @@ "magical", "reach <15 feet>" ], - "effects": [], "damage": "{@damage 3d8+13} piercing plus {@damage 1d12} electricity", "types": [ "electricity", @@ -1736,7 +1725,7 @@ { "name": "Divine Innate", "type": "Innate", - "tradition": "Divine", + "tradition": "divine", "DC": 33, "entry": { "1": { @@ -1970,7 +1959,6 @@ "magical", "reach <15 feet>" ], - "effects": [], "damage": "{@damage 3d10+14} piercing plus {@damage 2d6} mental", "types": [ "mental", @@ -2015,7 +2003,7 @@ { "name": "Occult Innate", "type": "Innate", - "tradition": "Occult", + "tradition": "occult", "DC": 36, "attack": 30, "entry": { @@ -2074,8 +2062,7 @@ { "activity": { "number": 1, - "unit": "reaction", - "entry": "{@as R}" + "unit": "reaction" }, "entries": [ "The sovereign dragon makes a claw or tail {@action Strike} against the creature, after applying all the effects of the critical hit to the dragon." @@ -2290,7 +2277,6 @@ "magical", "reach <10 feet>" ], - "effects": [], "damage": "{@damage 2d8+13} piercing plus {@damage 2d6} fire", "types": [ "fire", @@ -2334,7 +2320,7 @@ { "name": "Arcane Innate", "type": "Innate", - "tradition": "Arcane", + "tradition": "arcane", "DC": 30, "attack": 24, "entry": { @@ -2561,7 +2547,6 @@ "finesse", "magical" ], - "effects": [], "damage": "{@damage 1d6+5} slashing plus {@damage 1d6} evil", "types": [ "evil", @@ -2573,7 +2558,7 @@ { "name": "Divine Innate", "type": "Innate", - "tradition": "Divine", + "tradition": "divine", "DC": 21, "entry": { "0": { @@ -2770,7 +2755,6 @@ "traits": [ "reach <10 feet>" ], - "effects": [], "damage": "{@damage 1d4} bludgeoning", "types": [ "bludgeoning" @@ -2792,8 +2776,7 @@ { "activity": { "number": 1, - "unit": "reaction", - "entry": "{@as R}" + "unit": "reaction" }, "traits": [ "air" @@ -2902,7 +2885,6 @@ "range": "Melee", "name": "limb", "attack": 24, - "effects": [], "damage": "{@damage 3d10+11} bludgeoning", "types": [ "bludgeoning" @@ -2917,7 +2899,6 @@ "magical", "range <100 feet>" ], - "effects": [], "damage": "{@damage 3d8+8} force", "types": [ "force" @@ -2928,7 +2909,7 @@ { "name": "Occult Innate", "type": "Innate", - "tradition": "Occult", + "tradition": "occult", "DC": 33, "entry": { "4": { @@ -2967,8 +2948,7 @@ { "activity": { "number": 1, - "unit": "reaction", - "entry": "{@as R}" + "unit": "reaction" }, "trigger": "The amalgamite is hit by a {@action Strike}", "entries": [ @@ -3333,7 +3313,7 @@ { "name": "Primal Innate", "type": "Innate", - "tradition": "Primal", + "tradition": "primal", "DC": 41, "attack": 35, "entry": { @@ -3404,8 +3384,7 @@ { "activity": { "number": 1, - "unit": "reaction", - "entry": "{@as R}" + "unit": "reaction" }, "traits": [ "healing", @@ -3679,7 +3658,7 @@ { "name": "Arcane Innate", "type": "Innate", - "tradition": "Arcane", + "tradition": "arcane", "DC": 38, "entry": { "3": { @@ -3745,8 +3724,7 @@ { "activity": { "number": 1, - "unit": "reaction", - "entry": "{@as R}" + "unit": "reaction" }, "traits": [ "abjuration", @@ -3960,7 +3938,6 @@ "magical", "reach <20 feet>" ], - "effects": [], "damage": "{@damage 3d10+16} piercing plus {@damage 1d12} electricity", "types": [ "electricity", @@ -4005,7 +3982,7 @@ { "name": "Divine Innate", "type": "Innate", - "tradition": "Divine", + "tradition": "divine", "DC": 42, "entry": { "1": { @@ -4261,7 +4238,6 @@ "magical", "reach <20 feet>" ], - "effects": [], "damage": "{@damage 4d8+18} piercing plus {@damage 3d6} mental", "types": [ "mental", @@ -4306,7 +4282,7 @@ { "name": "Occult Innate", "type": "Innate", - "tradition": "Occult", + "tradition": "occult", "DC": 43, "entry": { "2": { @@ -4364,8 +4340,7 @@ { "activity": { "number": 1, - "unit": "reaction", - "entry": "{@as R}" + "unit": "reaction" }, "traits": [ "abjuration", @@ -4380,8 +4355,7 @@ { "activity": { "number": 1, - "unit": "reaction", - "entry": "{@as R}" + "unit": "reaction" }, "entries": [ "The sovereign dragon makes a claw or tail {@action Strike} against the creature, after applying all the effects of the critical hit to the dragon." @@ -4598,7 +4572,6 @@ "magical", "reach <15 feet>" ], - "effects": [], "damage": "{@damage 3d10+16} piercing plus {@damage 3d6} fire", "types": [ "fire", @@ -4644,7 +4617,7 @@ { "name": "Arcane Innate", "type": "Innate", - "tradition": "Arcane", + "tradition": "arcane", "DC": 37, "entry": { "0": { @@ -4876,9 +4849,8 @@ "traits": [ "agile", "finesse", - "versatile s" + "versatile " ], - "effects": [], "damage": "{@damage 1d6+2} piercing", "types": [ "piercing" @@ -4893,7 +4865,6 @@ "finesse", "nonlethal" ], - "effects": [], "damage": "{@damage 1d4+2} bludgeoning", "types": [ "bludgeoning" @@ -4907,7 +4878,6 @@ "range increment <60 feet>", "reload <1>" ], - "effects": [], "damage": "{@damage 1d6} piercing", "types": [ "piercing" @@ -4925,8 +4895,7 @@ { "activity": { "number": 1, - "unit": "reaction", - "entry": "{@as R}" + "unit": "reaction" }, "trigger": "The android infiltrator attempts a skill check but hasn't rolled yet", "entries": [ @@ -5031,7 +5000,6 @@ "traits": [ "reach <10 feet>" ], - "effects": [], "damage": "{@damage 2d8+9} bludgeoning", "types": [ "bludgeoning" @@ -5041,7 +5009,6 @@ "range": "Melee", "name": "jaws", "attack": 20, - "effects": [], "damage": "{@damage 2d12+9} piercing", "types": [ "piercing" @@ -5052,7 +5019,7 @@ { "name": "Divine Innate", "type": "Innate", - "tradition": "Divine", + "tradition": "divine", "DC": 24, "entry": { "3": { @@ -5078,8 +5045,7 @@ { "activity": { "number": 1, - "unit": "reaction", - "entry": "{@as R}" + "unit": "reaction" }, "trigger": "A creature makes a melee weapon {@action Strike} against the angazhani and misses", "requirements": "The angazhani is benefiting from their Defensive Slam", @@ -5255,7 +5221,6 @@ "finesse", "forceful" ], - "effects": [], "damage": "{@damage 1d8+5} slashing", "types": [ "slashing" @@ -5270,7 +5235,6 @@ "propulsive", "range increment <60 feet>" ], - "effects": [], "damage": "{@damage 1d6+3} piercing", "types": [ "piercing" @@ -5372,6 +5336,14 @@ "name": "Animated Colossus", "isNpc": false, "source": "B3", + "foundIn": [ + "Nex" + ], + "_otherSources": { + "Expanded": [ + "LOIL|323" + ] + }, "page": 19, "level": 15, "traits": [ @@ -5430,7 +5402,6 @@ "magical", "reach <20 feet>" ], - "effects": [], "damage": "{@damage 3d8+17} bludgeoning", "types": [ "bludgeoning" @@ -5535,6 +5506,14 @@ "isNpc": false, "source": "B3", "page": 18, + "foundIn": [ + "Nex" + ], + "_otherSources": { + "Expanded": [ + "LOIL|323" + ] + }, "level": 9, "traits": [ "n", @@ -5673,6 +5652,14 @@ "name": "Animated Silverware Swarm", "isNpc": false, "source": "B3", + "foundIn": [ + "Nex" + ], + "_otherSources": { + "Expanded": [ + "LOIL|323" + ] + }, "page": 18, "level": 1, "traits": [ @@ -5799,6 +5786,14 @@ "isNpc": false, "source": "B3", "page": 19, + "foundIn": [ + "Nex" + ], + "_otherSources": { + "Expanded": [ + "LOIL|323" + ] + }, "level": 13, "traits": [ "n", @@ -5856,7 +5851,6 @@ "magical", "range increment <120 feet>" ], - "effects": [], "damage": "{@damage 3d10+11} bludgeoning", "types": [ "bludgeoning" @@ -5948,6 +5942,14 @@ "isNpc": false, "source": "B3", "page": 204, + "foundIn": [ + "Jalmeray" + ], + "_otherSources": { + "Expanded": [ + "LOIL|323" + ] + }, "level": 4, "traits": [ "ln", @@ -6015,9 +6017,8 @@ "traits": [ "agile", "finesse", - "versatile s" + "versatile " ], - "effects": [], "damage": "{@damage 1d6+8} piercing", "types": [ "piercing" @@ -6031,7 +6032,6 @@ "range increment 60", "reload <1>" ], - "effects": [], "damage": "{@damage 1d8+8} piercing", "types": [ "piercing" @@ -6042,7 +6042,7 @@ { "name": "Divine Innate", "type": "Innate", - "tradition": "Divine", + "tradition": "divine", "DC": 18, "entry": { "1": { @@ -6203,7 +6203,7 @@ { "name": "Primal Innate", "type": "Innate", - "tradition": "Primal", + "tradition": "primal", "DC": 32, "attack": 24, "entry": { @@ -6388,7 +6388,6 @@ "traits": [ "reach <10 feet>" ], - "effects": [], "damage": "{@damage 2d10+8} bludgeoning", "types": [ "bludgeoning" @@ -6401,7 +6400,6 @@ "traits": [ "agile" ], - "effects": [], "damage": "{@damage 2d6+8} bludgeoning plus", "types": [ "bludgeoning" @@ -6411,7 +6409,6 @@ "range": "Ranged", "name": "thorns", "attack": 16, - "effects": [], "damage": "{@damage 2d8+5} piercing plus {@damage 1d4} {@condition persistent damage ||persistent bleed}", "types": [ "persistent", @@ -6423,7 +6420,7 @@ { "name": "Primal Innate", "type": "Innate", - "tradition": "Primal", + "tradition": "primal", "DC": 22, "entry": { "3": { @@ -6572,7 +6569,6 @@ "evocation", "range increment <60 feet>" ], - "effects": [], "damage": "{@damage 4d12} electricity", "types": [ "electricity" @@ -6583,7 +6579,7 @@ { "name": "Arcane Innate", "type": "Innate", - "tradition": "Arcane", + "tradition": "arcane", "DC": 35, "attack": 27, "entry": { @@ -6778,7 +6774,6 @@ "range": "Melee", "name": "trident", "attack": 10, - "effects": [], "damage": "{@damage 1d8+6} piercing", "types": [ "piercing" @@ -6790,9 +6785,8 @@ "attack": 10, "traits": [ "agile", - "versatile s" + "versatile " ], - "effects": [], "damage": "{@damage 1d4+6} piercing", "types": [ "piercing" @@ -6805,7 +6799,6 @@ "traits": [ "thrown <20 feet>" ], - "effects": [], "damage": "{@damage 1d8+6} piercing", "types": [ "piercing" @@ -6817,8 +6810,7 @@ { "activity": { "number": 1, - "unit": "reaction", - "entry": "{@as R}" + "unit": "reaction" }, "entries": [], "name": "Attack of Opportunity", @@ -6946,7 +6938,6 @@ "traits": [ "shove" ], - "effects": [], "damage": "{@damage 1d8+3} bludgeoning plus {@damage 1d6} fire", "types": [ "bludgeoning", @@ -6960,7 +6951,6 @@ "traits": [ "agile" ], - "effects": [], "damage": "{@damage 1d6+3} bludgeoning plus {@damage 1d6} fire", "types": [ "bludgeoning", @@ -6975,7 +6965,6 @@ "agile", "thrown <20 feet>" ], - "effects": [], "damage": "{@damage 1d6+3} bludgeoning plus {@damage 1d6} fire", "types": [ "bludgeoning", @@ -7145,7 +7134,6 @@ "traits": [ "agile" ], - "effects": [], "damage": "{@damage 1d10+7} bludgeoning", "types": [ "bludgeoning" @@ -7277,7 +7265,6 @@ "magical", "shove" ], - "effects": [], "damage": "{@damage 2d10+9} bludgeoning", "types": [ "bludgeoning" @@ -7488,7 +7475,6 @@ "finesse", "magical" ], - "effects": [], "damage": "{@damage 3d12+10} negative", "types": [ "negative" @@ -7543,8 +7529,7 @@ { "activity": { "number": 1, - "unit": "reaction", - "entry": "{@as R}" + "unit": "reaction" }, "traits": [ "conjuration", @@ -7660,7 +7645,6 @@ "range": "Melee", "name": "hoof", "attack": 12, - "effects": [], "damage": "{@damage 2d6+6} bludgeoning", "types": [ "bludgeoning" @@ -7822,7 +7806,6 @@ "range": "Melee", "name": "jaws", "attack": 18, - "effects": [], "damage": "{@damage 2d12+7} piercing", "types": [ "piercing" @@ -7836,7 +7819,6 @@ "agile", "fire" ], - "effects": [], "damage": "{@damage 2d10+8} fire", "types": [ "fire" @@ -7847,7 +7829,7 @@ { "name": "Occult Innate", "type": "Innate", - "tradition": "Occult", + "tradition": "occult", "DC": 26, "entry": { "4": { @@ -7961,6 +7943,14 @@ "name": "Blood Painter", "isNpc": false, "source": "B3", + "foundIn": [ + "Nex" + ], + "_otherSources": { + "Expanded": [ + "LOIL|323" + ] + }, "page": 33, "level": 9, "traits": [ @@ -8022,7 +8012,6 @@ "agile", "reach <10 feet>" ], - "effects": [], "damage": "{@damage 3d8+8} slashing plus {@damage 1d8} {@condition persistent damage ||persistent bleed}", "types": [ "persistent", @@ -8112,6 +8101,14 @@ "name": "Bone Ship", "isNpc": false, "source": "B3", + "foundIn": [ + "Geb" + ], + "_otherSources": { + "Expanded": [ + "LOIL|323" + ] + }, "page": 34, "level": 18, "traits": [ @@ -8164,7 +8161,6 @@ "traits": [ "reach <20 feet>" ], - "effects": [], "damage": "{@damage 3d10+17} bludgeoning plus {@damage 2d10} negative", "types": [ "bludgeoning", @@ -8178,7 +8174,6 @@ "traits": [ "agile" ], - "effects": [], "damage": "{@damage 3d6+17} slashing plus {@damage 2d10} negative", "types": [ "negative", @@ -8195,7 +8190,6 @@ "negative", "range increment <100 feet>" ], - "effects": [], "damage": "{@damage 2d12+12} bludgeoning damage plus {@damage 2d10} negative", "types": [ "bludgeoning", @@ -8351,6 +8345,15 @@ "name": "Bore Worm Swarm", "isNpc": false, "source": "B3", + "foundIn": [ + "Alkenstar", + "Mana Wastes" + ], + "_otherSources": { + "Expanded": [ + "LOIL|323" + ] + }, "page": 36, "level": 5, "traits": [ @@ -8546,7 +8549,7 @@ { "name": "Occult Innate", "type": "Innate", - "tradition": "Occult", + "tradition": "occult", "DC": 30, "entry": { "0": { @@ -8729,7 +8732,6 @@ "traits": [ "magical" ], - "effects": [], "damage": "{@damage 2d8+4} slashing plus {@damage 1d6} evil and {@damage 1d6} fire", "types": [ "evil", @@ -8744,7 +8746,6 @@ "traits": [ "agile" ], - "effects": [], "damage": "{@damage 2d4+4} bludgeoning plus {@damage 1d6} evil and {@damage 1d6} fire", "types": [ "bludgeoning", @@ -8757,7 +8758,7 @@ { "name": "Divine Innate", "type": "Innate", - "tradition": "Divine", + "tradition": "divine", "DC": 21, "entry": { "0": { @@ -8959,7 +8960,6 @@ "agile", "trip" ], - "effects": [], "damage": "{@damage 1d6+6} slashing", "types": [ "slashing" @@ -8972,7 +8972,6 @@ "traits": [ "thrown <30 feet>" ], - "effects": [], "damage": "{@damage 1d6+6} piercing", "types": [ "piercing" @@ -9032,6 +9031,15 @@ "isNpc": false, "source": "B3", "page": 160, + "foundIn": [ + "Alkenstar", + "Mana Wastes" + ], + "_otherSources": { + "Expanded": [ + "LOIL|323" + ] + }, "level": 2, "traits": [ "n", @@ -9084,7 +9092,6 @@ "range": "Melee", "name": "spine", "attack": 11, - "effects": [], "damage": "{@damage 1d8+3} piercing", "types": [ "piercing" @@ -9097,7 +9104,6 @@ "traits": [ "range increment <30 feet>" ], - "effects": [], "damage": "{@damage 1d8+3} piercing", "types": [ "piercing" @@ -9108,7 +9114,7 @@ { "name": "Primal Innate", "type": "Innate", - "tradition": "Primal", + "tradition": "primal", "DC": 18, "entry": { "4": { @@ -9267,9 +9273,8 @@ "traits": [ "agile", "finesse", - "versatile s" + "versatile " ], - "effects": [], "damage": "{@damage 1d4+4} piercing plus {@damage 1d6} negative", "types": [ "negative", @@ -9281,7 +9286,7 @@ { "name": "Occult Innate", "type": "Innate", - "tradition": "Occult", + "tradition": "occult", "DC": 24, "attack": 16, "entry": { @@ -9456,9 +9461,8 @@ "name": "greatsword", "attack": 16, "traits": [ - "versatile p" + "versatile

" ], - "effects": [], "damage": "{@damage 1d12+8} slashing", "types": [ "slashing" @@ -9473,7 +9477,6 @@ "range increment <100 feet>", "volley" ], - "effects": [], "damage": "{@damage 1d8+5} piercing", "types": [ "piercing" @@ -9493,8 +9496,7 @@ { "activity": { "number": 1, - "unit": "reaction", - "entry": "{@as R}" + "unit": "reaction" }, "entries": [], "name": "Attack of Opportunity", @@ -9584,6 +9586,16 @@ "source": "B3", "page": 42, "level": 12, + "foundIn": [ + "Alkenstar", + "Mana Wastes", + "Jalmeray" + ], + "_otherSources": { + "Expanded": [ + "LOIL|323" + ] + }, "traits": [ "uncommon", "ln", @@ -9637,9 +9649,8 @@ "traits": [ "magical", "reach <10 feet>", - "versatile p" + "versatile

" ], - "effects": [], "damage": "{@damage 2d8+15} slashing", "types": [ "slashing" @@ -9654,7 +9665,6 @@ "nonlethal", "reach <10 feet>" ], - "effects": [], "damage": "{@damage 3d8+13} bludgeoning", "types": [ "bludgeoning" @@ -9665,7 +9675,7 @@ { "name": "Arcane Innate", "type": "Innate", - "tradition": "Arcane", + "tradition": "arcane", "DC": 28, "entry": { "1": { @@ -9825,7 +9835,6 @@ "range": "Melee", "name": "jaws", "attack": 7, - "effects": [], "damage": "{@damage 1d6+4} piercing", "types": [ "piercing" @@ -9979,7 +9988,6 @@ "agile", "finesse" ], - "effects": [], "damage": "{@damage 2d10+5} slashing", "types": [ "slashing" @@ -9993,7 +10001,6 @@ "finesse", "mental" ], - "effects": [], "damage": "{@damage 2d12} mental", "types": [ "mental" @@ -10004,7 +10011,7 @@ { "name": "Occult Innate", "type": "Innate", - "tradition": "Occult", + "tradition": "occult", "DC": 25, "attack": 17, "entry": { @@ -10206,7 +10213,6 @@ "reach <10 feet>", "sweep" ], - "effects": [], "damage": "{@damage 1d12+9} slashing", "types": [ "slashing" @@ -10220,7 +10226,6 @@ "agile", "reach <10 feet>" ], - "effects": [], "damage": "{@damage 1d8+9} bludgeoning", "types": [ "bludgeoning" @@ -10234,7 +10239,6 @@ "brutal", "range increment <120 feet>" ], - "effects": [], "damage": "{@damage 2d6+10} bludgeoning", "types": [ "bludgeoning" @@ -10246,8 +10250,7 @@ { "activity": { "number": 1, - "unit": "reaction", - "entry": "{@as R}" + "unit": "reaction" }, "entries": [], "name": "Catch Rock", @@ -10382,7 +10385,6 @@ "magical", "reach <10 feet>" ], - "effects": [], "damage": "{@damage 2d8+7} piercing", "types": [ "piercing" @@ -10396,7 +10398,6 @@ "agile", "reach <10 feet>" ], - "effects": [], "damage": "{@damage 2d4+7} bludgeoning plus", "types": [ "bludgeoning" @@ -10523,7 +10524,6 @@ "finesse", "reach <15 feet>" ], - "effects": [], "damage": "{@damage 2d8} negative plus {@damage 2d6} fire plus", "types": [ "fire", @@ -10537,7 +10537,6 @@ "traits": [ "range increment <30 feet>" ], - "effects": [], "damage": "{@damage 2d4} negative plus {@damage 2d6} fire", "types": [ "fire", @@ -10563,8 +10562,7 @@ { "activity": { "number": 1, - "unit": "reaction", - "entry": "{@as R}" + "unit": "reaction" }, "trigger": "A creature attempts to leave the chouchinobake's", "entries": [], @@ -10730,7 +10728,6 @@ "traits": [ "agile" ], - "effects": [], "damage": "{@damage 2d8+9} slashing", "types": [ "slashing" @@ -10741,7 +10738,7 @@ { "name": "Divine Prepared", "type": "Prepared", - "tradition": "Divine", + "tradition": "divine", "DC": 29, "attack": 21, "entry": { @@ -11236,6 +11233,16 @@ "name": "Clockwork Dragon", "isNpc": false, "source": "B3", + "foundIn": [ + "Alkenstar", + "Mana Wastes", + "Nex" + ], + "_otherSources": { + "Expanded": [ + "LOIL|323" + ] + }, "page": 51, "level": 16, "traits": [ @@ -11282,7 +11289,6 @@ "traits": [ "reach <15 feet>" ], - "effects": [], "damage": "{@damage 3d12+17} piercing", "types": [ "piercing" @@ -11296,7 +11302,6 @@ "agile", "reach <10 feet>" ], - "effects": [], "damage": "{@damage 3d8+17} slashing", "types": [ "slashing" @@ -11309,7 +11314,6 @@ "traits": [ "reach <20 feet>" ], - "effects": [], "damage": "{@damage 3d12+15} bludgeoning", "types": [ "bludgeoning" @@ -11323,7 +11327,6 @@ "agile", "reach <15 feet>" ], - "effects": [], "damage": "{@damage 2d10+15} piercing", "types": [ "piercing" @@ -11335,8 +11338,7 @@ { "activity": { "number": 1, - "unit": "reaction", - "entry": "{@as R}" + "unit": "reaction" }, "trigger": "The clockwork dragon is reduced to 0 Hit Points", "entries": [ @@ -11444,6 +11446,16 @@ { "name": "Clockwork Mage", "isNpc": false, + "foundIn": [ + "Alkenstar", + "Mana Wastes", + "Nex" + ], + "_otherSources": { + "Expanded": [ + "LOIL|323" + ] + }, "source": "B3", "page": 50, "level": 9, @@ -11491,7 +11503,6 @@ "agile", "finesse" ], - "effects": [], "damage": "{@damage 2d10+6} bludgeoning", "types": [ "bludgeoning" @@ -11502,7 +11513,7 @@ { "name": "Arcane Innate", "type": "Innate", - "tradition": "Arcane", + "tradition": "arcane", "DC": 28, "attack": 20, "entry": { @@ -11679,6 +11690,16 @@ "source": "B3", "page": 49, "level": 6, + "foundIn": [ + "Alkenstar", + "Mana Wastes", + "Nex" + ], + "_otherSources": { + "Expanded": [ + "LOIL|323" + ] + }, "traits": [ "uncommon", "n", @@ -11722,9 +11743,8 @@ "traits": [ "magical", "reach <10 feet>", - "versatile s" + "versatile " ], - "effects": [], "damage": "{@damage 1d10+9} piercing", "types": [ "piercing" @@ -11752,8 +11772,7 @@ { "activity": { "number": 1, - "unit": "reaction", - "entry": "{@as R}" + "unit": "reaction" }, "generic": { "tag": "ability" @@ -11829,6 +11848,16 @@ "isNpc": false, "source": "B3", "page": 48, + "foundIn": [ + "Alkenstar", + "Mana Wastes", + "Nex" + ], + "_otherSources": { + "Expanded": [ + "LOIL|323" + ] + }, "level": -1, "traits": [ "uncommon", @@ -11871,7 +11900,6 @@ "traits": [ "finesse" ], - "effects": [], "damage": "{@dice 1d6-1} bludgeoning", "types": [ "bludgeoning" @@ -11899,8 +11927,7 @@ { "activity": { "number": 1, - "unit": "reaction", - "entry": "{@as R}" + "unit": "reaction" }, "trigger": "The clockwork spy is reduced to 0 Hit Points", "entries": [ @@ -12156,8 +12183,7 @@ { "activity": { "number": 1, - "unit": "reaction", - "entry": "{@as R}" + "unit": "reaction" }, "entries": [ "Stinger only (page 304)." @@ -12284,7 +12310,6 @@ "range <120 feet>", "sonic" ], - "effects": [], "damage": "{@damage 6d6} piercing plus {@damage 2d6} sonic", "types": [ "piercing", @@ -12501,6 +12526,14 @@ { "name": "Corrupted Relic", "isNpc": false, + "foundIn": [ + "Impossible Lands" + ], + "_otherSources": { + "Expanded": [ + "LOIL|323" + ] + }, "source": "B3", "page": 55, "level": 4, @@ -12566,7 +12599,6 @@ "finesse", "magical" ], - "effects": [], "damage": "{@damage 2d6+3} negative", "types": [ "negative" @@ -12583,7 +12615,6 @@ "evocation", "range <20 feet>" ], - "effects": [], "damage": "{@damage 1d12} electricity", "types": [ "electricity" @@ -12608,8 +12639,7 @@ { "activity": { "number": 1, - "unit": "reaction", - "entry": "{@as R}" + "unit": "reaction" }, "trigger": "The relic detects a creature using its lifesense", "entries": [ @@ -12773,9 +12803,8 @@ "name": "greatsword", "attack": 18, "traits": [ - "versatile p" + "versatile

" ], - "effects": [], "damage": "{@damage 1d12+11} slashing plus {@damage 1d6} mental", "types": [ "mental", @@ -12787,7 +12816,7 @@ { "name": "Primal Innate", "type": "Innate", - "tradition": "Primal", + "tradition": "primal", "DC": 25, "entry": { "4": { @@ -12934,7 +12963,6 @@ "finesse", "magical" ], - "effects": [], "damage": "{@damage 1d8+1} force", "types": [ "force" @@ -12949,7 +12977,6 @@ "finesse", "magical" ], - "effects": [], "damage": "{@damage 1d4+1} force", "types": [ "force" @@ -12960,7 +12987,7 @@ { "name": "Primal Innate", "type": "Innate", - "tradition": "Primal", + "tradition": "primal", "DC": 17, "entry": { "0": { @@ -13161,7 +13188,6 @@ "reach <40 feet>", "shove" ], - "effects": [], "damage": "{@damage 4d10+20} bludgeoning plus {@damage 2d12} cold", "types": [ "bludgeoning", @@ -13176,7 +13202,6 @@ "agile", "reach <30 feet>" ], - "effects": [], "damage": "{@damage 4d8+20} bludgeoning plus {@damage 2d12} cold", "types": [ "bludgeoning", @@ -13193,7 +13218,6 @@ "range <200 feet>", "water" ], - "effects": [], "damage": "{@damage 4d6+20} bludgeoning plus {@damage 2d12} cold", "types": [ "bludgeoning", @@ -13205,7 +13229,7 @@ { "name": "Divine Innate", "type": "Innate", - "tradition": "Divine", + "tradition": "divine", "DC": 46, "attack": 38, "entry": { @@ -13294,8 +13318,7 @@ { "activity": { "number": 1, - "unit": "reaction", - "entry": "{@as R}" + "unit": "reaction" }, "trigger": "A creature within 200 feet targets the titan with or includes the titan in the area of an attack, spell, or other effect", "entries": [ @@ -13435,7 +13458,6 @@ "finesse", "magical" ], - "effects": [], "damage": "{@damage 3d8+15} slashing plus {@damage 1d6} evil", "types": [ "evil", @@ -13447,7 +13469,7 @@ { "name": "Divine Innate", "type": "Innate", - "tradition": "Divine", + "tradition": "divine", "DC": 42, "attack": 34, "entry": { @@ -13517,8 +13539,7 @@ { "activity": { "number": 1, - "unit": "reaction", - "entry": "{@as R}" + "unit": "reaction" }, "trigger": "A creature within 60 feet is targeted by a spell that would restore Hit Points or provide a status bonus (the deimavigga automatically recognizes such effects)", "entries": [ @@ -13632,6 +13653,15 @@ "name": "Desert Giant", "isNpc": false, "source": "B3", + "foundIn": [ + "Alkenstar", + "Mana Wastes" + ], + "_otherSources": { + "Expanded": [ + "LOIL|323" + ] + }, "page": 109, "level": 9, "traits": [ @@ -13685,7 +13715,6 @@ "reach <10 feet>", "sweep" ], - "effects": [], "damage": "{@damage 2d6+12} slashing", "types": [ "slashing" @@ -13699,7 +13728,6 @@ "brutal", "range increment <120 feet>" ], - "effects": [], "damage": "{@damage 2d8+12} bludgeoning", "types": [ "bludgeoning" @@ -13711,8 +13739,7 @@ { "activity": { "number": 1, - "unit": "reaction", - "entry": "{@as R}" + "unit": "reaction" }, "generic": { "tag": "ability" @@ -13865,7 +13892,7 @@ { "name": "Divine Innate", "type": "Innate", - "tradition": "Divine", + "tradition": "divine", "DC": 19, "entry": { "0": { @@ -14002,7 +14029,6 @@ "range": "Melee", "name": "broom", "attack": 7, - "effects": [], "damage": "{@damage 1d4+3} bludgeoning", "types": [ "bludgeoning" @@ -14031,7 +14057,7 @@ { "name": "Primal Innate", "type": "Innate", - "tradition": "Primal", + "tradition": "primal", "DC": 18, "entry": { "0": { @@ -14202,7 +14228,7 @@ { "name": "Divine Innate", "type": "Innate", - "tradition": "Divine", + "tradition": "divine", "DC": 17, "entry": { "0": { @@ -14275,7 +14301,7 @@ }, { "stage": 3, - "entry": "{@damage 1d6} poison and {@condition stupefied 2} .", + "entry": "{@damage 1d6} poison and {@condition stupefied 2}.", "duration": "1 round" } ], @@ -14407,7 +14433,6 @@ "magical", "reach <15 feet>" ], - "effects": [], "damage": "{@damage 3d12+18} piercing plus {@damage 1d6} good plus {@damage 4d6} fire", "types": [ "fire", @@ -14425,7 +14450,6 @@ "magical", "reach <10 feet>" ], - "effects": [], "damage": "{@damage 3d8+18} slashing plus {@damage 1d6} good plus {@damage 4d6} fire", "types": [ "fire", @@ -14438,7 +14462,7 @@ { "name": "Divine Innate", "type": "Innate", - "tradition": "Divine", + "tradition": "divine", "DC": 46, "attack": 38, "entry": { @@ -14501,8 +14525,7 @@ { "activity": { "number": 1, - "unit": "reaction", - "entry": "{@as R}" + "unit": "reaction" }, "trigger": "A creature within the draconal's reach would take damage", "entries": [ @@ -14642,7 +14665,6 @@ "finesse", "reach <10 feet>" ], - "effects": [], "damage": "{@damage 3d6+9} piercing plus {@damage 2d6} mental", "types": [ "mental", @@ -14657,7 +14679,6 @@ "agile", "thrown <20 feet>" ], - "effects": [], "damage": "{@damage 3d6+9} piercing plus {@damage 2d6} mental", "types": [ "mental", @@ -14669,7 +14690,7 @@ { "name": "Occult Innate", "type": "Innate", - "tradition": "Occult", + "tradition": "occult", "DC": 36, "entry": { "4": { @@ -14887,7 +14908,6 @@ "finesse", "magical" ], - "effects": [], "damage": "{@damage 1d8+3} bludgeoning damage", "types": [ "bludgeoning" @@ -14902,7 +14922,6 @@ "magical", "range <20 feet>" ], - "effects": [], "damage": "{@damage 2d4+3} mental", "types": [ "mental" @@ -14913,7 +14932,7 @@ { "name": "Primal Innate", "type": "Innate", - "tradition": "Primal", + "tradition": "primal", "DC": 20, "entry": { "0": { @@ -15062,7 +15081,6 @@ "evil", "magical" ], - "effects": [], "damage": "{@damage 1d8+3} piercing plus {@damage 1d4} evil", "types": [ "evil", @@ -15078,7 +15096,6 @@ "evil", "magical" ], - "effects": [], "damage": "{@damage 1d6+3} slashing plus {@damage 1d4} evil", "types": [ "evil", @@ -15090,7 +15107,7 @@ { "name": "Divine Innate", "type": "Innate", - "tradition": "Divine", + "tradition": "divine", "DC": 16, "entry": { "1": { @@ -15246,7 +15263,6 @@ "backstabber", "finesse" ], - "effects": [], "damage": "{@damage 1d6+3} slashing", "types": [ "slashing" @@ -15257,7 +15273,7 @@ { "name": "Occult Innate", "type": "Innate", - "tradition": "Occult", + "tradition": "occult", "DC": 18, "attack": 10, "entry": { @@ -15426,7 +15442,6 @@ "range": "Melee", "name": "pitchfork", "attack": 12, - "effects": [], "damage": "{@damage 1d8+6} piercing", "types": [ "piercing" @@ -15437,7 +15452,7 @@ { "name": "Primal Innate", "type": "Innate", - "tradition": "Primal", + "tradition": "primal", "DC": 18, "entry": { "0": { @@ -15603,7 +15618,6 @@ "finesse", "magical" ], - "effects": [], "damage": "{@damage 3d10+14} negative plus {@damage 2d6} evil", "types": [ "evil", @@ -15615,7 +15629,7 @@ { "name": "Occult Innate", "type": "Innate", - "tradition": "Occult", + "tradition": "occult", "DC": 36, "attack": 30, "entry": { @@ -15828,7 +15842,6 @@ "traits": [ "reach <10 feet>" ], - "effects": [], "damage": "{@damage 1d4+2} bludgeoning", "types": [ "bludgeoning" @@ -15850,8 +15863,7 @@ { "activity": { "number": 1, - "unit": "reaction", - "entry": "{@as R}" + "unit": "reaction" }, "traits": [ "air" @@ -15962,9 +15974,8 @@ "name": "longsword", "attack": 24, "traits": [ - "versatile p" + "versatile

" ], - "effects": [], "damage": "{@damage 2d8+13} slashing", "types": [ "slashing" @@ -15977,7 +15988,6 @@ "traits": [ "agile" ], - "effects": [], "damage": "{@damage 2d6+13} bludgeoning", "types": [ "bludgeoning" @@ -15989,9 +15999,8 @@ "attack": 24, "traits": [ "agile", - "versatile s" + "versatile " ], - "effects": [], "damage": "{@damage 2d4+13} piercing", "types": [ "piercing" @@ -16004,9 +16013,8 @@ "traits": [ "agile", "thrown <10 feet>", - "versatile s" + "versatile " ], - "effects": [], "damage": "{@damage 2d4+13} piercing", "types": [ "piercing" @@ -16018,8 +16026,7 @@ { "activity": { "number": 1, - "unit": "reaction", - "entry": "{@as R}" + "unit": "reaction" }, "entries": [], "name": "Attack of Opportunity", @@ -16030,8 +16037,7 @@ { "activity": { "number": 1, - "unit": "reaction", - "entry": "{@as R}" + "unit": "reaction" }, "traits": [ "page 306" @@ -16197,7 +16203,6 @@ "traits": [ "agile" ], - "effects": [], "damage": "{@damage 3d8+16} slashing", "types": [ "slashing" @@ -16208,7 +16213,7 @@ { "name": "Occult Innate", "type": "Innate", - "tradition": "Occult", + "tradition": "occult", "DC": 37, "entry": { "0": { @@ -16480,7 +16485,7 @@ { "name": "Divine Innate", "type": "Innate", - "tradition": "Divine", + "tradition": "divine", "DC": 46, "entry": { "10": { @@ -16495,7 +16500,7 @@ ], "rituals": [ { - "tradition": "Divine", + "tradition": "divine", "DC": 46, "rituals": [ { @@ -16535,8 +16540,7 @@ { "activity": { "number": 1, - "unit": "reaction", - "entry": "{@as R}" + "unit": "reaction" }, "entries": [ "The wyrmwraith transfers all positive damage from the effect to a single undead creature of their choice within 120 feet that they control or that's {@condition friendly} or {@condition helpful} to them." @@ -16768,7 +16772,6 @@ "magical", "reach <30 feet>" ], - "effects": [], "damage": "{@damage 4d10+20} piercing", "types": [ "piercing" @@ -16782,7 +16785,6 @@ "agile", "reach <30 feet>" ], - "effects": [], "damage": "{@damage 4d8+20} bludgeoning", "types": [ "bludgeoning" @@ -16796,7 +16798,6 @@ "brutal", "range increment <200 feet>" ], - "effects": [], "damage": "{@damage 3d12+20} bludgeoning", "types": [ "bludgeoning" @@ -16807,7 +16808,7 @@ { "name": "Divine Innate", "type": "Innate", - "tradition": "Divine", + "tradition": "divine", "DC": 44, "entry": { "5": { @@ -16873,7 +16874,7 @@ ], "rituals": [ { - "tradition": "Divine", + "tradition": "divine", "DC": 44, "rituals": [ { @@ -16966,6 +16967,15 @@ "name": "Empress Bore Worm", "isNpc": false, "source": "B3", + "foundIn": [ + "Alkenstar", + "Mana Wastes" + ], + "_otherSources": { + "Expanded": [ + "LOIL|323" + ] + }, "page": 37, "level": 7, "traits": [ @@ -17148,7 +17158,7 @@ "attack": 9, "traits": [ "finesse", - "versatile p" + "versatile

" ], "effects": [ "{@ability Grab}" @@ -17167,7 +17177,6 @@ "agile", "finesse" ], - "effects": [], "damage": "{@damage 1d6} slashing plus {@damage 1d4} evil", "types": [ "evil", @@ -17179,7 +17188,7 @@ { "name": "Divine Innate", "type": "Innate", - "tradition": "Divine", + "tradition": "divine", "DC": 15, "entry": { "0": { @@ -17362,7 +17371,6 @@ "finesse", "magical" ], - "effects": [], "damage": "{@damage 2d12+6} negative", "types": [ "negative" @@ -17373,7 +17381,7 @@ { "name": "Occult Spontaneous", "type": "Spontaneous", - "tradition": "Occult", + "tradition": "occult", "DC": 29, "attack": 21, "entry": { @@ -17506,8 +17514,7 @@ { "activity": { "number": 1, - "unit": "reaction", - "entry": "{@as R}" + "unit": "reaction" }, "traits": [ "abjuration", @@ -17571,6 +17578,14 @@ "source": "B3", "page": 96, "level": 5, + "foundIn": [ + "Impossible Lands" + ], + "_otherSources": { + "Expanded": [ + "LOIL|323" + ] + }, "traits": [ "uncommon", "ln", @@ -17628,7 +17643,6 @@ "agile", "magical" ], - "effects": [], "damage": "{@damage 2d6+6} bludgeoning or positive", "types": [ "bludgeoning" @@ -17654,7 +17668,7 @@ { "name": "Occult Innate", "type": "Innate", - "tradition": "Occult", + "tradition": "occult", "DC": 20, "entry": { "0": { @@ -17694,8 +17708,7 @@ { "activity": { "number": 1, - "unit": "reaction", - "entry": "{@as R}" + "unit": "reaction" }, "generic": { "tag": "ability" @@ -17706,8 +17719,7 @@ { "activity": { "number": 1, - "unit": "reaction", - "entry": "{@as R}" + "unit": "reaction" }, "trigger": "A Medium or smaller creature attempts a melee {@action Strike} against the eunemvro and the attack roll is a critical failure", "entries": [ @@ -17834,7 +17846,6 @@ "agile", "finesse" ], - "effects": [], "damage": "{@damage 1d6+1} piercing", "types": [ "piercing" @@ -17854,8 +17865,7 @@ { "activity": { "number": 1, - "unit": "reaction", - "entry": "{@as R}" + "unit": "reaction" }, "trigger": "A creature within 30 feet that the fading fox is aware of either moves toward the fox or targets it with an ability", "requirements": "The fading fox is in natural surroundings", @@ -17993,7 +18003,6 @@ "traits": [ "magical" ], - "effects": [], "damage": "{@damage 3d10+9} force", "types": [ "force" @@ -18020,7 +18029,7 @@ { "name": "Primal Innate", "type": "Innate", - "tradition": "Primal", + "tradition": "primal", "DC": 27, "entry": { "3": { @@ -18062,8 +18071,7 @@ { "activity": { "number": 1, - "unit": "reaction", - "entry": "{@as R}" + "unit": "reaction" }, "trigger": "A creature within 10 feet damages the feathered bear's ally with a melee attack", "entries": [ @@ -18357,7 +18365,6 @@ "range": "Melee", "name": "jaws", "attack": 9, - "effects": [], "damage": "{@damage 1d6+4} piercing", "types": [ "piercing" @@ -18370,7 +18377,6 @@ "traits": [ "agile" ], - "effects": [], "damage": "{@damage 1d4+4} slashing", "types": [ "slashing" @@ -18510,7 +18516,6 @@ "traits": [ "reach <10 feet>" ], - "effects": [], "damage": "{@damage 1d4} fire plus 1 {@condition persistent damage ||persistent fire}", "types": [ "fire", @@ -18541,8 +18546,7 @@ { "activity": { "number": 1, - "unit": "reaction", - "entry": "{@as R}" + "unit": "reaction" }, "traits": [ "air" @@ -18656,7 +18660,6 @@ "traits": [ "finesse" ], - "effects": [], "damage": "{@damage 1d6+3} bludgeoning plus {@damage 1d6} fire", "types": [ "bludgeoning", @@ -18671,7 +18674,6 @@ "agile", "fire" ], - "effects": [], "damage": "{@damage 1d12+2} fire", "types": [ "fire" @@ -18798,7 +18800,6 @@ "agile", "finesse" ], - "effects": [], "damage": "{@damage 1d4} piercing plus {@damage 1d4} {@condition persistent damage ||persistent acid}", "types": [ "persistent", @@ -18916,9 +18917,8 @@ "traits": [ "finesse", "magical", - "versatile p" + "versatile

" ], - "effects": [], "damage": "{@damage 1d8+8} slashing plus {@damage 1d8} negative", "types": [ "negative", @@ -18935,7 +18935,6 @@ "magical", "shove" ], - "effects": [], "damage": "{@damage 1d4+8} bludgeoning plus {@damage 1d8} negative", "types": [ "bludgeoning", @@ -18952,7 +18951,6 @@ "range increment <100 feet>", "volley <30 feet>" ], - "effects": [], "damage": "{@damage 1d8+4} piercing plus {@damage 1d8} negative", "types": [ "negative", @@ -18988,8 +18986,7 @@ { "activity": { "number": 1, - "unit": "reaction", - "entry": "{@as R}" + "unit": "reaction" }, "traits": [ "divination", @@ -19063,6 +19060,14 @@ "source": "B3", "page": 116, "level": 12, + "foundIn": [ + "Nex" + ], + "_otherSources": { + "Expanded": [ + "LOIL|323" + ] + }, "traits": [ "rare", "n", @@ -19118,9 +19123,9 @@ "mid": [ { "entries": [ - "Antimagic harmed by cold and water ({@dice 5d10}, {@dice 2d8} from areas and {@condition persistent damage}); healed by acid (area {@dice 2d8} HP); {@condition slowed} by earth." + "harmed by cold and water ({@dice 5d10}, {@dice 2d8} from areas and {@condition persistent damage}); healed by acid (area {@dice 2d8} HP); {@condition slowed} by earth." ], - "name": "Golem" + "name": "Golem Antimagic" }, { "entries": [ @@ -19263,7 +19268,6 @@ "agile", "finesse" ], - "effects": [], "damage": "{@damage 1d6+1} slashing", "types": [ "slashing" @@ -19277,7 +19281,6 @@ "agile", "range increment <20 feet>" ], - "effects": [], "damage": "{@damage 1d4+1} piercing", "types": [ "piercing" @@ -19288,7 +19291,7 @@ { "name": "Primal Innate", "type": "Innate", - "tradition": "Primal", + "tradition": "primal", "DC": 17, "entry": { "0": { @@ -19407,6 +19410,14 @@ "name": "Galvo", "isNpc": false, "source": "B3", + "foundIn": [ + "Impossible Lands" + ], + "_otherSources": { + "Expanded": [ + "LOIL|323" + ] + }, "page": 103, "level": 9, "traits": [ @@ -19460,7 +19471,6 @@ "agile", "finesse" ], - "effects": [], "damage": "{@damage 2d6+7} piercing plus {@damage 1d12} electricity", "types": [ "electricity", @@ -19475,7 +19485,6 @@ "agile", "thrown <20 feet>" ], - "effects": [], "damage": "{@damage 1d6+7} piercing plus {@damage 1d12} electricity", "types": [ "electricity", @@ -19580,6 +19589,14 @@ "name": "Ganzi Martial Artist", "isNpc": false, "source": "B3", + "foundIn": [ + "Jalmeray" + ], + "_otherSources": { + "Expanded": [ + "LOIL|323" + ] + }, "page": 205, "level": 3, "traits": [ @@ -19645,7 +19662,6 @@ "finesse", "sweep" ], - "effects": [], "damage": "{@damage 1d8+5} bludgeoning", "types": [ "bludgeoning" @@ -19659,7 +19675,6 @@ "agile", "thrown <20 feet>" ], - "effects": [], "damage": "{@damage 1d4+5} piercing", "types": [ "piercing" @@ -19670,7 +19685,7 @@ { "name": "Divine Innate", "type": "Innate", - "tradition": "Divine", + "tradition": "divine", "DC": 19, "attack": 11, "entry": { @@ -19747,6 +19762,14 @@ "name": "Garuda", "isNpc": false, "source": "B3", + "foundIn": [ + "Jalmeray" + ], + "_otherSources": { + "Expanded": [ + "LOIL|323" + ] + }, "page": 104, "level": 9, "traits": [ @@ -19812,7 +19835,6 @@ "traits": [ "finesse" ], - "effects": [], "damage": "{@damage 2d10+7} piercing plus {@damage 1d6} good", "types": [ "good", @@ -19827,7 +19849,6 @@ "agile", "finesse" ], - "effects": [], "damage": "{@damage 2d8+7} slashing plus {@damage 1d6} good", "types": [ "good", @@ -19845,7 +19866,6 @@ "reload <0>", "volley <30 feet>" ], - "effects": [], "damage": "{@damage 2d8+5} piercing plus {@damage 1d6} electricity and {@damage 1d6} good", "types": [ "electricity", @@ -19858,7 +19878,7 @@ { "name": "Divine Innate", "type": "Innate", - "tradition": "Divine", + "tradition": "divine", "DC": 27, "entry": { "1": { @@ -20033,9 +20053,8 @@ "traits": [ "agile", "finesse", - "versatile s" + "versatile " ], - "effects": [], "damage": "{@damage 1d4+2} piercing", "types": [ "piercing" @@ -20107,6 +20126,14 @@ "isNpc": false, "source": "B3", "page": 106, + "foundIn": [ + "Nex" + ], + "_otherSources": { + "Expanded": [ + "LOIL|323" + ] + }, "level": 3, "traits": [ "rare", @@ -20167,7 +20194,6 @@ "range": "Melee", "name": "spear", "attack": 7, - "effects": [], "damage": "{@damage 1d6+2} piercing", "types": [ "piercing" @@ -20180,7 +20206,6 @@ "traits": [ "thrown <20 feet>" ], - "effects": [], "damage": "{@damage 1d6+2} piercing", "types": [ "piercing" @@ -20195,7 +20220,6 @@ "range increment <60 feet>", "reload <0>" ], - "effects": [], "damage": "{@damage 1d6+2} piercing", "types": [ "piercing" @@ -20206,7 +20230,7 @@ { "name": "Occult Spontaneous", "type": "Spontaneous", - "tradition": "Occult", + "tradition": "occult", "DC": 20, "entry": { "0": { @@ -20262,7 +20286,7 @@ { "name": "Primal Innate", "type": "Innate", - "tradition": "Primal", + "tradition": "primal", "DC": 20, "entry": { "1": { @@ -20316,8 +20340,7 @@ { "activity": { "number": 1, - "unit": "reaction", - "entry": "{@as R}" + "unit": "reaction" }, "traits": [ "emotion", @@ -20416,7 +20439,6 @@ "range": "Melee", "name": "jaws", "attack": 11, - "effects": [], "damage": "{@damage 1d8+4} piercing", "types": [ "piercing" @@ -20430,7 +20452,6 @@ "agile", "finesse" ], - "effects": [], "damage": "{@damage 1d6+4} slashing", "types": [ "slashing" @@ -20544,7 +20565,6 @@ "traits": [ "agile" ], - "effects": [], "damage": "{@damage 2d4+8} piercing", "types": [ "piercing" @@ -20556,8 +20576,7 @@ { "activity": { "number": 1, - "unit": "reaction", - "entry": "{@as R}" + "unit": "reaction" }, "trigger": "A creature adjacent to the hermit crab attempts to {@action Strike} the hermit crab while it is Retracted", "entries": [ @@ -20678,7 +20697,6 @@ "traits": [ "deadly " ], - "effects": [], "damage": "{@damage 1d10+4} piercing", "types": [ "piercing" @@ -20691,7 +20709,6 @@ "traits": [ "agile" ], - "effects": [], "damage": "{@damage 1d6+4} slashing", "types": [ "slashing" @@ -20718,8 +20735,7 @@ { "activity": { "number": 1, - "unit": "reaction", - "entry": "{@as R}" + "unit": "reaction" }, "trigger": "The opossum is reduced below 15 HP", "entries": [ @@ -20730,8 +20746,7 @@ { "activity": { "number": 1, - "unit": "reaction", - "entry": "{@as R}" + "unit": "reaction" }, "trigger": "The opossum is attacked or disturbed by a creature within reach while Feigning Death", "entries": [ @@ -20832,7 +20847,6 @@ "traits": [ "agile" ], - "effects": [], "damage": "{@damage 1d10+7} piercing damage", "types": [ "piercing" @@ -20978,7 +20992,6 @@ "range": "Melee", "name": "tail", "attack": 11, - "effects": [], "damage": "{@damage 1d6+4} bludgeoning", "types": [ "bludgeoning" @@ -21081,7 +21094,6 @@ "range": "Melee", "name": "snout", "attack": 11, - "effects": [], "damage": "{@damage 1d12+4} bludgeoning", "types": [ "bludgeoning" @@ -21199,7 +21211,6 @@ "range": "Melee", "name": "jaws", "attack": 8, - "effects": [], "damage": "{@damage 1d6+3} piercing", "types": [ "piercing" @@ -21212,7 +21223,6 @@ "traits": [ "agile" ], - "effects": [], "damage": "{@damage 1d4+3} slashing", "types": [ "slashing" @@ -21328,7 +21338,6 @@ "traits": [ "agile" ], - "effects": [], "damage": "{@damage 1d8+5} slashing", "types": [ "slashing" @@ -21493,7 +21502,7 @@ { "name": "Divine Spontaneous", "type": "Spontaneous", - "tradition": "Divine", + "tradition": "divine", "DC": 33, "entry": { "0": { @@ -21608,8 +21617,7 @@ { "activity": { "number": 1, - "unit": "reaction", - "entry": "{@as R}" + "unit": "reaction" }, "traits": [ "abjuration", @@ -21763,7 +21771,6 @@ "magical", "reach <15 feet>" ], - "effects": [], "damage": "{@damage 2d8+9} piercing", "types": [ "piercing" @@ -21946,7 +21953,6 @@ "finesse", "magical" ], - "effects": [], "damage": "{@damage 3d8+7} positive", "types": [ "positive" @@ -21961,7 +21967,6 @@ "magical", "positive" ], - "effects": [], "damage": "{@damage 4d8} positive", "types": [ "positive" @@ -21972,7 +21977,7 @@ { "name": "Primal Innate", "type": "Innate", - "tradition": "Primal", + "tradition": "primal", "DC": 28, "attack": 20, "entry": { @@ -22320,7 +22325,7 @@ "attack": 46, "traits": [ "deadly <3d12>", - "versatile p" + "versatile

" ], "effects": [ "absorb magic", @@ -22353,7 +22358,7 @@ { "name": "Primal Innate", "type": "Innate", - "tradition": "Primal", + "tradition": "primal", "DC": 48, "entry": { "0": { @@ -22479,8 +22484,7 @@ { "activity": { "number": 1, - "unit": "reaction", - "entry": "{@as R}" + "unit": "reaction" }, "trigger": "A creature within the green man's reach uses a move action or leaves a square during a move action it's using", "entries": [ @@ -22651,7 +22655,6 @@ "agile", "finesse" ], - "effects": [], "damage": "{@damage 1d4+1} piercing", "types": [ "piercing" @@ -22665,7 +22668,6 @@ "agile", "range increment <20 feet>" ], - "effects": [], "damage": "{@damage 1d4+1} bludgeoning", "types": [ "bludgeoning" @@ -22676,7 +22678,7 @@ { "name": "Primal Innate", "type": "Innate", - "tradition": "Primal", + "tradition": "primal", "DC": 16, "entry": { "0": { @@ -22826,7 +22828,6 @@ "finesse", "trip" ], - "effects": [], "damage": "{@damage 1d6+2} slashing", "types": [ "slashing" @@ -22853,7 +22854,7 @@ { "name": "Divine Prepared", "type": "Prepared", - "tradition": "Divine", + "tradition": "divine", "DC": 20, "attack": 12, "entry": { @@ -22911,7 +22912,7 @@ { "name": "Occult Innate", "type": "Innate", - "tradition": "Occult", + "tradition": "occult", "DC": 19, "attack": 11, "entry": { @@ -23147,7 +23148,6 @@ "finesse", "trip" ], - "effects": [], "damage": "{@damage 1d6} slashing", "types": [ "slashing" @@ -23174,7 +23174,7 @@ { "name": "Occult Innate", "type": "Innate", - "tradition": "Occult", + "tradition": "occult", "DC": 16, "attack": 8, "entry": { @@ -23392,7 +23392,7 @@ { "name": "Primal Innate", "type": "Innate", - "tradition": "Primal", + "tradition": "primal", "DC": 26, "entry": { "4": { @@ -23585,7 +23585,6 @@ "traits": [ "agile" ], - "effects": [], "damage": "{@damage 1d8+8} bludgeoning", "types": [ "bludgeoning" @@ -23600,7 +23599,6 @@ "propulsive", "range increment <60 feet>" ], - "effects": [], "damage": "{@damage 1d6+5} piercing", "types": [ "piercing" @@ -23742,7 +23740,6 @@ "traits": [ "reach <10 feet>" ], - "effects": [], "damage": "{@dice 2d8+9} physical (see Rapid Evolution)", "types": [ "physical" @@ -23757,7 +23754,6 @@ "occult", "range <120 feet>" ], - "effects": [], "damage": "{@dice 5d6} energy (see Rapid Evolution)", "types": [ "energy" @@ -23769,8 +23765,7 @@ { "activity": { "number": 1, - "unit": "reaction", - "entry": "{@as R}" + "unit": "reaction" }, "traits": [ "morph", @@ -23921,7 +23916,6 @@ "agile", "finesse" ], - "effects": [], "damage": "{@damage 1d4+1} piercing", "types": [ "piercing" @@ -23932,7 +23926,7 @@ { "name": "Primal Innate", "type": "Innate", - "tradition": "Primal", + "tradition": "primal", "DC": 13, "entry": { "0": { @@ -24063,7 +24057,6 @@ "finesse", "magical" ], - "effects": [], "damage": "{@damage 2d6+6} piercing plus {@damage 2d6} sonic", "types": [ "piercing", @@ -24075,7 +24068,7 @@ { "name": "Primal Innate", "type": "Innate", - "tradition": "Primal", + "tradition": "primal", "DC": 30, "entry": { "0": { @@ -24094,8 +24087,7 @@ { "activity": { "number": 1, - "unit": "reaction", - "entry": "{@as R}" + "unit": "reaction" }, "trigger": "A creature enters the harmona's space or an adjacent square", "entries": [ @@ -24209,6 +24201,16 @@ "name": "Harpy Skeleton", "isNpc": false, "source": "B3", + "foundIn": [ + "Alkenstar", + "Mana Wastes", + "Geb" + ], + "_otherSources": { + "Expanded": [ + "LOIL|323" + ] + }, "page": 236, "level": 5, "traits": [ @@ -24254,7 +24256,6 @@ "traits": [ "agile" ], - "effects": [], "damage": "{@damage 2d6+7} slashing", "types": [ "slashing" @@ -24264,7 +24265,6 @@ "range": "Melee", "name": "club", "attack": 15, - "effects": [], "damage": "{@damage 1d6+7} bludgeoning", "types": [ "bludgeoning" @@ -24277,7 +24277,6 @@ "traits": [ "thrown <10 feet>" ], - "effects": [], "damage": "{@damage 1d6+7} bludgeoning", "types": [ "bludgeoning" @@ -24443,7 +24442,7 @@ { "name": "Occult Innate", "type": "Innate", - "tradition": "Occult", + "tradition": "occult", "DC": 40, "entry": { "4": { @@ -24511,8 +24510,7 @@ { "activity": { "number": 1, - "unit": "reaction", - "entry": "{@as R}" + "unit": "reaction" }, "trigger": "A creature attempts to {@action Escape} from the hatred siktempora", "entries": [ @@ -24662,10 +24660,9 @@ "traits": [ "magical", "reach <50 feet>", - "versatile p", - "versatile s" + "versatile

", + "versatile " ], - "effects": [], "damage": "{@damage 4d12+18} bludgeoning plus {@damage 2d12} force", "types": [ "bludgeoning", @@ -24679,10 +24676,9 @@ "traits": [ "magical", "thrown <200 feet>", - "versatile p", - "versatile s" + "versatile

", + "versatile " ], - "effects": [], "damage": "{@damage 4d12+18} bludgeoning plus {@damage 2d12} force", "types": [ "bludgeoning", @@ -24694,7 +24690,7 @@ { "name": "Occult Innate", "type": "Innate", - "tradition": "Occult", + "tradition": "occult", "DC": 48, "entry": { "9": { @@ -24748,8 +24744,7 @@ { "activity": { "number": 1, - "unit": "reaction", - "entry": "{@as R}" + "unit": "reaction" }, "entries": [ "The hekatonkheires gains 99 extra reactions on their turn that they can only use to make Attacks of Opportunity." @@ -24931,7 +24926,6 @@ "finesse", "shove" ], - "effects": [], "damage": "{@damage 1d4+3} bludgeoning", "types": [ "bludgeoning" @@ -24942,7 +24936,7 @@ { "name": "Divine Innate", "type": "Innate", - "tradition": "Divine", + "tradition": "divine", "DC": 21, "entry": { "1": { @@ -24960,8 +24954,7 @@ { "activity": { "number": 1, - "unit": "reaction", - "entry": "{@as R}" + "unit": "reaction" }, "trigger": "The Hellbound attorney rolls a success or critical failure on a saving throw against a {@trait linguistic} effect", "entries": [ @@ -25444,7 +25437,7 @@ "attack": 10, "traits": [ "agile", - "versatile s" + "versatile " ], "effects": [ "heretic's smite" @@ -25459,7 +25452,7 @@ { "name": "Divine Prepared", "type": "Prepared", - "tradition": "Divine", + "tradition": "divine", "DC": 18, "entry": { "1": { @@ -25706,7 +25699,6 @@ "agile", "finesse" ], - "effects": [], "damage": "{@damage 2d10+6} slashing plus {@damage 1d6} fire and {@damage 1d6} positive", "types": [ "fire", @@ -25722,7 +25714,6 @@ "magical", "range increment <60 feet>" ], - "effects": [], "damage": "{@damage 2d12+6} fire plus {@damage 1d6} positive", "types": [ "fire", @@ -25734,7 +25725,7 @@ { "name": "Primal Innate", "type": "Innate", - "tradition": "Primal", + "tradition": "primal", "DC": 28, "attack": 20, "entry": { @@ -25917,7 +25908,6 @@ "agile", "finesse" ], - "effects": [], "damage": "{@damage 4d10+13} slashing plus {@damage 1d6} fire and {@damage 1d6} positive", "types": [ "fire", @@ -25933,7 +25923,6 @@ "magical", "range increment <120 feet>" ], - "effects": [], "damage": "{@damage 4d12+13} fire plus {@damage 1d6} positive", "types": [ "fire", @@ -25945,7 +25934,7 @@ { "name": "Primal Prepared", "type": "Prepared", - "tradition": "Primal", + "tradition": "primal", "DC": 44, "entry": { "0": { @@ -26097,7 +26086,7 @@ { "name": "Primal Innate", "type": "Innate", - "tradition": "Primal", + "tradition": "primal", "DC": 44, "attack": 36, "entry": { @@ -26303,7 +26292,6 @@ "range": "Melee", "name": "beak", "attack": 15, - "effects": [], "damage": "{@damage 2d10+4} slashing", "types": [ "slashing" @@ -26316,7 +26304,6 @@ "traits": [ "agile" ], - "effects": [], "damage": "{@damage 2d8+4} slashing", "types": [ "slashing" @@ -26328,8 +26315,7 @@ { "activity": { "number": 1, - "unit": "reaction", - "entry": "{@as R}" + "unit": "reaction" }, "entries": [ "DC 23" @@ -26489,7 +26475,7 @@ { "name": "Arcane Innate", "type": "Innate", - "tradition": "Arcane", + "tradition": "arcane", "DC": 17, "entry": { "1": { @@ -26520,8 +26506,7 @@ { "activity": { "number": 1, - "unit": "reaction", - "entry": "{@as R}" + "unit": "reaction" }, "traits": [ "abjuration", @@ -26651,7 +26636,6 @@ "range": "Melee", "name": "fist", "attack": 14, - "effects": [], "damage": "{@damage 2d6+7} bludgeoning", "types": [ "bludgeoning" @@ -26796,7 +26780,7 @@ { "name": "Occult Innate", "type": "Innate", - "tradition": "Occult", + "tradition": "occult", "DC": 40, "attack": 32, "entry": { @@ -27158,7 +27142,7 @@ { "name": "Occult Innate", "type": "Innate", - "tradition": "Occult", + "tradition": "occult", "DC": 14, "entry": { "0": { @@ -27401,6 +27385,14 @@ "source": "B3", "page": 23, "level": 12, + "foundIn": [ + "Jalmeray" + ], + "_otherSources": { + "Expanded": [ + "LOIL|323" + ] + }, "traits": [ "le", "medium", @@ -27468,7 +27460,6 @@ "agile", "sweep" ], - "effects": [], "damage": "{@damage 1d6+8} slashing plus {@damage 4d6} mental and {@damage 1d6} evil", "types": [ "evil", @@ -27499,7 +27490,7 @@ { "name": "Innate Divine", "type": "Innate", - "tradition": "Divine", + "tradition": "divine", "DC": 32, "entry": { "6": { @@ -27566,8 +27557,7 @@ { "activity": { "number": 1, - "unit": "reaction", - "entry": "{@as R}" + "unit": "reaction" }, "trigger": "The japalisura is targeted by a ranged attack from a bow", "requirements": "The japalisura has at least one hand free and is wielding a bow", @@ -27735,7 +27725,6 @@ "traits": [ "agile" ], - "effects": [], "damage": "{@damage 3d8+14} slashing", "types": [ "slashing" @@ -27747,8 +27736,7 @@ { "activity": { "number": 1, - "unit": "reaction", - "entry": "{@as R}" + "unit": "reaction" }, "requirements": "The jorogumo has their spider legs extended or has Changed Shape", "entries": [ @@ -27838,7 +27826,6 @@ "range": "Melee", "name": "claw", "attack": 7, - "effects": [], "damage": "{@damage 1d4+3} slashing", "types": [ "slashing" @@ -27870,8 +27857,7 @@ { "activity": { "number": 1, - "unit": "reaction", - "entry": "{@as R}" + "unit": "reaction" }, "trigger": "The kangaroo takes damage from an adjacent creature", "entries": [ @@ -27966,7 +27952,6 @@ "traits": [ "agile" ], - "effects": [], "damage": "{@damage 1d10+3} slashing", "types": [ "slashing" @@ -28079,7 +28064,6 @@ "agile", "finesse" ], - "effects": [], "damage": "{@damage 2d6+5} bludgeoning", "types": [ "bludgeoning" @@ -28091,8 +28075,7 @@ { "activity": { "number": 1, - "unit": "reaction", - "entry": "{@as R}" + "unit": "reaction" }, "trigger": "A creature damages the kasa-obake, and the kasa-obake is in dim light or darkness", "entries": [ @@ -28208,7 +28191,6 @@ "traits": [ "deadly " ], - "effects": [], "damage": "{@damage 2d12+9} piercing", "types": [ "piercing" @@ -28221,7 +28203,6 @@ "traits": [ "agile" ], - "effects": [], "damage": "{@damage 2d10+9} slashing", "types": [ "slashing" @@ -28248,8 +28229,7 @@ { "activity": { "number": 1, - "unit": "reaction", - "entry": "{@as R}" + "unit": "reaction" }, "entries": [ "The khravgodon collapses. It is {@condition flat-footed} and can use actions that require only its mind, but any other action ends the ruse. A successful DC 18 {@skill Perception} check to {@action Seek} or {@skill Medicine} check to {@action Recall Knowledge} is required to determine that the animal is not, in fact, dead." @@ -28260,8 +28240,7 @@ { "activity": { "number": 1, - "unit": "reaction", - "entry": "{@as R}" + "unit": "reaction" }, "entries": [ "The opossum {@action Strike||Strikes} the triggering creature." @@ -28401,7 +28380,6 @@ "magical", "reach <15 feet>" ], - "effects": [], "damage": "{@damage 4d12+18} piercing plus {@damage 3d6} evil", "types": [ "evil", @@ -28431,7 +28409,7 @@ { "name": "Divine Innate", "type": "Innate", - "tradition": "Divine", + "tradition": "divine", "DC": 42, "entry": { "0": { @@ -28508,8 +28486,7 @@ { "activity": { "number": 1, - "unit": "reaction", - "entry": "{@as R}" + "unit": "reaction" }, "entries": [ "If the triggering creature is subject to an effect with the {@trait fear} trait, the kimenhul can make two claw {@action Strike||Strikes} against the creature instead of one {@action Strike}." @@ -28712,7 +28689,6 @@ "traits": [ "magical" ], - "effects": [], "damage": "{@damage 2d10+8} bludgeoning", "types": [ "bludgeoning" @@ -28726,7 +28702,6 @@ "agile", "magical" ], - "effects": [], "damage": "{@damage 2d8+8} piercing", "types": [ "piercing" @@ -28737,7 +28712,7 @@ { "name": "Divine Innate", "type": "Innate", - "tradition": "Divine", + "tradition": "divine", "DC": 25, "entry": { "0": { @@ -28808,8 +28783,7 @@ { "activity": { "number": 1, - "unit": "reaction", - "entry": "{@as R}" + "unit": "reaction" }, "trigger": "The kirin is targeted with a ranged {@action Strike}", "entries": [ @@ -28946,7 +28920,6 @@ "traits": [ "agile" ], - "effects": [], "damage": "{@damage 2d8+9} slashing", "types": [ "slashing" @@ -28957,7 +28930,7 @@ { "name": "Arcane Innate", "type": "Innate", - "tradition": "Arcane", + "tradition": "arcane", "DC": 27, "entry": { "1": { @@ -29106,7 +29079,6 @@ "traits": [ "finesse" ], - "effects": [], "damage": "{@damage 1d6+2} slashing", "types": [ "slashing" @@ -29119,9 +29091,8 @@ "traits": [ "agile", "finesse", - "versatile s" + "versatile " ], - "effects": [], "damage": "{@damage 1d4+2} piercing", "types": [ "piercing" @@ -29134,9 +29105,8 @@ "traits": [ "agile", "thrown <10 feet>", - "versatile s" + "versatile " ], - "effects": [], "damage": "{@damage 1d4+2} piercing", "types": [ "piercing" @@ -29149,7 +29119,6 @@ "traits": [ "range <20 feet>" ], - "effects": [], "damage": "{@damage 1d4+2} fire", "types": [ "fire" @@ -29160,7 +29129,7 @@ { "name": "Divine Spontaneous", "type": "Spontaneous", - "tradition": "Divine", + "tradition": "divine", "DC": 18, "attack": 10, "entry": { @@ -29323,7 +29292,6 @@ "agile", "finesse" ], - "effects": [], "damage": "{@damage 2d6+4} bludgeoning", "types": [ "bludgeoning" @@ -29334,7 +29302,7 @@ { "name": "Innate Divine", "type": "Innate", - "tradition": "Divine", + "tradition": "divine", "DC": 23, "entry": { "0": { @@ -29526,7 +29494,6 @@ "traits": [ "reach <20 feet>" ], - "effects": [], "damage": "{@damage 3d10+10} piercing", "types": [ "piercing" @@ -29539,7 +29506,6 @@ "traits": [ "reach <15 feet>" ], - "effects": [], "damage": "{@damage 3d6+10} slashing", "types": [ "slashing" @@ -29559,8 +29525,7 @@ { "activity": { "number": 1, - "unit": "reaction", - "entry": "{@as R}" + "unit": "reaction" }, "entries": [], "name": "Attack of Opportunity", @@ -29734,7 +29699,6 @@ "agile", "reach <10 feet>" ], - "effects": [], "damage": "{@damage 2d8+13} slashing", "types": [ "slashing" @@ -29748,7 +29712,6 @@ "agile", "reach <15 feet>" ], - "effects": [], "damage": "{@damage 2d10+11} bludgeoning", "types": [ "bludgeoning" @@ -29762,7 +29725,6 @@ "agile", "reach <20 feet>" ], - "effects": [], "damage": "{@damage 2d8+11} bludgeoning", "types": [ "bludgeoning" @@ -29774,8 +29736,7 @@ { "activity": { "number": 1, - "unit": "reaction", - "entry": "{@as R}" + "unit": "reaction" }, "entries": [ "Tail only." @@ -29906,7 +29867,6 @@ "traits": [ "shove" ], - "effects": [], "damage": "{@damage 1d6+6} bludgeoning", "types": [ "bludgeoning" @@ -29921,7 +29881,6 @@ "range increment <50 feet>", "reload <1>" ], - "effects": [], "damage": "{@damage 1d6+4} bludgeoning", "types": [ "bludgeoning" @@ -29932,7 +29891,7 @@ { "name": "Primal Innate", "type": "Innate", - "tradition": "Primal", + "tradition": "primal", "DC": 21, "entry": { "2": { @@ -30148,7 +30107,6 @@ "magical", "reach <10 feet>" ], - "effects": [], "damage": "{@damage 4d6+25} slashing plus", "types": [ "slashing" @@ -30161,7 +30119,6 @@ "traits": [ "magical" ], - "effects": [], "damage": "{@damage 4d10+25} piercing", "types": [ "piercing" @@ -30172,7 +30129,7 @@ { "name": "Primal Innate", "type": "Innate", - "tradition": "Primal", + "tradition": "primal", "DC": 42, "attack": 34, "entry": { @@ -30419,7 +30376,6 @@ "fatal ", "finesse" ], - "effects": [], "damage": "{@damage 3d6+12} slashing", "types": [ "slashing" @@ -30775,7 +30731,6 @@ "agile", "finesse" ], - "effects": [], "damage": "{@damage 2d6+5} slashing", "types": [ "slashing" @@ -30786,7 +30741,7 @@ { "name": "Occult Innate", "type": "Innate", - "tradition": "Occult", + "tradition": "occult", "DC": 21, "attack": 13, "entry": { @@ -30852,8 +30807,7 @@ { "activity": { "number": 1, - "unit": "reaction", - "entry": "{@as R}" + "unit": "reaction" }, "trigger": "A creature fails a check to {@action Strike} or {@action Demoralize} the kushtaka", "requirements": "The kushtaka has a {@spell charm} spell available", @@ -30991,7 +30945,6 @@ "agile", "finesse" ], - "effects": [], "damage": "{@damage 2d10+2} bludgeoning", "types": [ "bludgeoning" @@ -31005,7 +30958,6 @@ "magical", "range increment <30 feet>" ], - "effects": [], "damage": "{@damage 1d8+2} mental plus {@damage 1d6} fire and {@damage 1d6} positive", "types": [ "fire", @@ -31018,7 +30970,7 @@ { "name": "Primal Innate", "type": "Innate", - "tradition": "Primal", + "tradition": "primal", "DC": 22, "entry": { "0": { @@ -31211,7 +31163,6 @@ "agile", "finesse" ], - "effects": [], "damage": "{@damage 3d10+9} bludgeoning plus {@damage 1d6} mental", "types": [ "bludgeoning", @@ -31226,7 +31177,6 @@ "magical", "range increment <60 feet>" ], - "effects": [], "damage": "{@damage 2d8+9} mental plus {@damage 2d6} fire and {@damage 2d6} positive", "types": [ "fire", @@ -31239,7 +31189,7 @@ { "name": "Primal Prepared", "type": "Prepared", - "tradition": "Primal", + "tradition": "primal", "DC": 38, "entry": { "0": { @@ -31366,7 +31316,7 @@ { "name": "Primal Innate", "type": "Innate", - "tradition": "Primal", + "tradition": "primal", "DC": 38, "entry": { "0": { @@ -31620,7 +31570,6 @@ "range": "Melee", "name": "wave", "attack": 10, - "effects": [], "damage": "{@damage 1d6+4} bludgeoning plus Push 5 feet", "types": [ "bludgeoning" @@ -31634,7 +31583,6 @@ "deadly ", "thrown <20 feet>" ], - "effects": [], "damage": "{@damage 1d6+4} piercing plus {@damage 1d4} cold", "types": [ "cold", @@ -31645,7 +31593,6 @@ "range": "Melee", "name": "ice shell", "attack": 10, - "effects": [], "damage": "{@dice 1d6+4} physical plus {@damage 1d4} cold", "types": [ "cold", @@ -31670,8 +31617,7 @@ { "activity": { "number": 1, - "unit": "reaction", - "entry": "{@as R}" + "unit": "reaction" }, "trigger": "The ledalusca takes physical damage from an attack", "requirements": "The ledalusca's shell is frozen (see Freeze Shell)", @@ -31821,7 +31767,6 @@ "traits": [ "finesse" ], - "effects": [], "damage": "{@damage 2d8+8} piercing plus", "types": [ "piercing" @@ -32043,7 +31988,6 @@ "magical", "thrown <20 feet>" ], - "effects": [], "damage": "{@damage 2d8+9} piercing plus {@damage 1d6} evil", "types": [ "evil", @@ -32235,7 +32179,6 @@ "traits": [ "agile" ], - "effects": [], "damage": "{@damage 2d8+6} slashing plus {@damage 1d6} {@condition persistent damage ||persistent bleed}", "types": [ "persistent", @@ -32252,7 +32195,6 @@ "propulsive", "range increment <30 feet>" ], - "effects": [], "damage": "{@damage 2d6+3} piercing", "types": [ "piercing" @@ -32270,8 +32212,7 @@ { "activity": { "number": 1, - "unit": "reaction", - "entry": "{@as R}" + "unit": "reaction" }, "entries": [ "As Ferocity (page 305), but the lifeleecher is also surrounded by visibly flickering fragments of the souls they've consumed, becoming {@condition concealed} until the end of their next turn." @@ -32281,8 +32222,7 @@ { "activity": { "number": 1, - "unit": "reaction", - "entry": "{@as R}" + "unit": "reaction" }, "traits": [ "divine", @@ -32350,6 +32290,14 @@ "name": "Locathah Hunter", "isNpc": false, "source": "B3", + "foundIn": [ + "Jalmeray" + ], + "_otherSources": { + "Expanded": [ + "LOIL|323" + ] + }, "page": 164, "level": 3, "traits": [ @@ -32418,7 +32366,6 @@ "traits": [ "reach <10 feet>" ], - "effects": [], "damage": "{@damage 1d8+4} piercing", "types": [ "piercing" @@ -32592,7 +32539,7 @@ { "name": "Occult Innate", "type": "Innate", - "tradition": "Occult", + "tradition": "occult", "DC": 37, "entry": { "4": { @@ -32667,8 +32614,7 @@ { "activity": { "number": 1, - "unit": "reaction", - "entry": "{@as R}" + "unit": "reaction" }, "traits": [ "emotion", @@ -32833,7 +32779,6 @@ "agile", "finesse" ], - "effects": [], "damage": "{@damage 1d4+6} bludgeoning plus", "types": [ "bludgeoning" @@ -32844,7 +32789,7 @@ { "name": "Occult Innate", "type": "Innate", - "tradition": "Occult", + "tradition": "occult", "DC": 21, "entry": { "0": { @@ -32911,8 +32856,7 @@ { "activity": { "number": 1, - "unit": "reaction", - "entry": "{@as R}" + "unit": "reaction" }, "trigger": "A creature ends its movement in a space adjacent to the lovelorn", "entries": [ @@ -32996,6 +32940,15 @@ "isNpc": false, "source": "B3", "page": 166, + "foundIn": [ + "Alkenstar", + "Mana Wastes" + ], + "_otherSources": { + "Expanded": [ + "LOIL|323" + ] + }, "level": 6, "traits": [ "n", @@ -33055,7 +33008,6 @@ "magical", "sweep" ], - "effects": [], "damage": "{@damage 2d6+8} slashing", "types": [ "slashing" @@ -33066,7 +33018,7 @@ { "name": "Arcane Innate", "type": "Innate", - "tradition": "Arcane", + "tradition": "arcane", "DC": 23, "entry": { "0": { @@ -33104,8 +33056,7 @@ { "activity": { "number": 1, - "unit": "reaction", - "entry": "{@as R}" + "unit": "reaction" }, "traits": [ "arcane", @@ -33147,15 +33098,9 @@ }, "requirements": "The maftet is flying at least 10 feet above the target", "entries": [ - "The maftet Flies up to twice their fly Speed and makes a." + "The maftet {@action Fly||Flies} up to twice their fly Speed and makes a Paired Strike at the end of the movement. If both {@action Strike||Strikes} hit, the target is also knocked {@condition prone}." ], "name": "Raptor Dive" - }, - { - "entries": [ - "{@action Strike} at the end of the movement. If both {@action Strike||Strikes} hit, the target is also knocked {@condition prone}." - ], - "name": "Paired" } ] }, @@ -33187,6 +33132,14 @@ "name": "Maharaja", "isNpc": false, "source": "B3", + "foundIn": [ + "Jalmeray" + ], + "_otherSources": { + "Expanded": [ + "LOIL|323" + ] + }, "page": 211, "level": 20, "traits": [ @@ -33265,7 +33218,6 @@ "forceful", "sweep" ], - "effects": [], "damage": "{@damage 3d10+16} slashing plus {@damage 3d6} mental", "types": [ "mental", @@ -33279,7 +33231,6 @@ "traits": [ "agile" ], - "effects": [], "damage": "{@damage 4d6+14} piercing", "types": [ "piercing" @@ -33290,7 +33241,7 @@ { "name": "Occult Spontaneous", "type": "Spontaneous", - "tradition": "Occult", + "tradition": "occult", "DC": 47, "entry": { "0": { @@ -33497,7 +33448,7 @@ { "name": "Occult Innate", "type": "Innate", - "tradition": "Occult", + "tradition": "occult", "DC": 47, "entry": { "9": { @@ -33625,6 +33576,14 @@ { "name": "Manticore Paaridar", "isNpc": false, + "foundIn": [ + "Jalmeray" + ], + "_otherSources": { + "Expanded": [ + "LOIL|323" + ] + }, "source": "B3", "page": 198, "level": 7, @@ -33694,7 +33653,6 @@ "traits": [ "magical" ], - "effects": [], "damage": "{@damage 2d8+8} piercing", "types": [ "piercing" @@ -33708,7 +33666,6 @@ "agile", "magical" ], - "effects": [], "damage": "{@damage 2d6+8} slashing", "types": [ "slashing" @@ -33722,7 +33679,6 @@ "propulsive", "range increment <40 feet>" ], - "effects": [], "damage": "{@damage 1d10+5} piercing", "types": [ "piercing" @@ -33734,8 +33690,7 @@ { "activity": { "number": 1, - "unit": "reaction", - "entry": "{@as R}" + "unit": "reaction" }, "trigger": "An adjacent creature targets the paaridar with a melee attack", "entries": [ @@ -33863,7 +33818,6 @@ "agile", "finesse" ], - "effects": [], "damage": "{@damage 1d10+5} slashing", "types": [ "slashing" @@ -33988,7 +33942,6 @@ "traits": [ "agile" ], - "effects": [], "damage": "{@damage 2d6+8} bludgeoning", "types": [ "bludgeoning" @@ -34116,7 +34069,6 @@ "finesse", "magical" ], - "effects": [], "damage": "{@dice 1d6-1} bludgeoning damage", "types": [ "bludgeoning" @@ -34131,7 +34083,6 @@ "magical", "range <20 feet>" ], - "effects": [], "damage": "{@damage 1d6} poison", "types": [ "poison" @@ -34142,7 +34093,7 @@ { "name": "Primal Innate", "type": "Innate", - "tradition": "Primal", + "tradition": "primal", "DC": 17, "entry": { "0": { @@ -34269,10 +34220,9 @@ "attack": 30, "traits": [ "magical", - "versatile p", - "versatile s" + "versatile

", + "versatile " ], - "effects": [], "damage": "{@damage 3d12+14} bludgeoning", "types": [ "bludgeoning" @@ -34305,8 +34255,7 @@ { "activity": { "number": 1, - "unit": "reaction", - "entry": "{@as R}" + "unit": "reaction" }, "trigger": "The mezlan succeeds at a saving throw against a single-target spell", "entries": [ @@ -34635,9 +34584,8 @@ "agile", "finesse", "magic", - "versatile s" + "versatile " ], - "effects": [], "damage": "{@damage 2d4+14} piercing plus {@damage 1d6} mental", "types": [ "mental", @@ -34653,7 +34601,6 @@ "magic", "thrown <10 feet>" ], - "effects": [], "damage": "{@damage 2d4+10} piercing plus {@damage 1d6} mental", "types": [ "mental", @@ -34666,8 +34613,7 @@ { "activity": { "number": 1, - "unit": "reaction", - "entry": "{@as R}" + "unit": "reaction" }, "entries": [ "The millindemalion can use Hat Toss against the triggering creature instead of making a {@action Strike}, making a melee attack roll with a +27 modifier to do so." @@ -34820,7 +34766,6 @@ "traits": [ "agile" ], - "effects": [], "damage": "{@damage 3d8+13} slashing", "types": [ "slashing" @@ -34831,7 +34776,7 @@ { "name": "Occult Innate", "type": "Innate", - "tradition": "Occult", + "tradition": "occult", "DC": 29, "entry": { "2": { @@ -34980,6 +34925,14 @@ "isNpc": false, "source": "B3", "page": 117, + "foundIn": [ + "Nex" + ], + "_otherSources": { + "Expanded": [ + "LOIL|323" + ] + }, "level": 16, "traits": [ "rare", @@ -35027,7 +34980,6 @@ "magical", "reach <15 feet>" ], - "effects": [], "damage": "{@damage 3d12+12} bludgeoning", "types": [ "bludgeoning" @@ -35042,7 +34994,6 @@ "magical", "reach <30 feet>" ], - "effects": [], "damage": "{@damage 3d10+12} piercing", "types": [ "piercing" @@ -35059,9 +35010,9 @@ }, { "entries": [ - "Antimagic harmed by cold and water ({@dice 8d10}, {@dice 2d10} from areas and {@condition persistent damage}); healed by transmutation (area {@dice 2d10} HP); {@condition slowed} by electricity." + "harmed by cold and water ({@dice 8d10}, {@dice 2d10} from areas and {@condition persistent damage}); healed by transmutation (area {@dice 2d10} HP); {@condition slowed} by electricity." ], - "name": "Golem" + "name": "Golem Antimagic" }, { "entries": [ @@ -35236,7 +35187,7 @@ { "name": "Primal Innate", "type": "Innate", - "tradition": "Primal", + "tradition": "primal", "DC": 26, "attack": 18, "entry": { @@ -35417,6 +35368,14 @@ "name": "Mobogo", "isNpc": false, "source": "B3", + "foundIn": [ + "Jalmeray" + ], + "_otherSources": { + "Expanded": [ + "LOIL|323" + ] + }, "page": 170, "level": 10, "traits": [ @@ -35509,7 +35468,7 @@ { "name": "Primal Innate", "type": "Innate", - "tradition": "Primal", + "tradition": "primal", "DC": 27, "entry": { "4": { @@ -35711,7 +35670,6 @@ "traits": [ "reach <15 feet>" ], - "effects": [], "damage": "{@damage 2d12+10} piercing", "types": [ "piercing" @@ -35725,7 +35683,6 @@ "agile", "reach <20 feet>" ], - "effects": [], "damage": "{@damage 2d6+10} bludgeoning", "types": [ "bludgeoning" @@ -35738,7 +35695,6 @@ "traits": [ "reach <10 feet>" ], - "effects": [], "damage": "{@damage 2d8+10} bludgeoning", "types": [ "bludgeoning" @@ -35851,7 +35807,6 @@ "agile", "finesse" ], - "effects": [], "damage": "{@damage 1d6} piercing", "types": [ "piercing" @@ -36081,7 +36036,6 @@ "agile", "magical" ], - "effects": [], "damage": "{@damage 2d12+10} slashing", "types": [ "slashing" @@ -36092,7 +36046,7 @@ { "name": "Occult Innate", "type": "Innate", - "tradition": "Occult", + "tradition": "occult", "DC": 29, "entry": { "5": { @@ -36135,8 +36089,7 @@ { "activity": { "number": 1, - "unit": "reaction", - "entry": "{@as R}" + "unit": "reaction" }, "entries": [], "name": "Ferocity", @@ -36262,7 +36215,6 @@ "range": "Melee", "name": "antler", "attack": 12, - "effects": [], "damage": "{@damage 1d10+7} piercing", "types": [ "piercing" @@ -36272,7 +36224,6 @@ "range": "Melee", "name": "hoof", "attack": 12, - "effects": [], "damage": "{@damage 1d8+7} bludgeoning", "types": [ "bludgeoning" @@ -36417,7 +36368,6 @@ "agile", "finesse" ], - "effects": [], "damage": "{@damage 2d8+4} slashing", "types": [ "slashing" @@ -36428,7 +36378,7 @@ { "name": "Occult Innate", "type": "Innate", - "tradition": "Occult", + "tradition": "occult", "DC": 25, "attack": 17, "entry": { @@ -36646,7 +36596,6 @@ "magical", "sweep" ], - "effects": [], "damage": "{@damage 2d12+13} slashing plus {@damage 1d6} evil and {@damage 1d6} fire", "types": [ "evil", @@ -36663,7 +36612,6 @@ "evil", "magical" ], - "effects": [], "damage": "{@damage 2d8+13} piercing plus {@damage 1d6} evil", "types": [ "evil", @@ -36683,7 +36631,6 @@ "reload <0>", "volley <30 feet>" ], - "effects": [], "damage": "{@damage 2d8+6} piercing plus {@damage 1d6} evil and {@damage 1d6} fire", "types": [ "evil", @@ -36696,7 +36643,7 @@ { "name": "Divine Innate", "type": "Innate", - "tradition": "Divine", + "tradition": "divine", "DC": 27, "entry": { "4": { @@ -36722,8 +36669,7 @@ { "activity": { "number": 1, - "unit": "reaction", - "entry": "{@as R}" + "unit": "reaction" }, "trigger": "A foe within reach moves away from the munagola", "entries": [ @@ -36874,7 +36820,6 @@ "traits": [ "two-hand " ], - "effects": [], "damage": "{@damage 1d8+4} slashing", "types": [ "slashing" @@ -37116,6 +37061,14 @@ "name": "Nagaji Soldier", "isNpc": false, "source": "B3", + "foundIn": [ + "Jalmeray" + ], + "_otherSources": { + "Expanded": [ + "LOIL|323" + ] + }, "page": 182, "level": 2, "traits": [ @@ -37174,7 +37127,6 @@ "disarm", "reach <10 feet>" ], - "effects": [], "damage": "{@damage 1d10+4} piercing", "types": [ "piercing" @@ -37189,7 +37141,6 @@ "range increment <100 feet>", "volley <30 feet>" ], - "effects": [], "damage": "{@damage 1d8} piercing", "types": [ "piercing" @@ -37201,8 +37152,7 @@ { "activity": { "number": 1, - "unit": "reaction", - "entry": "{@as R}" + "unit": "reaction" }, "entries": [], "name": "Attack of Opportunity", @@ -37313,7 +37263,6 @@ "range": "Melee", "name": "jaws", "attack": 15, - "effects": [], "damage": "{@damage 2d8+6} piercing", "types": [ "piercing" @@ -37341,7 +37290,6 @@ "traits": [ "range <30 feet>" ], - "effects": [], "damage": "{@damage 1d8+6} bludgeoning", "types": [ "bludgeoning" @@ -37375,8 +37323,7 @@ { "activity": { "number": 1, - "unit": "reaction", - "entry": "{@as R}" + "unit": "reaction" }, "traits": [ "conjuration", @@ -37483,7 +37430,6 @@ "traits": [ "reach <10 feet>" ], - "effects": [], "damage": "{@damage 1d10+5} piercing", "types": [ "piercing" @@ -37493,7 +37439,6 @@ "range": "Melee", "name": "jaws", "attack": 12, - "effects": [], "damage": "{@damage 1d8+5} piercing", "types": [ "piercing" @@ -37653,7 +37598,7 @@ { "name": "Divine Innate", "type": "Innate", - "tradition": "Divine", + "tradition": "divine", "DC": 36, "attack": 28, "entry": { @@ -37896,8 +37841,7 @@ { "activity": { "number": 1, - "unit": "reaction", - "entry": "{@as R}" + "unit": "reaction" }, "entries": [ "Tail only." @@ -38024,7 +37968,7 @@ { "name": "Divine Innate", "type": "Innate", - "tradition": "Divine", + "tradition": "divine", "DC": 31, "entry": { "constant": { @@ -38179,6 +38123,14 @@ "name": "Nikaramsa", "isNpc": false, "source": "B3", + "foundIn": [ + "Jalmeray" + ], + "_otherSources": { + "Expanded": [ + "LOIL|323" + ] + }, "page": 25, "level": 14, "traits": [ @@ -38243,7 +38195,6 @@ "traits": [ "reach <10 feet>" ], - "effects": [], "damage": "{@damage 3d10+14} piercing plus {@damage 2d6} evil", "types": [ "evil", @@ -38258,7 +38209,6 @@ "agile", "reach <10 feet>" ], - "effects": [], "damage": "{@damage 3d6+14} slashing plus {@damage 2d6} evil", "types": [ "evil", @@ -38286,7 +38236,7 @@ { "name": "Divine Innate", "type": "Innate", - "tradition": "Divine", + "tradition": "divine", "DC": 34, "attack": 26, "entry": { @@ -38384,8 +38334,7 @@ { "activity": { "number": 1, - "unit": "reaction", - "entry": "{@as R}" + "unit": "reaction" }, "traits": [ "curse", @@ -38559,7 +38508,7 @@ { "name": "Divine Innate", "type": "Innate", - "tradition": "Divine", + "tradition": "divine", "DC": 29, "entry": { "5": { @@ -38890,7 +38839,6 @@ "magical", "shove" ], - "effects": [], "damage": "{@damage 2d10+10} bludgeoning", "types": [ "bludgeoning" @@ -38904,7 +38852,6 @@ "agile", "nonlethal" ], - "effects": [], "damage": "{@damage 2d6+10} bludgeoning", "types": [ "bludgeoning" @@ -38920,8 +38867,7 @@ { "activity": { "number": 1, - "unit": "reaction", - "entry": "{@as R}" + "unit": "reaction" }, "entries": [], "name": "Mortal Shield" @@ -38929,8 +38875,7 @@ { "activity": { "number": 1, - "unit": "reaction", - "entry": "{@as R}" + "unit": "reaction" }, "entries": [], "name": "Rally" @@ -39069,7 +39014,7 @@ { "name": "Divine Innate", "type": "Innate", - "tradition": "Divine", + "tradition": "divine", "DC": 20, "entry": { "0": { @@ -39264,7 +39209,6 @@ "finesse", "magical" ], - "effects": [], "damage": "{@dice 1d6-3} bludgeoning damage", "types": [ "bludgeoning" @@ -39279,7 +39223,6 @@ "magical", "range <20 feet>" ], - "effects": [], "damage": "{@damage 1d4} sonic", "types": [ "sonic" @@ -39290,7 +39233,7 @@ { "name": "Primal Innate", "type": "Innate", - "tradition": "Primal", + "tradition": "primal", "DC": 17, "entry": { "0": { @@ -39407,7 +39350,6 @@ "agile", "finesse" ], - "effects": [], "damage": "{@damage 2d4+4} bludgeoning", "types": [ "bludgeoning" @@ -39586,7 +39528,7 @@ { "name": "Divine Innate", "type": "Innate", - "tradition": "Divine", + "tradition": "divine", "DC": 32, "entry": { "4": { @@ -39630,8 +39572,7 @@ { "activity": { "number": 1, - "unit": "reaction", - "entry": "{@as R}" + "unit": "reaction" }, "traits": [ "concentrate" @@ -39732,6 +39673,14 @@ "name": "Ostovite", "isNpc": false, "source": "B3", + "foundIn": [ + "Impossible Lands" + ], + "_otherSources": { + "Expanded": [ + "LOIL|323" + ] + }, "page": 193, "level": 1, "traits": [ @@ -39781,7 +39730,6 @@ "finesse", "magic" ], - "effects": [], "damage": "{@damage 1d4} piercing plus {@damage 1d4} acid", "types": [ "acid", @@ -39795,7 +39743,6 @@ "traits": [ "finesse" ], - "effects": [], "damage": "{@damage 1d12} piercing plus {@damage 1d4} {@condition persistent damage ||persistent bleed}", "types": [ "persistent", @@ -39817,8 +39764,7 @@ { "activity": { "number": 1, - "unit": "reaction", - "entry": "{@as R}" + "unit": "reaction" }, "trigger": "The ostovite's bone chariot is destroyed", "entries": [ @@ -39941,7 +39887,6 @@ "magical", "reach <20 feet>" ], - "effects": [], "damage": "{@damage 4d10+18} bludgeoning", "types": [ "bludgeoning" @@ -39956,7 +39901,6 @@ "magical", "reach <10 feet>" ], - "effects": [], "damage": "{@damage 3d6+16} piercing plus {@damage 2d8} poison", "types": [ "piercing", @@ -39971,7 +39915,6 @@ "magical", "reach <30 feet>" ], - "effects": [], "damage": "{@damage 4d12+18} bludgeoning", "types": [ "bludgeoning" @@ -40058,8 +40001,7 @@ { "activity": { "number": 1, - "unit": "reaction", - "entry": "{@as R}" + "unit": "reaction" }, "trigger": "The ouroboros Grabs a creature with their maw", "entries": [ @@ -40228,7 +40170,6 @@ "finesse", "magical" ], - "effects": [], "damage": "{@damage 2d6+2} slashing", "types": [ "slashing" @@ -40239,7 +40180,7 @@ { "name": "Primal Innate", "type": "Innate", - "tradition": "Primal", + "tradition": "primal", "DC": 21, "entry": { "0": { @@ -40413,7 +40354,6 @@ "agile", "magical" ], - "effects": [], "damage": "{@damage 1d8+7} slashing plus {@damage 1d8} cold", "types": [ "cold", @@ -40428,7 +40368,6 @@ "magical", "range <120 feet>" ], - "effects": [], "damage": "{@damage 2d8} cold plus {@damage 1d8} {@condition persistent damage ||persistent cold}", "types": [ "cold", @@ -40440,7 +40379,7 @@ { "name": "Occult Innate", "type": "Innate", - "tradition": "Occult", + "tradition": "occult", "DC": 23, "attack": 15, "entry": { @@ -40630,7 +40569,6 @@ "agile", "magical" ], - "effects": [], "damage": "{@damage 2d8+11} slashing plus {@damage 2d8} cold", "types": [ "cold", @@ -40659,7 +40597,7 @@ { "name": "Occult Innate", "type": "Innate", - "tradition": "Occult", + "tradition": "occult", "DC": 33, "attack": 25, "entry": { @@ -40915,7 +40853,7 @@ { "name": "Divine Innate", "type": "Innate", - "tradition": "Divine", + "tradition": "divine", "DC": 25, "entry": { "0": { @@ -41137,7 +41075,7 @@ "traits": [ "finesse", "reach", - "versatile p" + "versatile

" ], "effects": [ "betrayal toxin" @@ -41157,7 +41095,6 @@ "agile", "finesse" ], - "effects": [], "damage": "{@damage 2d10+6} slashing plus {@damage 1d6} evil", "types": [ "evil", @@ -41187,7 +41124,7 @@ { "name": "Divine Innate", "type": "Innate", - "tradition": "Divine", + "tradition": "divine", "DC": 30, "entry": { "0": { @@ -41257,8 +41194,7 @@ { "activity": { "number": 1, - "unit": "reaction", - "entry": "{@as R}" + "unit": "reaction" }, "trigger": "A creature moves adjacent to the pakalchi", "entries": [ @@ -41453,7 +41389,7 @@ { "name": "Occult Innate", "type": "Innate", - "tradition": "Occult", + "tradition": "occult", "DC": 26, "entry": { "0": { @@ -41515,8 +41451,7 @@ { "activity": { "number": 1, - "unit": "reaction", - "entry": "{@as R}" + "unit": "reaction" }, "traits": [ "auditory", @@ -41885,7 +41820,6 @@ "magical", "sweep" ], - "effects": [], "damage": "{@damage 3d6+13} slashing plus {@damage 2d6} fire", "types": [ "fire", @@ -41904,7 +41838,6 @@ "magical", "reach <10 feet>" ], - "effects": [], "damage": "{@damage 3d10+13} fire", "types": [ "fire" @@ -41920,7 +41853,6 @@ "magical", "range <60 feet>" ], - "effects": [], "damage": "{@damage 8d6} fire", "types": [ "fire" @@ -41931,7 +41863,7 @@ { "name": "Divine Innate", "type": "Innate", - "tradition": "Divine", + "tradition": "divine", "DC": 34, "attack": 26, "entry": { @@ -42081,6 +42013,15 @@ "name": "Phantom Beast", "isNpc": false, "source": "B3", + "foundIn": [ + "Alkenstar", + "Mana Wastes" + ], + "_otherSources": { + "Expanded": [ + "LOIL|323" + ] + }, "page": 203, "level": 8, "traits": [ @@ -42142,7 +42083,6 @@ "force", "magical" ], - "effects": [], "damage": "{@damage 2d8+8} force", "types": [ "force" @@ -42153,7 +42093,7 @@ { "name": "Occult Innate", "type": "Innate", - "tradition": "Occult", + "tradition": "occult", "DC": 28, "attack": 20, "entry": { @@ -42253,6 +42193,15 @@ "isNpc": false, "source": "B3", "page": 202, + "foundIn": [ + "Alkenstar", + "Mana Wastes" + ], + "_otherSources": { + "Expanded": [ + "LOIL|323" + ] + }, "level": 4, "traits": [ "uncommon", @@ -42302,7 +42251,6 @@ "force", "magical" ], - "effects": [], "damage": "{@damage 1d8+7} force", "types": [ "force" @@ -42319,7 +42267,6 @@ "range increment <120 feet>", "volley <30 feet>" ], - "effects": [], "damage": "{@damage 1d8+5} force", "types": [ "force" @@ -42592,7 +42539,6 @@ "brutal", "range increment <120 feet>" ], - "effects": [], "damage": "{@damage 3d8+14} bludgeoning", "types": [ "bludgeoning" @@ -42603,7 +42549,7 @@ { "name": "Divine Innate", "type": "Innate", - "tradition": "Divine", + "tradition": "divine", "DC": 34, "entry": { "6": { @@ -42631,8 +42577,7 @@ { "activity": { "number": 1, - "unit": "reaction", - "entry": "{@as R}" + "unit": "reaction" }, "generic": { "tag": "ability" @@ -42643,8 +42588,7 @@ { "activity": { "number": 1, - "unit": "reaction", - "entry": "{@as R}" + "unit": "reaction" }, "trigger": "A creature within 10 feet makes a melee {@action Strike} against the plague giant", "entries": [ @@ -42958,7 +42902,7 @@ { "name": "Occult Innate", "type": "Innate", - "tradition": "Occult", + "tradition": "occult", "DC": 36, "attack": 28, "entry": { @@ -43237,7 +43181,7 @@ "finesse", "good", "magical", - "versatile s" + "versatile " ], "effects": [ "{@dice 2d6+10}" @@ -43252,7 +43196,7 @@ { "name": "Divine Innate", "type": "Innate", - "tradition": "Divine", + "tradition": "divine", "DC": 26, "attack": 18, "entry": { @@ -43627,7 +43571,7 @@ { "name": "Primal Innate", "type": "Innate", - "tradition": "Primal", + "tradition": "primal", "DC": 25, "attack": 17, "entry": { @@ -43838,7 +43782,7 @@ { "name": "Arcane Prepared", "type": "Prepared", - "tradition": "Arcane", + "tradition": "arcane", "DC": 29, "attack": 21, "entry": { @@ -43932,8 +43876,7 @@ { "activity": { "number": 1, - "unit": "reaction", - "entry": "{@as R}" + "unit": "reaction" }, "trigger": "The quintessivore reduces a creature within 15 feet of it to 0 Hit Points", "entries": [ @@ -44006,6 +43949,14 @@ "name": "Raktavarna", "isNpc": false, "source": "B3", + "foundIn": [ + "Jalmeray" + ], + "_otherSources": { + "Expanded": [ + "LOIL|323" + ] + }, "page": 210, "level": 1, "traits": [ @@ -44079,7 +44030,7 @@ { "name": "Occult Innate", "type": "Innate", - "tradition": "Occult", + "tradition": "occult", "DC": 16, "entry": { "0": { @@ -44247,7 +44198,7 @@ { "name": "Divine Spontaneous", "type": "Spontaneous", - "tradition": "Divine", + "tradition": "divine", "DC": 27, "attack": 19, "entry": { @@ -44441,8 +44392,7 @@ { "activity": { "number": 1, - "unit": "reaction", - "entry": "{@as R}" + "unit": "reaction" }, "trigger": "The rat snake swarm takes damage from a melee {@action Strike}", "entries": [ @@ -44576,7 +44526,6 @@ "agile", "finesse" ], - "effects": [], "damage": "{@dice 1d6} \u20132 piercing", "types": [ "piercing" @@ -44699,7 +44648,7 @@ { "name": "Occult Innate", "type": "Innate", - "tradition": "Occult", + "tradition": "occult", "DC": 23, "entry": { "3": { @@ -44873,7 +44822,6 @@ "range": "Melee", "name": "hoof", "attack": 7, - "effects": [], "damage": "{@damage 1d6+3} bludgeoning", "types": [ "bludgeoning" @@ -44886,7 +44834,6 @@ "traits": [ "agile" ], - "effects": [], "damage": "{@damage 1d4+3} piercing", "types": [ "piercing" @@ -44981,7 +44928,6 @@ "magical", "reach <10 feet>" ], - "effects": [], "damage": "{@damage 2d12+10} force", "types": [ "force" @@ -44997,7 +44943,6 @@ "magic", "range increment <30 feet>" ], - "effects": [], "damage": "{@damage 2d10+10} force", "types": [ "force" @@ -45008,7 +44953,7 @@ { "name": "Arcane Innate", "type": "Innate", - "tradition": "Arcane", + "tradition": "arcane", "DC": 30, "attack": 20, "entry": { @@ -45169,7 +45114,6 @@ "finesse", "reach <10 feet>" ], - "effects": [], "damage": "{@damage 1d8+3} piercing plus {@damage 1d6} {@condition persistent damage ||persistent bleed}", "types": [ "persistent", @@ -45184,7 +45128,6 @@ "agile", "finesse" ], - "effects": [], "damage": "{@damage 1d8+3} slashing", "types": [ "slashing" @@ -45204,8 +45147,7 @@ { "activity": { "number": 1, - "unit": "reaction", - "entry": "{@as R}" + "unit": "reaction" }, "entries": [ "Jaws only" @@ -45218,8 +45160,7 @@ { "activity": { "number": 1, - "unit": "reaction", - "entry": "{@as R}" + "unit": "reaction" }, "trigger": "The rokurokubi is the target of an alchemical bomb {@action Strike}", "requirements": "The rokurokubi is aware of the attack, not {@condition flat-footed} against it, and doesn't have a creature {@condition grabbed} with their jaws", @@ -45335,7 +45276,6 @@ "traits": [ "finesse" ], - "effects": [], "damage": "{@damage 1d8+5} bludgeoning", "types": [ "bludgeoning" @@ -45349,7 +45289,6 @@ "agile", "finesse" ], - "effects": [], "damage": "{@damage 1d6+5} piercing", "types": [ "piercing" @@ -45478,7 +45417,6 @@ "traits": [ "finesse" ], - "effects": [], "damage": "{@damage 2d10+4} piercing plus 1 {@condition persistent damage ||persistent bleed}", "types": [ "persistent", @@ -45505,7 +45443,6 @@ "range": "Melee", "name": "spear", "attack": 15, - "effects": [], "damage": "{@damage 1d6+7} piercing", "types": [ "piercing" @@ -45518,7 +45455,6 @@ "traits": [ "thrown <20 feet>" ], - "effects": [], "damage": "{@damage 1d6+7} piercing", "types": [ "piercing" @@ -45658,7 +45594,6 @@ "range": "Melee", "name": "spear", "attack": 5, - "effects": [], "damage": "{@damage 1d6+2} piercing", "types": [ "piercing" @@ -45672,7 +45607,6 @@ "range increment <50 feet>", "reload <1>" ], - "effects": [], "damage": "{@damage 1d4+2} bludgeoning", "types": [ "bludgeoning" @@ -45683,7 +45617,7 @@ { "name": "Divine Prepared", "type": "Prepared", - "tradition": "Divine", + "tradition": "divine", "DC": 17, "entry": { "0": { @@ -45726,8 +45660,7 @@ { "activity": { "number": 1, - "unit": "reaction", - "entry": "{@as R}" + "unit": "reaction" }, "traits": [ "divination", @@ -45749,8 +45682,7 @@ { "activity": { "number": 1, - "unit": "reaction", - "entry": "{@as R}" + "unit": "reaction" }, "traits": [ "fortune", @@ -45854,7 +45786,6 @@ "range": "Melee", "name": "fist", "attack": 11, - "effects": [], "damage": "{@damage 1d10+5} bludgeoning", "types": [ "bludgeoning" @@ -45868,7 +45799,6 @@ "brutal", "range increment <30 feet>" ], - "effects": [], "damage": "{@damage 1d6+5} bludgeoning", "types": [ "bludgeoning" @@ -45880,8 +45810,7 @@ { "activity": { "number": 1, - "unit": "reaction", - "entry": "{@as R}" + "unit": "reaction" }, "generic": { "tag": "ability" @@ -46048,7 +45977,6 @@ "magical", "range <40 feet>" ], - "effects": [], "damage": "{@damage 3d6} force", "types": [ "force" @@ -46059,7 +45987,7 @@ { "name": "Arcane Innate", "type": "Innate", - "tradition": "Arcane", + "tradition": "arcane", "DC": 20, "entry": { "0": { @@ -46116,8 +46044,7 @@ { "activity": { "number": 1, - "unit": "reaction", - "entry": "{@as R}" + "unit": "reaction" }, "trigger": "Another creature targets the scalescribe with a spell requiring verbal components", "entries": [ @@ -46239,7 +46166,6 @@ "finesse", "reach <10 feet>" ], - "effects": [], "damage": "{@damage 1d8+4} bludgeoning", "types": [ "bludgeoning" @@ -46265,7 +46191,7 @@ { "name": "Primal Innate", "type": "Innate", - "tradition": "Primal", + "tradition": "primal", "DC": 20, "entry": { "4": { @@ -46409,7 +46335,6 @@ "evocation", "occult" ], - "effects": [], "damage": "{@damage 3d12+7} slashing", "types": [ "slashing" @@ -46420,7 +46345,7 @@ { "name": "Occult Innate", "type": "Innate", - "tradition": "Occult", + "tradition": "occult", "DC": 32, "entry": { "2": { @@ -46646,7 +46571,6 @@ "magical", "sweep" ], - "effects": [], "damage": "{@damage 2d10+16} slashing plus {@damage 1d6} evil and {@damage 1d6} mental", "types": [ "evil", @@ -46663,7 +46587,6 @@ "evil", "magical" ], - "effects": [], "damage": "{@damage 3d8+16} slashing plus {@damage 1d6} evil and {@damage 1d6} mental", "types": [ "evil", @@ -46676,7 +46599,7 @@ { "name": "Divine Innate", "type": "Innate", - "tradition": "Divine", + "tradition": "divine", "DC": 34, "entry": { "0": { @@ -46748,8 +46671,7 @@ { "activity": { "number": 1, - "unit": "reaction", - "entry": "{@as R}" + "unit": "reaction" }, "entries": [ "A sepid gains an extra reaction each round that they can use only to make an {@action Attack of Opportunity}." @@ -46762,8 +46684,7 @@ { "activity": { "number": 1, - "unit": "reaction", - "entry": "{@as R}" + "unit": "reaction" }, "trigger": "A creature hits the sepid with a ranged {@action Strike} or a ranged spell attack roll", "entries": [ @@ -46876,7 +46797,6 @@ "agile", "finesse" ], - "effects": [], "damage": "{@damage 1d4+1} piercing", "types": [ "piercing" @@ -46937,6 +46857,14 @@ "isNpc": false, "source": "B3", "page": 229, + "foundIn": [ + "Geb" + ], + "_otherSources": { + "Expanded": [ + "LOIL|323" + ] + }, "level": 4, "traits": [ "rare", @@ -46997,7 +46925,6 @@ "range": "Melee", "name": "disrupting staff (two-hand )", "attack": 14, - "effects": [], "damage": "{@damage 1d4+7} bludgeoning", "types": [ "bludgeoning" @@ -47007,7 +46934,6 @@ "range": "Melee", "name": "dagger (agile, finesse, versatile S)", "attack": 14, - "effects": [], "damage": "{@damage 1d4+7} piercing", "types": [ "piercing" @@ -47017,7 +46943,6 @@ "range": "Ranged", "name": "dagger (agile, thrown <10 feet>, versatile S)", "attack": 11, - "effects": [], "damage": "{@damage 1d4+7} piercing", "types": [ "piercing" @@ -47028,7 +46953,7 @@ { "name": "Divine Innate", "type": "Innate", - "tradition": "Divine", + "tradition": "divine", "DC": 19, "entry": { "1": { @@ -47075,8 +47000,7 @@ { "activity": { "number": 1, - "unit": "reaction", - "entry": "{@as R}" + "unit": "reaction" }, "trigger": "An enemy damages the shabti's ally, and both the enemy and ally are within 15 feet of the shabti", "entries": [ @@ -47198,9 +47122,8 @@ "traits": [ "agile", "finesse", - "versatile s" + "versatile " ], - "effects": [], "damage": "{@damage 1d4+5} piercing and {@damage 1d6} cold", "types": [ "cold", @@ -47214,9 +47137,8 @@ "traits": [ "agile", "thrown <10 feet>", - "versatile s" + "versatile " ], - "effects": [], "damage": "{@damage 1d4+5} piercing and {@damage 1d6} cold", "types": [ "cold", @@ -47228,7 +47150,7 @@ { "name": "Occult Innate", "type": "Innate", - "tradition": "Occult", + "tradition": "occult", "DC": 21, "entry": { "0": { @@ -47276,8 +47198,7 @@ { "activity": { "number": 1, - "unit": "reaction", - "entry": "{@as R}" + "unit": "reaction" }, "trigger": "The shae is targeted by an attack from an adjacent creature that misses due to the shae being {@condition concealed}", "requirements": "The shae is aware of the attack", @@ -47289,8 +47210,7 @@ { "activity": { "number": 1, - "unit": "reaction", - "entry": "{@as R}" + "unit": "reaction" }, "trigger": "A creature moves adjacent to the shae", "entries": [ @@ -47366,6 +47286,16 @@ "isNpc": false, "source": "B3", "page": 302, + "foundIn": [ + "Alkenstar", + "Mana Wastes", + "Geb" + ], + "_otherSources": { + "Expanded": [ + "LOIL|323" + ] + }, "level": 4, "traits": [ "ne", @@ -47536,7 +47466,6 @@ "range": "Melee", "name": "jaws", "attack": 20, - "effects": [], "damage": "{@damage 2d12+9} piercing", "types": [ "piercing" @@ -47549,7 +47478,6 @@ "traits": [ "agile" ], - "effects": [], "damage": "{@damage 2d8+9} slashing", "types": [ "slashing" @@ -47639,6 +47567,14 @@ "isNpc": false, "source": "B3", "page": 22, + "foundIn": [ + "Jalmeray" + ], + "_otherSources": { + "Expanded": [ + "LOIL|323" + ] + }, "level": 1, "traits": [ "le", @@ -47716,7 +47652,6 @@ "agile", "finesse" ], - "effects": [], "damage": "{@damage 1d8} piercing plus 1 evil", "types": [ "evil", @@ -47728,7 +47663,7 @@ { "name": "Divine Innate", "type": "Innate", - "tradition": "Divine", + "tradition": "divine", "DC": 17, "entry": { "0": { @@ -47907,7 +47842,6 @@ "traits": [ "agile" ], - "effects": [], "damage": "{@damage 1d4+2} bludgeoning", "types": [ "bludgeoning" @@ -47919,9 +47853,8 @@ "attack": 7, "traits": [ "agile", - "versatile s" + "versatile " ], - "effects": [], "damage": "{@damage 1d6+2} piercing", "types": [ "piercing" @@ -47934,9 +47867,8 @@ "traits": [ "agile", "thrown <10 feet>", - "versatile s" + "versatile " ], - "effects": [], "damage": "{@damage 1d6+2} piercing", "types": [ "piercing" @@ -47947,7 +47879,7 @@ { "name": "Innate Divine", "type": "Innate", - "tradition": "Divine", + "tradition": "divine", "DC": 17, "entry": { "0": { @@ -48127,7 +48059,7 @@ { "name": "Occult Innate", "type": "Innate", - "tradition": "Occult", + "tradition": "occult", "DC": 22, "entry": { "3": { @@ -48155,8 +48087,7 @@ { "activity": { "number": 1, - "unit": "reaction", - "entry": "{@as R}" + "unit": "reaction" }, "traits": [ "abjuration", @@ -48290,9 +48221,8 @@ "attack": 9, "traits": [ "reach <10 feet>", - "versatile s" + "versatile " ], - "effects": [], "damage": "{@damage 1d10+4} piercing", "types": [ "piercing" @@ -48308,7 +48238,6 @@ "range increment <100 feet>", "volley <30 feet>" ], - "effects": [], "damage": "{@damage 1d8+3} piercing", "types": [ "piercing" @@ -48319,7 +48248,7 @@ { "name": "Occult Innate", "type": "Innate", - "tradition": "Occult", + "tradition": "occult", "DC": 18, "attack": 10, "entry": { @@ -48361,8 +48290,7 @@ { "activity": { "number": 1, - "unit": "reaction", - "entry": "{@as R}" + "unit": "reaction" }, "traits": [ "page 306" @@ -48516,7 +48444,6 @@ "good", "magical" ], - "effects": [], "damage": "{@dice 1d6} \u20132 piercing plus {@damage 1d4} good", "types": [ "good", @@ -48533,7 +48460,6 @@ "good", "magical" ], - "effects": [], "damage": "{@dice 1d4} \u20132 slashing plus {@damage 1d4} good", "types": [ "good", @@ -48545,7 +48471,7 @@ { "name": "Divine Innate", "type": "Innate", - "tradition": "Divine", + "tradition": "divine", "DC": 16, "entry": { "0": { @@ -48647,6 +48573,16 @@ "name": "Skeleton Infantry", "isNpc": false, "source": "B3", + "foundIn": [ + "Alkenstar", + "Mana Wastes", + "Geb" + ], + "_otherSources": { + "Expanded": [ + "LOIL|323" + ] + }, "page": 237, "level": 11, "traits": [ @@ -48852,7 +48788,6 @@ "agile", "sweep" ], - "effects": [], "damage": "{@damage 2d4+8} slashing", "types": [ "slashing" @@ -48866,7 +48801,6 @@ "forceful", "reach <10 feet>" ], - "effects": [], "damage": "{@damage 2d8+8} bludgeoning", "types": [ "bludgeoning" @@ -49007,7 +48941,6 @@ "fatal ", "reach <10 feet>" ], - "effects": [], "damage": "{@damage 2d4+8} slashing plus {@damage 1d8} {@condition persistent damage ||persistent bleed}", "types": [ "persistent", @@ -49018,7 +48951,6 @@ "range": "Melee", "name": "claw", "attack": 17, - "effects": [], "damage": "{@damage 2d10+8} slashing", "types": [ "slashing" @@ -49030,8 +48962,7 @@ { "activity": { "number": 1, - "unit": "reaction", - "entry": "{@as R}" + "unit": "reaction" }, "trigger": "The skull peeler is using Perfect Camouflage and a creature moves into a space within 15 feet of it", "entries": [ @@ -49142,7 +49073,6 @@ "agile", "finesse" ], - "effects": [], "damage": "{@damage 1d8} piercing", "types": [ "piercing" @@ -49410,7 +49340,7 @@ { "name": "Arcane Innate", "type": "Innate", - "tradition": "Arcane", + "tradition": "arcane", "DC": 36, "attack": 26, "entry": { @@ -49462,8 +49392,7 @@ { "activity": { "number": 1, - "unit": "reaction", - "entry": "{@as R}" + "unit": "reaction" }, "trigger": "The swarm is targeted with a spell", "entries": [ @@ -49633,7 +49562,6 @@ "magical", "trip" ], - "effects": [], "damage": "{@damage 2d8+12} slashing plus", "types": [ "slashing" @@ -49644,7 +49572,7 @@ { "name": "Occult Innate", "type": "Innate", - "tradition": "Occult", + "tradition": "occult", "DC": 29, "entry": { "2": { @@ -49860,8 +49788,7 @@ { "activity": { "number": 1, - "unit": "reaction", - "entry": "{@as R}" + "unit": "reaction" }, "entries": [ "Stinger only (page 304)." @@ -50002,7 +49929,6 @@ "magical", "range increment <30 feet>" ], - "effects": [], "damage": "{@damage 2d6} fire", "types": [ "fire" @@ -50271,7 +50197,6 @@ "disarm", "finesse" ], - "effects": [], "damage": "{@damage 1d6} piercing", "types": [ "piercing" @@ -50285,7 +50210,6 @@ "agile", "finesse" ], - "effects": [], "damage": "{@damage 1d4} piercing", "types": [ "piercing" @@ -50300,7 +50224,6 @@ "range increment <60 feet>", "reload <0>" ], - "effects": [], "damage": "{@damage 1d6} piercing", "types": [ "piercing" @@ -50311,7 +50234,7 @@ { "name": "Occult Spontaneous", "type": "Spontaneous", - "tradition": "Occult", + "tradition": "occult", "DC": 17, "entry": { "0": { @@ -50451,7 +50374,6 @@ "range": "Melee", "name": "jaws", "attack": 14, - "effects": [], "damage": "{@damage 2d6+7} bludgeoning plus {@ability Grab} • Ranged {@as 1} stone ball +13 (range increment <30 feet>), Damage {@damage 2d4+7} bludgeoning", "types": [ "bludgeoning" @@ -50462,7 +50384,7 @@ { "name": "Divine Innate", "type": "Innate", - "tradition": "Divine", + "tradition": "divine", "DC": 21, "entry": { "1": { @@ -50665,7 +50587,7 @@ { "name": "Divine Innate", "type": "Innate", - "tradition": "Divine", + "tradition": "divine", "DC": 17, "entry": { "1": { @@ -50844,7 +50766,6 @@ "traits": [ "agile" ], - "effects": [], "damage": "{@damage 1d6+7} slashing plus {@damage 1d6} electricity", "types": [ "electricity", @@ -50855,7 +50776,6 @@ "range": "Melee", "name": "jaws", "attack": 15, - "effects": [], "damage": "{@damage 1d8+7} piercing plus {@damage 1d6} electricity", "types": [ "electricity", @@ -50870,7 +50790,6 @@ "air", "range <30 feet>" ], - "effects": [], "damage": "{@damage 1d10+5} bludgeoning", "types": [ "bludgeoning" @@ -50881,7 +50800,7 @@ { "name": "Occult Innate", "type": "Innate", - "tradition": "Occult", + "tradition": "occult", "DC": 22, "entry": { "3": { @@ -51068,7 +50987,6 @@ "traits": [ "two-handed d8" ], - "effects": [], "damage": "{@damage 1d4+7} bludgeoning", "types": [ "bludgeoning" @@ -51081,7 +50999,6 @@ "traits": [ "range increment <20 feet>" ], - "effects": [], "damage": "{@damage 1d6+6} bludgeoning", "types": [ "bludgeoning" @@ -51093,8 +51010,7 @@ { "activity": { "number": 1, - "unit": "reaction", - "entry": "{@as R}" + "unit": "reaction" }, "entries": [], "name": "Attack of Opportunity", @@ -51248,9 +51164,8 @@ "traits": [ "agile", "finesse", - "versatile s" + "versatile " ], - "effects": [], "damage": "{@damage 1d6+4} piercing", "types": [ "piercing" @@ -51264,7 +51179,6 @@ "agile", "finesse" ], - "effects": [], "damage": "{@damage 1d6+4} slashing", "types": [ "slashing" @@ -51278,7 +51192,6 @@ "deadly ", "range increment <60 feet>" ], - "effects": [], "damage": "{@damage 1d6+2} piercing", "types": [ "piercing" @@ -51396,7 +51309,7 @@ { "name": "Primal Innate", "type": "Innate", - "tradition": "Primal", + "tradition": "primal", "DC": 41, "entry": { "8": { @@ -51521,6 +51434,16 @@ "isNpc": false, "source": "B3", "page": 303, + "foundIn": [ + "Alkenstar", + "Mana Wastes", + "Geb" + ], + "_otherSources": { + "Expanded": [ + "LOIL|323" + ] + }, "level": 6, "traits": [ "ne", @@ -51712,7 +51635,7 @@ "death", "finesse", "magical", - "versatile s" + "versatile " ], "effects": [ "huntblade brutality" @@ -51752,7 +51675,7 @@ "death", "magical", "thrown <30 feet>", - "versatile s" + "versatile " ], "effects": [ "huntblade brutality" @@ -51767,7 +51690,7 @@ { "name": "Arcane Innate", "type": "Innate", - "tradition": "Arcane", + "tradition": "arcane", "DC": 36, "entry": { "4": { @@ -51788,8 +51711,7 @@ { "activity": { "number": 1, - "unit": "reaction", - "entry": "{@as R}" + "unit": "reaction" }, "generic": { "tag": "ability" @@ -51800,8 +51722,7 @@ { "activity": { "number": 1, - "unit": "reaction", - "entry": "{@as R}" + "unit": "reaction" }, "traits": [ "auditory", @@ -51888,6 +51809,14 @@ "source": "B3", "page": 261, "level": 10, + "foundIn": [ + "Nex" + ], + "_otherSources": { + "Expanded": [ + "LOIL|323" + ] + }, "traits": [ "uncommon", "ln", @@ -51933,9 +51862,8 @@ "traits": [ "magical", "reach <10 feet>", - "versatile p" + "versatile

" ], - "effects": [], "damage": "{@damage 2d8+13} slashing plus {@damage 1d8} force", "types": [ "force", @@ -51950,7 +51878,6 @@ "agile", "reach <10 feet>" ], - "effects": [], "damage": "{@damage 2d8+13} bludgeoning", "types": [ "bludgeoning" @@ -51965,7 +51892,6 @@ "magical", "thrown <30 feet>" ], - "effects": [], "damage": "{@damage 2d8+13} slashing plus {@damage 1d8} force", "types": [ "force", @@ -51986,8 +51912,7 @@ { "activity": { "number": 1, - "unit": "reaction", - "entry": "{@as R}" + "unit": "reaction" }, "entries": [], "name": "Attack of Opportunity", @@ -52126,7 +52051,6 @@ "range": "Melee", "name": "ink blade", "attack": 10, - "effects": [], "damage": "{@damage 1d12+5} slashing", "types": [ "slashing" @@ -52138,8 +52062,7 @@ { "activity": { "number": 1, - "unit": "reaction", - "entry": "{@as R}" + "unit": "reaction" }, "trigger": "A creature within the tattoo guardian's reach attacks the guardian's ward", "entries": [ @@ -52268,8 +52191,7 @@ { "activity": { "number": 1, - "unit": "reaction", - "entry": "{@as R}" + "unit": "reaction" }, "generic": { "tag": "ability" @@ -52280,8 +52202,7 @@ { "activity": { "number": 1, - "unit": "reaction", - "entry": "{@as R}" + "unit": "reaction" }, "traits": [ "page 306" @@ -52422,9 +52343,8 @@ "name": "longsword", "attack": 17, "traits": [ - "versatile p" + "versatile

" ], - "effects": [], "damage": "{@damage 2d8+8} slashing", "types": [ "slashing" @@ -52440,7 +52360,6 @@ "range increment <100 feet>", "volley <30 feet>" ], - "effects": [], "damage": "{@damage 2d8+6} piercing", "types": [ "piercing" @@ -52452,8 +52371,7 @@ { "activity": { "number": 1, - "unit": "reaction", - "entry": "{@as R}" + "unit": "reaction" }, "entries": [], "name": "Attack of Opportunity", @@ -52464,8 +52382,7 @@ { "activity": { "number": 1, - "unit": "reaction", - "entry": "{@as R}" + "unit": "reaction" }, "traits": [ "page 306" @@ -52869,9 +52786,8 @@ "traits": [ "magical", "reach <40 feet>", - "versatile s" + "versatile " ], - "effects": [], "damage": "{@damage 4d10+25} piercing", "types": [ "piercing" @@ -52885,7 +52801,6 @@ "agile", "reach <30 feet>" ], - "effects": [], "damage": "{@damage 4d8+20} bludgeoning", "types": [ "bludgeoning" @@ -52899,7 +52814,6 @@ "brutal", "range increment <200 feet>" ], - "effects": [], "damage": "{@damage 3d12+20} bludgeoning", "types": [ "bludgeoning" @@ -52910,7 +52824,7 @@ { "name": "Divine Innate", "type": "Innate", - "tradition": "Divine", + "tradition": "divine", "DC": 45, "entry": { "5": { @@ -52978,7 +52892,7 @@ ], "rituals": [ { - "tradition": "Divine", + "tradition": "divine", "DC": 45, "rituals": [ { @@ -53007,8 +52921,7 @@ { "activity": { "number": 1, - "unit": "reaction", - "entry": "{@as R}" + "unit": "reaction" }, "entries": [ "The titan can use their {@action Attack of Opportunity} when a creature within their reach uses a concentrate action, in additional to its normal trigger. They disrupt actions on any hit, not just a critical hit\u2014 including triggering concentrate actions." @@ -53178,7 +53091,6 @@ "range": "Melee", "name": "claw", "attack": 6, - "effects": [], "damage": "{@damage 1d6+2} slashing", "types": [ "slashing" @@ -53299,7 +53211,6 @@ "traits": [ "range increment <30 feet>" ], - "effects": [], "damage": "{@damage 2d10+9} bludgeoning", "types": [ "bludgeoning" @@ -53420,7 +53331,6 @@ "magical", "reach <15 feet>" ], - "effects": [], "damage": "{@damage 3d12+11} piercing", "types": [ "piercing" @@ -53436,7 +53346,6 @@ "magical", "reach <15 feet>" ], - "effects": [], "damage": "{@damage 3d8+11} slashing", "types": [ "slashing" @@ -53462,7 +53371,7 @@ { "name": "Primal Innate", "type": "Innate", - "tradition": "Primal", + "tradition": "primal", "DC": 32, "entry": { "0": { @@ -53640,7 +53549,6 @@ "traits": [ "agile" ], - "effects": [], "damage": "{@damage 2d6+8} bludgeoning", "types": [ "bludgeoning" @@ -53653,7 +53561,6 @@ "traits": [ "reach <10 feet>" ], - "effects": [], "damage": "{@damage 2d10+8} bludgeoning", "types": [ "bludgeoning" @@ -53664,7 +53571,7 @@ { "name": "Occult Innate", "type": "Innate", - "tradition": "Occult", + "tradition": "occult", "DC": 29, "entry": { "4": { @@ -53817,7 +53724,6 @@ "traits": [ "reach <10 feet>" ], - "effects": [], "damage": "{@damage 2d12+16} slashing plus {@damage 2d6} {@condition persistent damage ||persistent poison}", "types": [ "persistent", @@ -53829,7 +53735,7 @@ { "name": "Occult Spontaneous", "type": "Spontaneous", - "tradition": "Occult", + "tradition": "occult", "DC": 37, "entry": { "8": { @@ -53854,7 +53760,7 @@ { "name": "Occult Innate", "type": "Innate", - "tradition": "Occult", + "tradition": "occult", "DC": 37, "entry": { "2": { @@ -54062,7 +53968,6 @@ "reach <10 feet>", "trip" ], - "effects": [], "damage": "{@damage 2d10+13} slashing", "types": [ "slashing" @@ -54092,7 +53997,6 @@ "brutal", "range increment <120 feet>" ], - "effects": [], "damage": "{@damage 3d8+13} bludgeoning", "types": [ "bludgeoning" @@ -54103,7 +54007,7 @@ { "name": "Divine Innate", "type": "Innate", - "tradition": "Divine", + "tradition": "divine", "DC": 32, "entry": { "5": { @@ -54126,8 +54030,7 @@ { "activity": { "number": 1, - "unit": "reaction", - "entry": "{@as R}" + "unit": "reaction" }, "entries": [], "name": "Catch Rock", @@ -54279,7 +54182,7 @@ { "name": "Primal Innate", "type": "Innate", - "tradition": "Primal", + "tradition": "primal", "DC": 13, "entry": { "0": { @@ -54567,7 +54470,7 @@ { "name": "Divine Innate", "type": "Innate", - "tradition": "Divine", + "tradition": "divine", "DC": 36, "entry": { "4": { @@ -54647,8 +54550,7 @@ { "activity": { "number": 1, - "unit": "reaction", - "entry": "{@as R}" + "unit": "reaction" }, "entries": [], "name": "Attack of Opportunity", @@ -54922,7 +54824,6 @@ "agile", "finesse" ], - "effects": [], "damage": "{@damage 1d4+1} slashing", "types": [ "slashing" @@ -54934,8 +54835,7 @@ { "activity": { "number": 1, - "unit": "reaction", - "entry": "{@as R}" + "unit": "reaction" }, "trigger": "The trilobite takes damage", "entries": [ @@ -55152,7 +55052,6 @@ "range": "Melee", "name": "glorious fist", "attack": 30, - "effects": [], "damage": "{@damage 3d12+16} bludgeoning", "types": [ "bludgeoning" @@ -55163,7 +55062,7 @@ { "name": "Occult Innate", "type": "Innate", - "tradition": "Occult", + "tradition": "occult", "DC": 32, "entry": { "4": { @@ -55217,8 +55116,7 @@ { "activity": { "number": 1, - "unit": "reaction", - "entry": "{@as R}" + "unit": "reaction" }, "trigger": "A creature within the triumph siktempora's reach uses an action that would restore Hit Points", "entries": [ @@ -55359,7 +55257,7 @@ { "name": "Primal Innate", "type": "Innate", - "tradition": "Primal", + "tradition": "primal", "DC": 24, "entry": { "3": { @@ -55492,7 +55390,6 @@ "range": "Melee", "name": "tail", "attack": 19, - "effects": [], "damage": "{@damage 2d6+10} bludgeoning", "types": [ "bludgeoning" @@ -55577,6 +55474,16 @@ "isNpc": false, "source": "B3", "page": 236, + "foundIn": [ + "Alkenstar", + "Mana Wastes", + "Geb" + ], + "_otherSources": { + "Expanded": [ + "LOIL|323" + ] + }, "level": 9, "traits": [ "ne", @@ -55633,7 +55540,6 @@ "traits": [ "reach <15 feet>" ], - "effects": [], "damage": "{@damage 2d10+9} bludgeoning", "types": [ "bludgeoning" @@ -55821,7 +55727,6 @@ "traits": [ "range <100 feet>" ], - "effects": [], "damage": "{@damage 4d12} electricity plus {@damage 10d6} force", "types": [ "electricity", @@ -55833,7 +55738,7 @@ { "name": "Occult Innate", "type": "Innate", - "tradition": "Occult", + "tradition": "occult", "DC": 38, "entry": { "0": { @@ -55909,8 +55814,7 @@ { "activity": { "number": 1, - "unit": "reaction", - "entry": "{@as R}" + "unit": "reaction" }, "traits": [ "divine", @@ -56065,7 +55969,6 @@ "traits": [ "agile" ], - "effects": [], "damage": "{@damage 2d6+8} slashing", "types": [ "slashing" @@ -56075,7 +55978,6 @@ "range": "Melee", "name": "shield spikes", "attack": 17, - "effects": [], "damage": "{@damage 1d6+8} piercing", "types": [ "piercing" @@ -56110,8 +56012,7 @@ { "activity": { "number": 1, - "unit": "reaction", - "entry": "{@as R}" + "unit": "reaction" }, "traits": [ "page 306" @@ -56264,7 +56165,6 @@ "traits": [ "magical" ], - "effects": [], "damage": "{@damage 2d6+15} piercing plus {@damage 1d12} electricity", "types": [ "electricity", @@ -56279,7 +56179,6 @@ "magical", "thrown <20 feet>" ], - "effects": [], "damage": "{@damage 2d6+15} piercing plus {@damage 1d12} electricity", "types": [ "electricity", @@ -56291,7 +56190,7 @@ { "name": "Divine Innate", "type": "Innate", - "tradition": "Divine", + "tradition": "divine", "DC": 29, "entry": { "3": { @@ -56364,8 +56263,7 @@ { "activity": { "number": 1, - "unit": "reaction", - "entry": "{@as R}" + "unit": "reaction" }, "generic": { "tag": "ability" @@ -56376,8 +56274,7 @@ { "activity": { "number": 1, - "unit": "reaction", - "entry": "{@as R}" + "unit": "reaction" }, "traits": [ "divine", @@ -56490,6 +56387,14 @@ "wis": 3, "cha": 0 }, + "foundIn": [ + "Jalmeray" + ], + "_otherSources": { + "Expanded": [ + "LOIL|323" + ] + }, "items": [ "bo staff", "javelins (3)" @@ -56509,7 +56414,6 @@ "nonlethal", "unarmed" ], - "effects": [], "damage": "{@damage 1d6+1} bludgeoning", "types": [ "bludgeoning" @@ -56524,7 +56428,6 @@ "reach <10 feet>", "trip" ], - "effects": [], "damage": "{@damage 1d8+1} bludgeoning", "types": [ "bludgeoning" @@ -56537,7 +56440,6 @@ "traits": [ "thrown <30 feet>" ], - "effects": [], "damage": "{@damage 1d6+1} piercing", "types": [ "piercing" @@ -56548,7 +56450,7 @@ { "name": "Divine Innate", "type": "Innate", - "tradition": "Divine", + "tradition": "divine", "DC": 13, "entry": { "1": { @@ -56595,7 +56497,7 @@ }, "requirements": "The vanara disciple is {@condition prone}", "entries": [ - "The vanara Stands, then can immediately {@action Step} twice. The {@action Stand} action doesn't trigger reactions." + "The vanara {@action Stand||Stands}, then can immediately {@action Step} twice. The {@action Stand} action doesn't trigger reactions." ], "name": "Spring Up" } @@ -56701,7 +56603,7 @@ "attack": 34, "traits": [ "magical", - "versatile p" + "versatile

" ], "effects": [ "bloodbird" @@ -56747,7 +56649,7 @@ { "name": "Occult Innate", "type": "Innate", - "tradition": "Occult", + "tradition": "occult", "DC": 37, "entry": { "5": { @@ -56811,8 +56713,7 @@ { "activity": { "number": 1, - "unit": "reaction", - "entry": "{@as R}" + "unit": "reaction" }, "entries": [], "name": "Attack of Opportunity", @@ -56970,7 +56871,6 @@ "range": "Melee", "name": "spear", "attack": 6, - "effects": [], "damage": "{@damage 1d6+2} piercing", "types": [ "piercing" @@ -56983,7 +56883,6 @@ "traits": [ "thrown <20 feet>" ], - "effects": [], "damage": "{@damage 1d6+2} piercing", "types": [ "piercing" @@ -56994,7 +56893,7 @@ { "name": "Primal Innate", "type": "Innate", - "tradition": "Primal", + "tradition": "primal", "DC": 15, "entry": { "4": { @@ -57212,6 +57111,14 @@ "name": "Vishkanya Infiltrator", "isNpc": false, "source": "B3", + "foundIn": [ + "Jalmeray" + ], + "_otherSources": { + "Expanded": [ + "LOIL|323" + ] + }, "page": 288, "level": 3, "traits": [ @@ -57286,7 +57193,6 @@ "finesse", "trip" ], - "effects": [], "damage": "{@damage 1d6+4} slashing", "types": [ "slashing" @@ -57300,7 +57206,6 @@ "agile", "thrown <20 feet>" ], - "effects": [], "damage": "{@damage 1d4+4} piercing", "types": [ "piercing" @@ -57484,7 +57389,6 @@ "good", "magical" ], - "effects": [], "damage": "{@damage 2d10+4} piercing plus {@damage 1d6} good", "types": [ "good", @@ -57501,7 +57405,6 @@ "good", "magical" ], - "effects": [], "damage": "{@damage 2d6+4} slashing plus {@damage 1d6} good", "types": [ "good", @@ -57513,7 +57416,7 @@ { "name": "Divine Innate", "type": "Innate", - "tradition": "Divine", + "tradition": "divine", "DC": 24, "entry": { "2": { @@ -57668,7 +57571,6 @@ "traits": [ "reach <10 feet>" ], - "effects": [], "damage": "{@damage 1d6} bludgeoning", "types": [ "bludgeoning" @@ -57698,8 +57600,7 @@ { "activity": { "number": 1, - "unit": "reaction", - "entry": "{@as R}" + "unit": "reaction" }, "traits": [ "air" @@ -57846,7 +57747,6 @@ "finesse", "trip" ], - "effects": [], "damage": "{@damage 1d6} slashing", "types": [ "slashing" @@ -58118,7 +58018,6 @@ "agile", "finesse" ], - "effects": [], "damage": "{@damage 1d6+4} bludgeoning", "types": [ "bludgeoning" @@ -58131,9 +58030,8 @@ "traits": [ "agile", "finesse", - "versatile s" + "versatile " ], - "effects": [], "damage": "{@damage 1d4+4} piercing", "types": [ "piercing" @@ -58146,9 +58044,8 @@ "traits": [ "agile", "thrown <10 feet>", - "versatile s" + "versatile " ], - "effects": [], "damage": "{@damage 1d4+4} piercing", "types": [ "piercing" @@ -58178,8 +58075,7 @@ { "activity": { "number": 1, - "unit": "reaction", - "entry": "{@as R}" + "unit": "reaction" }, "trigger": "An adjacent enemy damages the werebat", "entries": [ @@ -58339,7 +58235,6 @@ "traits": [ "agile" ], - "effects": [], "damage": "{@damage 1d6+4} bludgeoning", "types": [ "bludgeoning" @@ -58353,7 +58248,6 @@ "agile", "sweep" ], - "effects": [], "damage": "{@damage 1d6+4} slashing", "types": [ "slashing" @@ -58368,7 +58262,6 @@ "sweep", "thrown <10 feet>" ], - "effects": [], "damage": "{@damage 1d6+4} slashing", "types": [ "slashing" @@ -58549,7 +58442,6 @@ "traits": [ "finesse" ], - "effects": [], "damage": "{@damage 2d10+7} slashing plus {@damage 1d4} evil", "types": [ "evil", @@ -58561,7 +58453,7 @@ { "name": "Divine Innate", "type": "Innate", - "tradition": "Divine", + "tradition": "divine", "DC": 23, "entry": { "0": { @@ -58769,7 +58661,6 @@ "magical", "two-hand " ], - "effects": [], "damage": "{@damage 2d4+7} bludgeoning plus {@damage 1d6} cold", "types": [ "bludgeoning", @@ -58783,7 +58674,6 @@ "traits": [ "agile" ], - "effects": [], "damage": "{@damage 2d6+7} slashing plus {@damage 1d6} cold", "types": [ "cold", @@ -58795,7 +58685,7 @@ { "name": "Occult Innate", "type": "Innate", - "tradition": "Occult", + "tradition": "occult", "DC": 25, "attack": 17, "entry": { @@ -59104,7 +58994,6 @@ "range": "Melee", "name": "tusk", "attack": 10, - "effects": [], "damage": "{@damage 1d10+5} piercing", "types": [ "piercing" @@ -59114,7 +59003,6 @@ "range": "Melee", "name": "hoof", "attack": 10, - "effects": [], "damage": "{@damage 1d8+5} bludgeoning", "types": [ "bludgeoning" @@ -59127,7 +59015,6 @@ "traits": [ "range increment <30 feet>" ], - "effects": [], "damage": "{@damage 1d8+2} bludgeoning", "types": [ "bludgeoning" @@ -59292,7 +59179,7 @@ { "name": "Divine Innate", "type": "Innate", - "tradition": "Divine", + "tradition": "divine", "DC": 35, "entry": { "3": { @@ -59347,7 +59234,7 @@ ], "rituals": [ { - "tradition": "Divine", + "tradition": "divine", "DC": 35, "rituals": [ { @@ -59383,8 +59270,7 @@ { "activity": { "number": 1, - "unit": "reaction", - "entry": "{@as R}" + "unit": "reaction" }, "traits": [ "conjuration", @@ -59586,9 +59472,8 @@ "traits": [ "agile", "finesse", - "versatile s" + "versatile " ], - "effects": [], "damage": "{@damage 1d6} piercing", "types": [ "piercing" @@ -59757,7 +59642,7 @@ { "name": "Divine Innate", "type": "Innate", - "tradition": "Divine", + "tradition": "divine", "DC": 38, "entry": { "0": { @@ -60030,7 +59915,7 @@ { "name": "Occult Innate", "type": "Innate", - "tradition": "Occult", + "tradition": "occult", "DC": 32, "attack": 24, "entry": { @@ -60328,7 +60213,6 @@ "agile", "deadly " ], - "effects": [], "damage": "{@damage 2d12+7} bludgeoning", "types": [ "bludgeoning" @@ -60339,7 +60223,7 @@ { "name": "Occult Innate", "type": "Innate", - "tradition": "Occult", + "tradition": "occult", "DC": 28, "attack": 20, "entry": { @@ -60512,7 +60396,6 @@ "traits": [ "reach <10 feet>" ], - "effects": [], "damage": "{@damage 2d10+12} piercing plus {@damage 1d6} poison", "types": [ "piercing", @@ -60554,7 +60437,7 @@ { "name": "Primal Innate", "type": "Innate", - "tradition": "Primal", + "tradition": "primal", "DC": 29, "entry": { "0": { @@ -60604,8 +60487,7 @@ { "activity": { "number": 1, - "unit": "reaction", - "entry": "{@as R}" + "unit": "reaction" }, "traits": [ "aura", @@ -60624,8 +60506,7 @@ { "activity": { "number": 1, - "unit": "reaction", - "entry": "{@as R}" + "unit": "reaction" }, "traits": [ "healing", @@ -60860,7 +60741,7 @@ { "name": "Arcane Innate", "type": "Innate", - "tradition": "Arcane", + "tradition": "arcane", "DC": 26, "entry": { "1": { @@ -60929,8 +60810,7 @@ { "activity": { "number": 1, - "unit": "reaction", - "entry": "{@as R}" + "unit": "reaction" }, "traits": [ "abjuration", @@ -61108,7 +60988,6 @@ "traits": [ "reach <10 feet>" ], - "effects": [], "damage": "{@damage 2d8+12} piercing plus {@damage 1d12} electricity", "types": [ "electricity", @@ -61150,7 +61029,7 @@ { "name": "Divine Innate", "type": "Innate", - "tradition": "Divine", + "tradition": "divine", "DC": 28, "entry": { "1": { @@ -61175,7 +61054,7 @@ { "name": "Divine Prepared", "type": "Prepared", - "tradition": "Divine", + "tradition": "divine", "DC": 28, "attack": 21, "entry": { @@ -61452,7 +61331,6 @@ "traits": [ "reach <10 feet>" ], - "effects": [], "damage": "{@damage 2d8+13} piercing plus {@damage 2d6} mental", "types": [ "mental", @@ -61494,7 +61372,7 @@ { "name": "Occult Innate", "type": "Innate", - "tradition": "Occult", + "tradition": "occult", "DC": 30, "entry": { "2": { @@ -61542,8 +61420,7 @@ { "activity": { "number": 1, - "unit": "reaction", - "entry": "{@as R}" + "unit": "reaction" }, "trigger": "A creature within the sovereign dragon's reach critically hits the dragon", "entries": [ @@ -61738,7 +61615,6 @@ "traits": [ "reach <10 feet>" ], - "effects": [], "damage": "{@damage 2d8+8} piercing plus {@damage 1d6} fire", "types": [ "fire", @@ -61781,7 +61657,7 @@ { "name": "Arcane Innate", "type": "Innate", - "tradition": "Arcane", + "tradition": "arcane", "DC": 25, "entry": { "0": { @@ -61961,7 +61837,6 @@ "range": "Melee", "name": "horn", "attack": 7, - "effects": [], "damage": "{@damage 1d6+4} piercing", "types": [ "piercing" @@ -61974,7 +61849,6 @@ "traits": [ "agile" ], - "effects": [], "damage": "{@damage 1d4+4} bludgeoning", "types": [ "bludgeoning" @@ -62087,7 +61961,6 @@ "reach <15 feet>", "sweep" ], - "effects": [], "damage": "{@damage 2d6+11} bludgeoning", "types": [ "bludgeoning" @@ -62150,6 +62023,16 @@ "isNpc": false, "source": "B3", "page": 303, + "foundIn": [ + "Alkenstar", + "Mana Wastes", + "Geb" + ], + "_otherSources": { + "Expanded": [ + "LOIL|323" + ] + }, "level": 9, "traits": [ "ne", @@ -62195,7 +62078,6 @@ "traits": [ "reach <15 feet>" ], - "effects": [], "damage": "{@damage 2d10+12} piercing", "types": [ "piercing" @@ -62209,7 +62091,6 @@ "agile", "reach <10 feet>" ], - "effects": [], "damage": "{@damage 2d8+12} slashing", "types": [ "slashing" @@ -62222,7 +62103,6 @@ "traits": [ "reach <20 feet>" ], - "effects": [], "damage": "{@damage 2d6+10} bludgeoning", "types": [ "bludgeoning" @@ -62358,9 +62238,8 @@ "deadly ", "magical", "two-hand ", - "versatile p" + "versatile

" ], - "effects": [], "damage": "{@damage 2d6+9} slashing plus {@damage 1d6} good", "types": [ "good", @@ -62378,7 +62257,6 @@ "reload <0>", "volley <30 feet>" ], - "effects": [], "damage": "{@damage 2d8+9} piercing plus {@damage 1d6} good", "types": [ "good", @@ -62390,7 +62268,7 @@ { "name": "Divine Innate", "type": "Innate", - "tradition": "Divine", + "tradition": "divine", "DC": 29, "entry": { "2": { @@ -62463,8 +62341,7 @@ { "activity": { "number": 1, - "unit": "reaction", - "entry": "{@as R}" + "unit": "reaction" }, "generic": { "tag": "ability" diff --git a/data/bestiary/creatures-botd.json b/data/bestiary/creatures-botd.json index 6badc1cd58..2c72d20d2f 100644 --- a/data/bestiary/creatures-botd.json +++ b/data/bestiary/creatures-botd.json @@ -78,7 +78,7 @@ "spellcasting": [ { "name": "Divine Innate", - "tradition": "Divine", + "tradition": "divine", "type": "Innate", "DC": 21, "attack": 13, @@ -391,6 +391,15 @@ "name": "Pale Stranger", "source": "BotD", "page": 140, + "foundIn": [ + "Alkenstar", + "Mana Wastes" + ], + "_otherSources": { + "Expanded": [ + "LOIL|323" + ] + }, "level": 10, "traits": [ "rare", @@ -671,7 +680,7 @@ "finesse", "magical", "reach <10 feet>", - "versatile P" + "versatile

" ], "name": "rosebriar lash", "attack": 28, @@ -681,7 +690,7 @@ "spellcasting": [ { "name": "Occult Innate", - "tradition": "Occult", + "tradition": "occult", "type": "Innate", "DC": 41, "entry": { @@ -896,6 +905,15 @@ "name": "Hungry Ghost", "source": "BotD", "page": 100, + "foundIn": [ + "Alkenstar", + "Mana Wastes" + ], + "_otherSources": { + "Expanded": [ + "LOIL|323" + ] + }, "level": 6, "traits": [ "n", @@ -1081,6 +1099,14 @@ "source": "BotD", "page": 106, "level": 5, + "foundIn": [ + "Jalmeray" + ], + "_otherSources": { + "Expanded": [ + "LOIL|323" + ] + }, "traits": [ "ce", "medium", @@ -1356,7 +1382,7 @@ "spellcasting": [ { "name": "Occult Innate", - "tradition": "Occult", + "tradition": "occult", "type": "Innate", "DC": 39, "attack": 31, @@ -1930,6 +1956,14 @@ "name": "Bhuta", "source": "BotD", "page": 76, + "foundIn": [ + "Jalmeray" + ], + "_otherSources": { + "Expanded": [ + "LOIL|323" + ] + }, "level": 11, "traits": [ "ne", @@ -2005,7 +2039,7 @@ "spellcasting": [ { "name": "Primal Innate", - "tradition": "Primal", + "tradition": "primal", "type": "Innate", "DC": 30, "attack": 22, @@ -2246,7 +2280,7 @@ "spellcasting": [ { "name": "Occult Innate", - "tradition": "Occult", + "tradition": "occult", "type": "Innate", "DC": 22, "entry": { @@ -2622,7 +2656,7 @@ "spellcasting": [ { "name": "Divine Innate", - "tradition": "Divine", + "tradition": "divine", "type": "Innate", "DC": 26, "entry": { @@ -2780,6 +2814,15 @@ { "name": "Combusted", "source": "BotD", + "foundIn": [ + "Alkenstar", + "Mana Wastes" + ], + "_otherSources": { + "Expanded": [ + "LOIL|323" + ] + }, "page": 80, "level": 3, "traits": [ @@ -3204,7 +3247,7 @@ "spellcasting": [ { "name": "Divine Innate", - "tradition": "Divine", + "tradition": "divine", "type": "Innate", "DC": 34, "entry": { @@ -3457,7 +3500,7 @@ "spellcasting": [ { "name": "Divine Innate", - "tradition": "Divine", + "tradition": "divine", "type": "Innate", "DC": 36, "entry": { @@ -3754,7 +3797,7 @@ "spellcasting": [ { "name": "Divine Innate", - "tradition": "Divine", + "tradition": "divine", "type": "Innate", "DC": 40, "entry": { @@ -4031,7 +4074,7 @@ "spellcasting": [ { "name": "Divine Innate", - "tradition": "Divine", + "tradition": "divine", "type": "Innate", "DC": 43, "entry": { @@ -4260,7 +4303,7 @@ "spellcasting": [ { "name": "Divine Innate", - "tradition": "Divine", + "tradition": "divine", "type": "Innate", "DC": 34, "entry": { @@ -4402,6 +4445,14 @@ "name": "Deathless Acolyte of Urgathoa", "source": "BotD", "page": 88, + "foundIn": [ + "Geb" + ], + "_otherSources": { + "Expanded": [ + "LOIL|323" + ] + }, "level": 3, "traits": [ "ne", @@ -4466,7 +4517,7 @@ "spellcasting": [ { "name": "Divine Prepared", - "tradition": "Divine", + "tradition": "divine", "type": "Prepared", "DC": 19, "attack": 11, @@ -4666,7 +4717,7 @@ "spellcasting": [ { "name": "Divine Prepared", - "tradition": "Divine", + "tradition": "divine", "type": "Prepared", "DC": 25, "attack": 17, @@ -6059,6 +6110,15 @@ { "name": "Ghost Pirate Captain", "source": "BotD", + "foundIn": [ + "Alkenstar", + "Mana Wastes" + ], + "_otherSources": { + "Expanded": [ + "LOIL|323" + ] + }, "page": 101, "level": 8, "traits": [ @@ -6519,7 +6579,7 @@ "spellcasting": [ { "name": "Divine Prepared", - "tradition": "Divine", + "tradition": "divine", "type": "Prepared", "DC": 23, "attack": 13, @@ -6898,6 +6958,14 @@ "name": "Graveknight Warmaster", "source": "BotD", "page": 110, + "foundIn": [ + "Geb" + ], + "_otherSources": { + "Expanded": [ + "LOIL|323" + ] + }, "level": 14, "traits": [ "uncommon", @@ -7227,7 +7295,7 @@ "spellcasting": [ { "name": "Divine Prepared", - "tradition": "Divine", + "tradition": "divine", "type": "Prepared", "DC": 24, "attack": 16, @@ -7472,7 +7540,7 @@ "spellcasting": [ { "name": "Divine Innate", - "tradition": "Divine", + "tradition": "divine", "type": "Innate", "DC": 25, "entry": { @@ -7722,7 +7790,7 @@ "spellcasting": [ { "name": "Divine Innate", - "tradition": "Divine", + "tradition": "divine", "type": "Innate", "DC": 35, "entry": { @@ -8179,6 +8247,15 @@ "name": "Last Guard", "source": "BotD", "page": 117, + "foundIn": [ + "Alkenstar", + "Mana Wastes" + ], + "_otherSources": { + "Expanded": [ + "LOIL|323" + ] + }, "level": 20, "traits": [ "uncommon", @@ -8392,6 +8469,14 @@ "source": "BotD", "page": 121, "level": 15, + "foundIn": [ + "Geb" + ], + "_otherSources": { + "Expanded": [ + "LOIL|323" + ] + }, "traits": [ "rare", "ne", @@ -8458,7 +8543,7 @@ "spellcasting": [ { "name": "Arcane Prepared", - "tradition": "Arcane", + "tradition": "arcane", "type": "Prepared", "DC": 39, "attack": 31, @@ -8760,6 +8845,14 @@ "source": "BotD", "page": 122, "level": 19, + "foundIn": [ + "Geb" + ], + "_otherSources": { + "Expanded": [ + "LOIL|323" + ] + }, "traits": [ "rare", "ne", @@ -8854,7 +8947,7 @@ "spellcasting": [ { "name": "Occult Spontaneous", - "tradition": "Occult", + "tradition": "occult", "type": "Spontaneous", "DC": 45, "attack": 37, @@ -9989,6 +10082,14 @@ "name": "Mummified Cat", "source": "BotD", "page": 130, + "foundIn": [ + "Geb" + ], + "_otherSources": { + "Expanded": [ + "LOIL|323" + ] + }, "level": 0, "traits": [ "ne", @@ -10059,7 +10160,7 @@ "spellcasting": [ { "name": "Divine Innate", - "tradition": "Divine", + "tradition": "divine", "type": "Innate", "DC": 15, "entry": { @@ -10151,6 +10252,14 @@ "name": "Decrepit Mummy", "source": "BotD", "page": 130, + "foundIn": [ + "Geb" + ], + "_otherSources": { + "Expanded": [ + "LOIL|323" + ] + }, "level": 2, "traits": [ "le", @@ -10283,6 +10392,14 @@ "name": "Ice Mummy", "source": "BotD", "page": 131, + "foundIn": [ + "Geb" + ], + "_otherSources": { + "Expanded": [ + "LOIL|323" + ] + }, "level": 8, "traits": [ "uncommon", @@ -10496,6 +10613,14 @@ "name": "Iroran Mummy", "source": "BotD", "page": 132, + "foundIn": [ + "Geb" + ], + "_otherSources": { + "Expanded": [ + "LOIL|323" + ] + }, "level": 10, "traits": [ "rare", @@ -10690,6 +10815,14 @@ "name": "Mummy Prophet of Set", "source": "BotD", "page": 132, + "foundIn": [ + "Geb" + ], + "_otherSources": { + "Expanded": [ + "LOIL|323" + ] + }, "level": 13, "traits": [ "uncommon", @@ -10786,7 +10919,7 @@ "spellcasting": [ { "name": "Divine Prepared", - "tradition": "Divine", + "tradition": "divine", "type": "Prepared", "DC": 33, "attack": 25, @@ -11139,7 +11272,7 @@ "spellcasting": [ { "name": "Divine Innate", - "tradition": "Divine", + "tradition": "divine", "type": "Innate", "DC": 34, "entry": { @@ -11308,7 +11441,7 @@ "spellcasting": [ { "name": "Occult Innate", - "tradition": "Occult", + "tradition": "occult", "type": "Innate", "DC": 32, "entry": { @@ -12316,7 +12449,7 @@ "spellcasting": [ { "name": "Primal Prepared", - "tradition": "Primal", + "tradition": "primal", "type": "Prepared", "DC": 41, "attack": 33, @@ -12876,7 +13009,7 @@ "spellcasting": [ { "name": "Arcane Innate", - "tradition": "Arcane", + "tradition": "arcane", "type": "Innate", "DC": 22, "attack": 14, @@ -13337,7 +13470,7 @@ "spellcasting": [ { "name": "Divine Innate", - "tradition": "Divine", + "tradition": "divine", "type": "Innate", "DC": 31, "entry": { @@ -13510,7 +13643,7 @@ "spellcasting": [ { "name": "Primal Innate", - "tradition": "Primal", + "tradition": "primal", "type": "Innate", "DC": 26, "entry": { @@ -13739,7 +13872,7 @@ "spellcasting": [ { "name": "Primal Innate", - "tradition": "Primal", + "tradition": "primal", "type": "Innate", "DC": 41, "entry": { @@ -14132,6 +14265,15 @@ "source": "BotD", "page": 153, "level": 11, + "foundIn": [ + "Alkenstar", + "Mana Wastes" + ], + "_otherSources": { + "Expanded": [ + "LOIL|323" + ] + }, "traits": [ "ne", "medium", @@ -14396,7 +14538,7 @@ "spellcasting": [ { "name": "Divine Innate", - "tradition": "Divine", + "tradition": "divine", "type": "Innate", "DC": 32, "attack": 22, @@ -14742,6 +14884,14 @@ "name": "Vetalarana Emergent", "source": "BotD", "page": 162, + "foundIn": [ + "Jalmeray" + ], + "_otherSources": { + "Expanded": [ + "LOIL|323" + ] + }, "level": 8, "traits": [ "ce", @@ -14908,6 +15058,14 @@ "name": "Vetalarana Manipulator", "source": "BotD", "page": 163, + "foundIn": [ + "Jalmeray" + ], + "_otherSources": { + "Expanded": [ + "LOIL|323" + ] + }, "level": 11, "traits": [ "uncommon", @@ -14981,7 +15139,7 @@ "spellcasting": [ { "name": "Occult Innate", - "tradition": "Occult", + "tradition": "occult", "type": "Innate", "DC": 30, "entry": { @@ -14998,7 +15156,7 @@ }, { "name": "Occult Prepared", - "tradition": "Occult", + "tradition": "occult", "type": "Prepared", "DC": 30, "attack": 22, @@ -15317,7 +15475,7 @@ "spellcasting": [ { "name": "Primal Innate", - "tradition": "Primal", + "tradition": "primal", "type": "Innate", "DC": 24, "attack": 16, @@ -15985,7 +16143,7 @@ "range": "Melee", "traits": [ "magical", - "versatile P" + "versatile

" ], "name": "longsword", "attack": 27, @@ -16004,7 +16162,7 @@ "spellcasting": [ { "name": "Divine Innate", - "tradition": "Divine", + "tradition": "divine", "type": "Innate", "DC": 29, "entry": { @@ -16662,7 +16820,7 @@ "spellcasting": [ { "name": "Divine Innate", - "tradition": "Divine", + "tradition": "divine", "type": "Innate", "DC": 21, "attack": 13, @@ -17221,7 +17379,7 @@ "spellcasting": [ { "name": "Divine Innate", - "tradition": "Divine", + "tradition": "divine", "type": "Innate", "DC": 21, "attack": 13, diff --git a/data/bestiary/creatures-da.json b/data/bestiary/creatures-da.json index 7ffc830cc9..ad55a075ac 100644 --- a/data/bestiary/creatures-da.json +++ b/data/bestiary/creatures-da.json @@ -293,7 +293,7 @@ "spellcasting": [ { "name": "Primal Prepared", - "tradition": "Primal", + "tradition": "primal", "type": "Prepared", "DC": 26, "attack": 18, diff --git a/data/bestiary/creatures-ec1.json b/data/bestiary/creatures-ec1.json index d684cb07db..d6f6ef7bee 100644 --- a/data/bestiary/creatures-ec1.json +++ b/data/bestiary/creatures-ec1.json @@ -60,9 +60,8 @@ "traits": [ "agile", "thrown <10 feet>", - "versatile s" + "versatile " ], - "effects": [], "damage": "{@damage 1d4+3} piercing", "types": [ "piercing" @@ -76,7 +75,6 @@ "agile", "nonlethal" ], - "effects": [], "damage": "{@damage 1d4+3} bludgeoning", "types": [ "bludgeoning" @@ -89,7 +87,6 @@ "traits": [ "range <10 feet>" ], - "effects": [], "damage": "{@damage 1d6+3} bludgeoning", "types": [ "bludgeoning" @@ -199,7 +196,6 @@ "traits": [ "agile" ], - "effects": [], "damage": "{@damage 2d6+4} slashing", "types": [ "slashing" @@ -224,7 +220,6 @@ "traits": [ "range increment <20 feet>" ], - "effects": [], "damage": "{@damage 2d6+4} bludgeoning", "types": [ "bludgeoning" @@ -235,7 +230,7 @@ { "name": "Divine Innate", "type": "Innate", - "tradition": "Divine", + "tradition": "divine", "DC": 20, "entry": { "2": { @@ -514,7 +509,6 @@ "agile", "finesse" ], - "effects": [], "damage": "{@damage 2d8+5} slashing", "types": [ "slashing" @@ -525,7 +519,7 @@ { "name": "Occult Innate", "type": "Innate", - "tradition": "Occult", + "tradition": "occult", "DC": 22, "entry": { "0": { @@ -715,7 +709,6 @@ "shove", "magical" ], - "effects": [], "damage": "{@damage 2d12+3} bludgeoning", "types": [ "bludgeoning" @@ -725,7 +718,6 @@ "range": "Melee", "name": "jaws", "attack": 16, - "effects": [], "damage": "{@damage 2d8+3} piercing", "types": [ "piercing" @@ -738,7 +730,6 @@ "traits": [ "agile" ], - "effects": [], "damage": "{@damage 2d6+3} slashing", "types": [ "slashing" @@ -749,7 +740,7 @@ { "name": "Divine Prepared", "type": "Prepared", - "tradition": "Divine", + "tradition": "divine", "DC": 24, "attack": 17, "entry": { @@ -1093,7 +1084,6 @@ "fatal ", "thrown <20 feet>" ], - "effects": [], "damage": "{@damage 2d8+1} piercing", "types": [ "piercing" @@ -1104,7 +1094,7 @@ { "name": "Primal Prepared", "type": "Prepared", - "tradition": "Primal", + "tradition": "primal", "DC": 20, "attack": 12, "entry": { @@ -1268,7 +1258,6 @@ "fatal ", "thrown <20 feet>" ], - "effects": [], "damage": "{@damage 2d8+2} piercing", "types": [ "piercing" @@ -1413,7 +1402,6 @@ "reach", "trip" ], - "effects": [], "damage": "{@damage 1d4+5} slashing", "types": [ "slashing" @@ -1426,7 +1414,6 @@ "traits": [ "disarm" ], - "effects": [], "damage": "{@damage 1d6} bludgeoning", "types": [ "bludgeoning" @@ -1757,7 +1744,6 @@ "agile", "nonlethal" ], - "effects": [], "damage": "{@damage 1d4+3} bludgeoning", "types": [ "bludgeoning" @@ -1880,7 +1866,6 @@ "agile", "nonlethal" ], - "effects": [], "damage": "{@damage 1d6+2} bludgeoning", "types": [ "bludgeoning" @@ -1893,9 +1878,8 @@ "traits": [ "agile", "finesse", - "versatile s" + "versatile " ], - "effects": [], "damage": "{@damage 1d4+2} piercing", "types": [ "piercing" @@ -1910,7 +1894,6 @@ "nonlethal", "thrown <10 feet>" ], - "effects": [], "damage": "{@damage 1d6+2} bludgeoning", "types": [ "bludgeoning" @@ -1923,9 +1906,8 @@ "traits": [ "agile", "thrown <10 feet>", - "versatile s" + "versatile " ], - "effects": [], "damage": "{@damage 1d4+2} piercing", "types": [ "piercing" @@ -2050,7 +2032,6 @@ "range": "Melee", "name": "tusk", "attack": 8, - "effects": [], "damage": "{@damage 1d6+3} piercing", "types": [ "piercing" @@ -2153,7 +2134,6 @@ "range": "Melee", "name": "pseudopod", "attack": 13, - "effects": [], "damage": "{@damage 2d8+5} bludgeoning", "types": [ "bludgeoning" @@ -2298,7 +2278,6 @@ "nonlethal", "reach <10 feet>" ], - "effects": [], "damage": "{@damage 2d4+4} bludgeoning", "types": [ "bludgeoning" @@ -2308,7 +2287,6 @@ "range": "Melee", "name": "headbutt", "attack": 11, - "effects": [], "damage": "{@damage 2d4+4} bludgeoning", "types": [ "bludgeoning" @@ -2433,7 +2411,6 @@ "magical", "trip" ], - "effects": [], "damage": "{@damage 1d4+3} slashing", "types": [ "slashing" @@ -2446,7 +2423,6 @@ "traits": [ "two-hand " ], - "effects": [], "damage": "{@dice 1d4-1} bludgeoning", "types": [ "bludgeoning" @@ -2457,7 +2433,7 @@ { "name": "Primal Innate", "type": "Innate", - "tradition": "Primal", + "tradition": "primal", "DC": 19, "entry": { "1": { @@ -2499,7 +2475,7 @@ { "name": "Primal Spontaneous", "type": "Spontaneous", - "tradition": "Primal", + "tradition": "primal", "DC": 21, "attack": 11, "entry": { @@ -2667,7 +2643,6 @@ "agile", "finesse" ], - "effects": [], "damage": "{@damage 2d4+4} bludgeoning", "types": [ "bludgeoning" @@ -2795,7 +2770,6 @@ "range": "Melee", "name": "foot", "attack": 13, - "effects": [], "damage": "{@damage 1d8+5} bludgeoning", "types": [ "bludgeoning" @@ -2915,7 +2889,6 @@ "agile", "nonlethal" ], - "effects": [], "damage": "{@damage 1d6+3} bludgeoning", "types": [ "bludgeoning" @@ -3078,7 +3051,6 @@ "range increment <60 feet>", "reload <0>" ], - "effects": [], "damage": "{@damage 1d6+4} piercing", "types": [ "piercing" @@ -3281,7 +3253,6 @@ "agile", "finesse" ], - "effects": [], "damage": "{@damage 1d6+3} slashing plus {@damage 1d4} fire", "types": [ "fire", @@ -3433,7 +3404,6 @@ "range": "Melee", "name": "bite", "attack": 12, - "effects": [], "damage": "{@damage 2d8+3} piercing", "types": [ "piercing" @@ -3446,7 +3416,6 @@ "traits": [ "agile" ], - "effects": [], "damage": "{@damage 2d6+3} bludgeoning", "types": [ "bludgeoning" @@ -3457,9 +3426,8 @@ "name": "longsword", "attack": 12, "traits": [ - "versatile p" + "versatile

" ], - "effects": [], "damage": "{@damage 1d8+4} slashing", "types": [ "slashing" @@ -3470,7 +3438,7 @@ { "name": "Divine Innate", "type": "Innate", - "tradition": "Divine", + "tradition": "divine", "DC": 19, "attack": 11, "entry": { @@ -3626,7 +3594,6 @@ "range": "Melee", "name": "flaming baton", "attack": 10, - "effects": [], "damage": "{@damage 1d6+2} bludgeoning plus {@damage 1d6} fire", "types": [ "bludgeoning", @@ -3640,7 +3607,6 @@ "traits": [ "range <10 feet>" ], - "effects": [], "damage": "{@damage 2d8} fire", "types": [ "fire" @@ -3757,7 +3723,6 @@ "range": "Melee", "name": "horns", "attack": 8, - "effects": [], "damage": "{@damage 1d6+3} bludgeoning", "types": [ "bludgeoning" @@ -3767,7 +3732,6 @@ "range": "Melee", "name": "jaws", "attack": 8, - "effects": [], "damage": "{@damage 1d4+3} piercing", "types": [ "piercing" @@ -3899,7 +3863,7 @@ "traits": [ "agile", "finesse", - "versatile s" + "versatile " ], "effects": [ "xulgath bile" @@ -3944,7 +3908,7 @@ "agile", "finesse", "thrown <10 feet>", - "versatile s" + "versatile " ], "effects": [ "xulgath bile" @@ -4004,7 +3968,7 @@ }, { "stage": 2, - "entry": "{@condition fatigued} and {@condition unconscious} .", + "entry": "{@condition fatigued} and {@condition unconscious}.", "duration": "1 minute" } ] diff --git a/data/bestiary/creatures-ec2.json b/data/bestiary/creatures-ec2.json index f691609fa8..30891ac4a4 100644 --- a/data/bestiary/creatures-ec2.json +++ b/data/bestiary/creatures-ec2.json @@ -67,7 +67,7 @@ { "name": "Divine Innate", "type": "Innate", - "tradition": "Divine", + "tradition": "divine", "DC": 18, "entry": { "2": { @@ -222,7 +222,6 @@ "forceful", "sweep" ], - "effects": [], "damage": "{@damage 2d10+7} slashing", "types": [ "slashing" @@ -388,7 +387,6 @@ "finesse", "magical" ], - "effects": [], "damage": "{@damage 1d8+3} slashing", "types": [ "slashing" @@ -399,7 +397,7 @@ { "name": "Occult Innate", "type": "Innate", - "tradition": "Occult", + "tradition": "occult", "DC": 18, "entry": { "0": { @@ -565,7 +563,7 @@ { "name": "Occult Innate", "type": "Innate", - "tradition": "Occult", + "tradition": "occult", "DC": 27, "entry": { "0": { @@ -808,7 +806,7 @@ { "name": "Occult Innate", "type": "Innate", - "tradition": "Occult", + "tradition": "occult", "DC": 22, "entry": { "0": { @@ -1689,7 +1687,7 @@ { "name": "Divine Innate", "type": "Innate", - "tradition": "Divine", + "tradition": "divine", "DC": 26, "entry": { "4": { @@ -1724,7 +1722,7 @@ ], "rituals": [ { - "tradition": "Divine", + "tradition": "divine", "DC": 26, "rituals": [ { @@ -1878,7 +1876,6 @@ "traits": [ "reach <10 feet>" ], - "effects": [], "damage": "{@damage 3d8+7} piercing", "types": [ "piercing" @@ -2058,7 +2055,6 @@ "traits": [ "agile" ], - "effects": [], "damage": "{@damage 2d4+8} slashing", "types": [ "slashing" @@ -2222,7 +2218,6 @@ "reach <10 feet>", "trip" ], - "effects": [], "damage": "{@damage 2d4+12} slashing", "types": [ "slashing" @@ -2235,9 +2230,8 @@ "traits": [ "agile", "thrown <10 feet>", - "versatile s" + "versatile " ], - "effects": [], "damage": "{@damage 1d4+5} piercing", "types": [ "piercing" @@ -2248,7 +2242,7 @@ { "name": "Occult Spontaneous", "type": "Spontaneous", - "tradition": "Occult", + "tradition": "occult", "DC": 30, "attack": 24, "entry": { @@ -2525,7 +2519,6 @@ "finesse", "magical" ], - "effects": [], "damage": "{@damage 2d6+5} negative", "types": [ "negative" @@ -2540,7 +2533,6 @@ "range <60 feet>", "sonic" ], - "effects": [], "damage": "{@damage 2d4+5} sonic", "types": [ "sonic" @@ -2551,7 +2543,7 @@ { "name": "Occult Spontaneous", "type": "Spontaneous", - "tradition": "Occult", + "tradition": "occult", "DC": 22, "attack": 14, "entry": { @@ -2752,7 +2744,7 @@ { "name": "Occult Spontaneous", "type": "Spontaneous", - "tradition": "Occult", + "tradition": "occult", "DC": 19, "attack": 12, "entry": { @@ -3076,7 +3068,6 @@ "traits": [ "shove" ], - "effects": [], "damage": "{@damage 1d12+10} bludgeoning", "types": [ "bludgeoning" @@ -3086,7 +3077,6 @@ "range": "Melee", "name": "jaws", "attack": 15, - "effects": [], "damage": "{@damage 2d8+8} piercing", "types": [ "piercing" @@ -3099,7 +3089,6 @@ "traits": [ "agile" ], - "effects": [], "damage": "{@damage 2d4+8} slashing plus", "types": [ "slashing" @@ -3250,7 +3239,7 @@ { "name": "Divine Prepared", "type": "Prepared", - "tradition": "Divine", + "tradition": "divine", "DC": 24, "attack": 16, "entry": { @@ -3418,7 +3407,6 @@ "traits": [ "agile" ], - "effects": [], "damage": "{@damage 2d4+2} bludgeoning", "types": [ "bludgeoning" diff --git a/data/bestiary/creatures-ec3.json b/data/bestiary/creatures-ec3.json index 89356bcfec..a55c1edff7 100644 --- a/data/bestiary/creatures-ec3.json +++ b/data/bestiary/creatures-ec3.json @@ -64,7 +64,6 @@ "agile", "sweep" ], - "effects": [], "damage": "{@damage 1d6+6} slashing", "types": [ "slashing" @@ -95,7 +94,6 @@ "sweep", "thrown <10 feet>" ], - "effects": [], "damage": "{@damage 1d6+6} slashing", "types": [ "slashing" @@ -223,7 +221,6 @@ "traits": [ "magical" ], - "effects": [], "damage": "{@damage 3d8+6} piercing", "types": [ "piercing" @@ -236,7 +233,6 @@ "traits": [ "range increment <30 feet>" ], - "effects": [], "damage": "{@damage 2d8+6} bludgeoning", "types": [ "bludgeoning" @@ -247,7 +243,7 @@ { "name": "Primal Innate", "type": "Innate", - "tradition": "Primal", + "tradition": "primal", "DC": 33, "entry": { "0": { @@ -453,7 +449,6 @@ "range": "Melee", "name": "jaws", "attack": 12, - "effects": [], "damage": "{@damage 2d12+3} piercing", "types": [ "piercing" @@ -480,7 +475,7 @@ { "name": "Occult Innate", "type": "Innate", - "tradition": "Occult", + "tradition": "occult", "DC": 23, "entry": { "2": { @@ -624,7 +619,6 @@ "traits": [ "agile" ], - "effects": [], "damage": "{@damage 2d6+9} slashing", "types": [ "slashing" @@ -638,7 +632,6 @@ "reach <10 feet>", "sweep" ], - "effects": [], "damage": "{@damage 3d10+9} bludgeoning", "types": [ "bludgeoning" @@ -957,9 +950,8 @@ "agile", "finesse", "magical", - "versatile s" + "versatile " ], - "effects": [], "damage": "{@damage 2d6+13} piercing", "types": [ "piercing" @@ -1336,7 +1328,6 @@ "agile", "free-hand" ], - "effects": [], "damage": "{@damage 2d4+10} piercing plus {@damage 1d6} evil", "types": [ "evil", @@ -1348,7 +1339,7 @@ { "name": "Divine Innate", "type": "Innate", - "tradition": "Divine", + "tradition": "divine", "DC": 28, "entry": { "1": { @@ -1584,7 +1575,6 @@ "range": "Melee", "name": "jaws", "attack": 22, - "effects": [], "damage": "{@damage 1d6+13} piercing", "types": [ "piercing" @@ -1597,7 +1587,6 @@ "traits": [ "agile" ], - "effects": [], "damage": "{@damage 2d8+13} slashing", "types": [ "slashing" @@ -1760,9 +1749,8 @@ "agile", "finesse", "magical", - "versatile s" + "versatile " ], - "effects": [], "damage": "{@damage 1d6+10} piercing", "types": [ "piercing" @@ -1778,7 +1766,6 @@ "range increment <100 feet>", "volley <20 feet>" ], - "effects": [], "damage": "{@damage 2d6+10} piercing", "types": [ "piercing" @@ -1789,7 +1776,7 @@ { "name": "Primal Innate", "type": "Innate", - "tradition": "Primal", + "tradition": "primal", "DC": 26, "entry": { "0": { @@ -2004,9 +1991,8 @@ "agile", "finesse", "magical", - "versatile s" + "versatile " ], - "effects": [], "damage": "{@damage 2d4+11} piercing", "types": [ "piercing" @@ -2048,7 +2034,7 @@ "agile", "magical", "thrown <10 feet>", - "versatile s" + "versatile " ], "effects": [ "xulgath bile" @@ -2187,7 +2173,6 @@ "traits": [ "two-hand " ], - "effects": [], "damage": "{@damage 1d4} bludgeoning", "types": [ "bludgeoning" @@ -2202,7 +2187,6 @@ "range <100 feet>", "volley <30 feet>" ], - "effects": [], "damage": "{@damage 1d8+2} piercing", "types": [ "piercing" @@ -2317,9 +2301,8 @@ "name": "longsword", "attack": 10, "traits": [ - "versatile p" + "versatile

" ], - "effects": [], "damage": "{@damage 1d8+4} slashing", "types": [ "slashing" @@ -2333,7 +2316,6 @@ "range increment <30 feet>", "thrown" ], - "effects": [], "damage": "{@damage 1d6+4} piercing", "types": [ "piercing" @@ -2426,7 +2408,6 @@ "range": "Melee", "name": "hoe", "attack": 6, - "effects": [], "damage": "{@damage 1d4+3} bludgeoning", "types": [ "bludgeoning" @@ -2440,7 +2421,6 @@ "range increment <10 feet>", "thrown" ], - "effects": [], "damage": "1 nonlethal", "types": [ "nonlethal" @@ -2580,7 +2560,6 @@ "agile", "magical" ], - "effects": [], "damage": "{@damage 3d10+9} slashing plus {@damage 1d10} evil", "types": [ "evil", @@ -2592,7 +2571,7 @@ { "name": "Occult Innate", "type": "Innate", - "tradition": "Occult", + "tradition": "occult", "DC": 33, "attack": 25, "entry": { @@ -2974,9 +2953,8 @@ "traits": [ "agile", "finesse", - "versatile s" + "versatile " ], - "effects": [], "damage": "{@damage 1d6+10} piercing", "types": [ "piercing" @@ -2991,7 +2969,6 @@ "range increment <60 feet>", "reload <1>" ], - "effects": [], "damage": "{@damage 2d6+10} piercing", "types": [ "piercing" @@ -3177,7 +3154,6 @@ "range": "Melee", "name": "jaws", "attack": 28, - "effects": [], "damage": "{@damage 3d8+12} piercing", "types": [ "piercing" @@ -3217,7 +3193,7 @@ { "name": "Primal Innate", "type": "Innate", - "tradition": "Primal", + "tradition": "primal", "DC": 34, "entry": { "4": { @@ -3431,7 +3407,6 @@ "range": "Melee", "name": "jaws", "attack": 16, - "effects": [], "damage": "{@damage 2d6+5} piercing", "types": [ "piercing" @@ -3445,7 +3420,6 @@ "agile", "finesse" ], - "effects": [], "damage": "{@damage 2d4+5} slashing", "types": [ "slashing" @@ -3459,7 +3433,6 @@ "range increment <20 feet>", "splash" ], - "effects": [], "damage": "5 acid damage plus {@damage 2d6+2} {@condition persistent damage ||persistent acid} and 4 acid splash", "types": [ "acid", @@ -3474,7 +3447,6 @@ "range increment <20 feet>", "splash" ], - "effects": [], "damage": "{@damage 2d8+2} fire plus 4 {@condition persistent damage ||persistent fire} and 4 fire splash", "types": [ "fire", @@ -3635,7 +3607,6 @@ "forceful", "sweep" ], - "effects": [], "damage": "{@damage 1d6+4} slashing", "types": [ "slashing" @@ -3645,7 +3616,6 @@ "range": "Melee", "name": "jaws", "attack": 16, - "effects": [], "damage": "{@damage 1d6+4} piercing", "types": [ "piercing" @@ -3659,7 +3629,6 @@ "agile", "finesse" ], - "effects": [], "damage": "{@damage 1d4+4} slashing", "types": [ "slashing" @@ -3672,7 +3641,6 @@ "traits": [ "thrown <60 feet>" ], - "effects": [], "damage": "{@damage 1d6+4} piercing damage", "types": [ "piercing" @@ -3811,9 +3779,8 @@ "traits": [ "fatal ", "forceful", - "versatile b" + "versatile " ], - "effects": [], "damage": "{@damage 2d10+9} piercing", "types": [ "piercing" @@ -3823,7 +3790,6 @@ "range": "Melee", "name": "jaws", "attack": 21, - "effects": [], "damage": "{@damage 2d8+9} piercing", "types": [ "piercing" @@ -3849,7 +3815,7 @@ { "name": "Primal Innate", "type": "Innate", - "tradition": "Primal", + "tradition": "primal", "DC": 26, "entry": { "4": { @@ -4021,7 +3987,6 @@ "magical", "reach <10 feet>" ], - "effects": [], "damage": "{@damage 3d10+5} fire", "types": [ "fire" @@ -4049,7 +4014,7 @@ { "name": "Occult Innate", "type": "Innate", - "tradition": "Occult", + "tradition": "occult", "DC": 29, "attack": 23, "entry": { diff --git a/data/bestiary/creatures-ec4.json b/data/bestiary/creatures-ec4.json index 6379c01800..a652c4e8a8 100644 --- a/data/bestiary/creatures-ec4.json +++ b/data/bestiary/creatures-ec4.json @@ -56,7 +56,6 @@ "sweep", "trip" ], - "effects": [], "damage": "{@damage 3d10+11} bludgeoning plus {@damage 1d6} fire", "types": [ "bludgeoning", @@ -67,7 +66,6 @@ "range": "Melee", "name": "jaws", "attack": 23, - "effects": [], "damage": "{@damage 3d8+11} piercing", "types": [ "piercing" @@ -80,7 +78,6 @@ "traits": [ "agile" ], - "effects": [], "damage": "{@damage 3d4+11} slashing", "types": [ "slashing" @@ -195,7 +192,7 @@ "stages": [ { "stage": 1, - "entry": "The aukashungi swarm chooses two of the victim's ability modifiers .", + "entry": "The aukashungi swarm chooses two of the victim's ability modifiers.", "duration": "such as Strength and Charisma" } ] @@ -304,7 +301,6 @@ "traits": [ "agile" ], - "effects": [], "damage": "{@damage 2d8+5} slashing", "types": [ "slashing" @@ -315,7 +311,7 @@ { "name": "Primal Innate", "type": "Innate", - "tradition": "Primal", + "tradition": "primal", "DC": 28, "attack": 22, "entry": { @@ -523,7 +519,7 @@ { "name": "Primal Innate", "type": "Innate", - "tradition": "Primal", + "tradition": "primal", "DC": 33, "attack": 27, "entry": { @@ -750,7 +746,6 @@ "forceful", "sweep" ], - "effects": [], "damage": "{@damage 2d12+7} slashing", "types": [ "slashing" @@ -764,7 +759,6 @@ "agile", "nonlethal" ], - "effects": [], "damage": "{@damage 2d10+7} bludgeoning", "types": [ "bludgeoning" @@ -777,7 +771,6 @@ "traits": [ "thrown <10 feet>" ], - "effects": [], "damage": "{@damage 2d12+7} slashing", "types": [ "slashing" @@ -927,7 +920,6 @@ "range": "Melee", "name": "jaws", "attack": 17, - "effects": [], "damage": "{@damage 2d8+7} piercing", "types": [ "piercing" @@ -1044,7 +1036,6 @@ "deadly <2d8>", "reach <15 feet>" ], - "effects": [], "damage": "{@damage 3d8+13} piercing", "types": [ "piercing" @@ -1241,7 +1232,7 @@ { "name": "Arcane Innate", "type": "Innate", - "tradition": "Arcane", + "tradition": "arcane", "DC": 27, "entry": { "2": { @@ -1417,7 +1408,6 @@ "traits": [ "reach <15 feet>" ], - "effects": [], "damage": "{@damage 3d12+13} piercing", "types": [ "piercing" @@ -1431,7 +1421,6 @@ "agile", "reach <15 feet>" ], - "effects": [], "damage": "{@damage 3d8+13} slashing", "types": [ "slashing" @@ -1442,7 +1431,7 @@ { "name": "Arcane Prepared", "type": "Prepared", - "tradition": "Arcane", + "tradition": "arcane", "DC": 36, "attack": 28, "entry": { @@ -1596,7 +1585,7 @@ ], "rituals": [ { - "tradition": "Arcane", + "tradition": "arcane", "DC": 36, "rituals": [ { @@ -1776,9 +1765,8 @@ "attack": 29, "traits": [ "magical", - "versatile p" + "versatile

" ], - "effects": [], "damage": "{@damage 3d8+13} slashing", "types": [ "slashing" @@ -1794,7 +1782,6 @@ "nonlethal", "unarmed" ], - "effects": [], "damage": "{@damage 1d4+11} bludgeoning", "types": [ "bludgeoning" @@ -1812,7 +1799,6 @@ "reload <0>", "volley <30 feet>" ], - "effects": [], "damage": "{@damage 2d8+11} piercing", "types": [ "piercing" @@ -2009,7 +1995,6 @@ "finesse", "magical" ], - "effects": [], "damage": "{@damage 8d6} negative plus {@damage 2d6} evil", "types": [ "evil", @@ -2021,7 +2006,7 @@ { "name": "Occult Innate", "type": "Innate", - "tradition": "Occult", + "tradition": "occult", "DC": 35, "attack": 31, "entry": { @@ -2266,7 +2251,6 @@ "magical", "reach <15 feet>" ], - "effects": [], "damage": "{@damage 3d10+15} slashing", "types": [ "slashing" @@ -2292,7 +2276,7 @@ { "name": "Divine Innate", "type": "Innate", - "tradition": "Divine", + "tradition": "divine", "DC": 35, "entry": { "6": { @@ -2455,7 +2439,6 @@ "range": "Melee", "name": "fist", "attack": 24, - "effects": [], "damage": "{@damage 2d12+16} bludgeoning plus", "types": [ "bludgeoning" @@ -2616,7 +2599,6 @@ "agile", "reach <15 feet>" ], - "effects": [], "damage": "{@damage 3d8+16} slashing", "types": [ "slashing" @@ -2778,7 +2760,6 @@ "magical", "two-hand " ], - "effects": [], "damage": "{@damage 1d4+6} bludgeoning", "types": [ "bludgeoning" @@ -2789,7 +2770,7 @@ { "name": "Arcane Spontaneous", "type": "Spontaneous", - "tradition": "Arcane", + "tradition": "arcane", "DC": 32, "attack": 24, "entry": { @@ -3216,7 +3197,6 @@ "finesse", "magical" ], - "effects": [], "damage": "{@damage 1d6+11} piercing", "types": [ "piercing" @@ -3233,7 +3213,6 @@ "range increment <60 feet>", "reload <0>" ], - "effects": [], "damage": "{@damage 2d6+11} piercing", "types": [ "piercing" @@ -3410,7 +3389,6 @@ "forceful", "sweep" ], - "effects": [], "damage": "{@damage 3d12+9} slashing", "types": [ "slashing" @@ -3424,7 +3402,6 @@ "agile", "nonlethal" ], - "effects": [], "damage": "{@damage 3d10+9} bludgeoning", "types": [ "bludgeoning" @@ -3438,7 +3415,6 @@ "deadly ", "thrown <10 feet>" ], - "effects": [], "damage": "{@damage 3d12+9} slashing", "types": [ "slashing" @@ -3449,7 +3425,7 @@ { "name": "Occult Innate", "type": "Innate", - "tradition": "Occult", + "tradition": "occult", "DC": 34, "entry": { "2": { @@ -3651,7 +3627,6 @@ "range": "Melee", "name": "foot", "attack": 24, - "effects": [], "damage": "{@damage 3d6+13} bludgeoning", "types": [ "bludgeoning" @@ -3826,7 +3801,7 @@ { "name": "Divine Innate", "type": "Innate", - "tradition": "Divine", + "tradition": "divine", "DC": 29, "entry": { "0": { @@ -4007,7 +3982,6 @@ "evil", "magical" ], - "effects": [], "damage": "{@damage 3d10+13} piercing", "types": [ "piercing" @@ -4041,7 +4015,7 @@ "evil", "magical", "reach <15 feet>", - "versatile p" + "versatile

" ], "effects": [ "Knockdown" @@ -4056,7 +4030,7 @@ { "name": "Divine Innate", "type": "Innate", - "tradition": "Divine", + "tradition": "divine", "DC": 28, "entry": { "2": { @@ -4244,7 +4218,6 @@ "range": "Melee", "name": "jaws", "attack": 21, - "effects": [], "damage": "{@damage 2d6+8} piercing plus {@damage 2d6} acid", "types": [ "acid", @@ -4259,7 +4232,6 @@ "agile", "finesse" ], - "effects": [], "damage": "{@damage 2d8+8} slashing", "types": [ "slashing" @@ -4409,7 +4381,6 @@ "magical", "shove" ], - "effects": [], "damage": "{@damage 3d8+11} bludgeoning", "types": [ "bludgeoning" @@ -4419,7 +4390,6 @@ "range": "Melee", "name": "jaws", "attack": 23, - "effects": [], "damage": "{@damage 3d6+11} piercing", "types": [ "piercing" @@ -4432,7 +4402,6 @@ "traits": [ "agile" ], - "effects": [], "damage": "{@damage 3d4+11} slashing", "types": [ "slashing" @@ -4445,7 +4414,6 @@ "traits": [ "thrown <20 feet>" ], - "effects": [], "damage": "{@damage 1d6+11} piercing", "types": [ "piercing" @@ -4625,7 +4593,6 @@ "reach <10 feet>", "trip" ], - "effects": [], "damage": "{@damage 1d4+10} slashing", "types": [ "slashing" @@ -4635,7 +4602,6 @@ "range": "Melee", "name": "jaws", "attack": 19, - "effects": [], "damage": "{@damage 2d8+10} piercing", "types": [ "piercing" @@ -4648,7 +4614,6 @@ "traits": [ "agile" ], - "effects": [], "damage": "{@damage 2d6+10} slashing", "types": [ "slashing" @@ -4665,7 +4630,6 @@ "range increment <60 feet>", "reload <0>" ], - "effects": [], "damage": "{@damage 2d6+10} piercing", "types": [ "piercing" @@ -4835,9 +4799,8 @@ "traits": [ "magical", "reach", - "versatile s" + "versatile " ], - "effects": [], "damage": "{@damage 2d10+11} piercing", "types": [ "piercing" @@ -4847,7 +4810,6 @@ "range": "Melee", "name": "jaws", "attack": 23, - "effects": [], "damage": "{@damage 2d8+11} piercing", "types": [ "piercing" @@ -4860,7 +4822,6 @@ "traits": [ "agile" ], - "effects": [], "damage": "{@damage 2d6+11} slashing", "types": [ "slashing" @@ -4873,7 +4834,6 @@ "traits": [ "thrown <30 feet>" ], - "effects": [], "damage": "{@damage 1d6+11} piercing", "types": [ "piercing" @@ -5039,9 +4999,8 @@ "backswing", "magical", "shove", - "versatile p" + "versatile

" ], - "effects": [], "damage": "{@damage 3d10+12} bludgeoning", "types": [ "bludgeoning" @@ -5051,7 +5010,6 @@ "range": "Melee", "name": "jaws", "attack": 28, - "effects": [], "damage": "{@damage 3d8+12} piercing", "types": [ "piercing" @@ -5064,7 +5022,6 @@ "traits": [ "agile" ], - "effects": [], "damage": "{@damage 3d6+12} slashing", "types": [ "slashing" @@ -5077,7 +5034,6 @@ "traits": [ "thrown <30 feet>" ], - "effects": [], "damage": "{@damage 2d6+12} piercing", "types": [ "piercing" diff --git a/data/bestiary/creatures-ec5.json b/data/bestiary/creatures-ec5.json index 160798524f..f3e2352388 100644 --- a/data/bestiary/creatures-ec5.json +++ b/data/bestiary/creatures-ec5.json @@ -117,7 +117,7 @@ { "name": "Divine Innate", "type": "Innate", - "tradition": "Divine", + "tradition": "divine", "DC": 37, "entry": { "6": { @@ -333,7 +333,6 @@ "reach <10 feet>", "shove" ], - "effects": [], "damage": "{@damage 3d12+17} bludgeoning", "types": [ "bludgeoning" @@ -384,7 +383,7 @@ { "name": "Arcane Innate", "type": "Innate", - "tradition": "Arcane", + "tradition": "arcane", "DC": 37, "entry": { "4": { @@ -823,7 +822,7 @@ { "name": "Occult Spontaneous", "type": "Spontaneous", - "tradition": "Occult", + "tradition": "occult", "DC": 41, "entry": { "0": { @@ -1011,7 +1010,7 @@ { "name": "Divine Innate", "type": "Innate", - "tradition": "Divine", + "tradition": "divine", "DC": 41, "entry": { "0": { @@ -1046,7 +1045,7 @@ ], "rituals": [ { - "tradition": "Occult", + "tradition": "occult", "DC": 41, "rituals": [ { @@ -1273,7 +1272,6 @@ "magical", "reach <10 feet>" ], - "effects": [], "damage": "{@damage 3d10+14} slashing", "types": [ "slashing" @@ -1284,7 +1282,7 @@ { "name": "Occult Innate", "type": "Innate", - "tradition": "Occult", + "tradition": "occult", "DC": 42, "entry": { "2": { @@ -1515,7 +1513,7 @@ { "name": "Occult Innate", "type": "Innate", - "tradition": "Occult", + "tradition": "occult", "DC": 42, "entry": { "7": { @@ -1748,7 +1746,6 @@ "reach <10 feet>", "two-hand " ], - "effects": [], "damage": "{@damage 3d8+12} slashing", "types": [ "slashing" @@ -1778,7 +1775,6 @@ "reload <0>", "volley <30 feet>" ], - "effects": [], "damage": "{@damage 2d8+9} piercing", "types": [ "piercing" @@ -1789,7 +1785,7 @@ { "name": "Divine Innate", "type": "Innate", - "tradition": "Divine", + "tradition": "divine", "DC": 37, "entry": { "1": { @@ -2047,7 +2043,6 @@ "nonlethal", "reach <10 feet>" ], - "effects": [], "damage": "{@damage 3d10+15} bludgeoning plus {@damage 2d6} poison", "types": [ "bludgeoning", @@ -2064,7 +2059,6 @@ "reach <10 feet>", "sweep" ], - "effects": [], "damage": "{@damage 3d6+17} slashing plus {@damage 2d6} poison", "types": [ "poison", @@ -2082,7 +2076,6 @@ "poison", "range increment <20 feet>" ], - "effects": [], "damage": "{@damage 2d8+7} bludgeoning plus {@damage 2d8+5} poison", "types": [ "bludgeoning", @@ -2094,7 +2087,7 @@ { "name": "Arcane Innate", "type": "Innate", - "tradition": "Arcane", + "tradition": "arcane", "DC": 36, "entry": { "2": { @@ -2285,9 +2278,8 @@ "deadly ", "magical", "reach <10 feet>", - "versatile s" + "versatile " ], - "effects": [], "damage": "{@damage 4d10+15} piercing", "types": [ "piercing" @@ -2302,9 +2294,8 @@ "deadly ", "magical", "reach <10 feet>", - "versatile s" + "versatile " ], - "effects": [], "damage": "{@damage 3d10+15} piercing", "types": [ "piercing" @@ -2318,9 +2309,8 @@ "deadly ", "magical", "range increment <30 feet>", - "versatile s" + "versatile " ], - "effects": [], "damage": "{@damage 4d8+15} piercing", "types": [ "piercing" @@ -2481,9 +2471,8 @@ "agile", "finesse", "magical", - "versatile s" + "versatile " ], - "effects": [], "damage": "{@damage 3d6+11} piercing", "types": [ "piercing" @@ -2497,7 +2486,6 @@ "range increment <60 feet>", "splash 10 feet" ], - "effects": [], "damage": "7 acid damage plus {@damage 3d6} {@condition persistent damage ||persistent acid damage} and 9 acid splash damage", "types": [ "acid", @@ -2512,7 +2500,6 @@ "range increment <60 feet>", "splash 10 feet" ], - "effects": [], "damage": "{@damage 3d8+6} fire plus 3 {@condition persistent damage ||persistent fire} and 9 fire splash", "types": [ "fire", @@ -2524,7 +2511,7 @@ { "name": "Occult Innate", "type": "Innate", - "tradition": "Occult", + "tradition": "occult", "DC": 35, "entry": { "2": { @@ -2971,7 +2958,6 @@ "finesse", "magical" ], - "effects": [], "damage": "{@damage 3d6+14} piercing plus {@damage 1d6} cold", "types": [ "cold", @@ -2989,9 +2975,8 @@ "finesse", "magical", "parry", - "versatile s" + "versatile " ], - "effects": [], "damage": "{@damage 3d4+14} piercing plus {@damage 1d6} cold", "types": [ "cold", @@ -3006,7 +2991,6 @@ "agile", "cold" ], - "effects": [], "damage": "{@damage 3d6+10} piercing plus {@damage 1d6} cold", "types": [ "cold", @@ -3037,7 +3021,7 @@ { "name": "Divine Innate", "type": "Innate", - "tradition": "Divine", + "tradition": "divine", "DC": 36, "entry": { "0": { @@ -3262,7 +3246,6 @@ "magical", "two-hand " ], - "effects": [], "damage": "{@damage 2d8+10} slashing", "types": [ "slashing" @@ -3288,7 +3271,7 @@ { "name": "Divine Innate", "type": "Innate", - "tradition": "Divine", + "tradition": "divine", "DC": 35, "attack": 29, "entry": { @@ -3541,7 +3524,6 @@ "magical", "shove" ], - "effects": [], "damage": "{@damage 2d8+11} bludgeoning", "types": [ "bludgeoning" @@ -3567,7 +3549,7 @@ { "name": "Divine Innate", "type": "Innate", - "tradition": "Divine", + "tradition": "divine", "DC": 30, "attack": 22, "entry": { @@ -3647,7 +3629,7 @@ ], "rituals": [ { - "tradition": "Divine", + "tradition": "divine", "DC": 30, "rituals": [ { @@ -3809,7 +3791,6 @@ "magical", "two-hand " ], - "effects": [], "damage": "{@damage 2d8+10} slashing", "types": [ "slashing" @@ -3842,7 +3823,6 @@ "reload <0>", "volley <30 feet>" ], - "effects": [], "damage": "{@damage 2d8+4} piercing", "types": [ "piercing" @@ -3853,7 +3833,7 @@ { "name": "Divine Innate", "type": "Innate", - "tradition": "Divine", + "tradition": "divine", "DC": 29, "attack": 23, "entry": { @@ -4041,7 +4021,6 @@ "magical", "range increment <40 feet>" ], - "effects": [], "damage": "{@damage 3d10} bludgeoning plus {@damage 3d10} acid", "types": [ "acid", @@ -4053,7 +4032,7 @@ { "name": "Occult Innate", "type": "Innate", - "tradition": "Occult", + "tradition": "occult", "DC": 36, "entry": { "6": { @@ -4253,7 +4232,6 @@ "free-hand", "magical" ], - "effects": [], "damage": "{@damage 2d4+6} piercing", "types": [ "piercing" @@ -4263,7 +4241,6 @@ "range": "Melee", "name": "jaws", "attack": 20, - "effects": [], "damage": "{@damage 2d6+6} piercing", "types": [ "piercing" @@ -4276,7 +4253,6 @@ "traits": [ "agile" ], - "effects": [], "damage": "{@damage 2d4+6} slashing", "types": [ "slashing" @@ -4287,7 +4263,7 @@ { "name": "Divine Prepared", "type": "Prepared", - "tradition": "Divine", + "tradition": "divine", "DC": 33, "attack": 27, "entry": { @@ -4543,7 +4519,7 @@ { "name": "Divine Prepared", "type": "Prepared", - "tradition": "Divine", + "tradition": "divine", "DC": 37, "attack": 29, "entry": { @@ -4646,7 +4622,7 @@ { "name": "Divine Innate", "type": "Innate", - "tradition": "Divine", + "tradition": "divine", "DC": 37, "entry": { "0": { diff --git a/data/bestiary/creatures-ec6.json b/data/bestiary/creatures-ec6.json index 57c4c2a6fa..30463dfe43 100644 --- a/data/bestiary/creatures-ec6.json +++ b/data/bestiary/creatures-ec6.json @@ -62,7 +62,6 @@ "range": "Melee", "name": "hoof", "attack": 16, - "effects": [], "damage": "{@damage 3d8+12} bludgeoning", "types": [ "bludgeoning" @@ -197,7 +196,6 @@ "range": "Melee", "name": "beak", "attack": 30, - "effects": [], "damage": "{@damage 4d8+6} piercing plus", "types": [ "piercing" @@ -352,7 +350,7 @@ { "name": "Divine Innate", "type": "Innate", - "tradition": "Divine", + "tradition": "divine", "DC": 39, "attack": 31, "entry": { @@ -844,7 +842,6 @@ "magical", "reach <30 feet>" ], - "effects": [], "damage": "{@damage 4d10+20} piercing", "types": [ "piercing" @@ -858,7 +855,6 @@ "agile", "reach <30 feet>" ], - "effects": [], "damage": "{@damage 4d8+20} bludgeoning", "types": [ "bludgeoning" @@ -872,7 +868,6 @@ "brutal", "range increment <200 feet>" ], - "effects": [], "damage": "{@damage 3d12+20} bludgeoning", "types": [ "bludgeoning" @@ -883,7 +878,7 @@ { "name": "Divine Innate", "type": "Innate", - "tradition": "Divine", + "tradition": "divine", "DC": 44, "entry": { "5": { @@ -946,7 +941,7 @@ ], "rituals": [ { - "tradition": "Divine", + "tradition": "divine", "DC": 44, "rituals": [ { @@ -1127,7 +1122,6 @@ "magical", "reach <10 feet>" ], - "effects": [], "damage": "{@damage 3d6+14} slashing plus {@damage 2d6} evil", "types": [ "evil", @@ -1143,7 +1137,6 @@ "magical", "reach <10 feet>" ], - "effects": [], "damage": "{@damage 3d12+14} piercing plus {@damage 2d6} evil", "types": [ "evil", @@ -1155,7 +1148,7 @@ { "name": "Divine Innate", "type": "Innate", - "tradition": "Divine", + "tradition": "divine", "DC": 38, "attack": 30, "entry": { @@ -1244,7 +1237,7 @@ ], "rituals": [ { - "tradition": "Divine", + "tradition": "divine", "DC": 38, "rituals": [ { @@ -1422,7 +1415,6 @@ "traits": [ "magical" ], - "effects": [], "damage": "{@damage 4d8+6} piercing plus {@damage 4d6} mental", "types": [ "mental", @@ -1437,7 +1429,6 @@ "agile", "magical" ], - "effects": [], "damage": "{@damage 4d4+6} slashing plus {@damage 4d6} mental", "types": [ "mental", @@ -1449,7 +1440,7 @@ { "name": "Occult Spontaneous", "type": "Spontaneous", - "tradition": "Occult", + "tradition": "occult", "DC": 42, "entry": { "0": { @@ -1614,7 +1605,7 @@ { "name": "Occult Innate", "type": "Innate", - "tradition": "Occult", + "tradition": "occult", "DC": 42, "attack": 34, "entry": { @@ -1655,7 +1646,7 @@ ], "rituals": [ { - "tradition": "Occult", + "tradition": "occult", "DC": 42, "rituals": [ { @@ -1832,7 +1823,6 @@ "agile", "magical" ], - "effects": [], "damage": "{@damage 4d8+19} piercing plus {@damage 1d6} evil", "types": [ "evil", @@ -1863,7 +1853,6 @@ "traits": [ "magical" ], - "effects": [], "damage": "{@damage 4d12+19} piercing", "types": [ "piercing" @@ -1874,7 +1863,7 @@ { "name": "Divine Prepared", "type": "Prepared", - "tradition": "Divine", + "tradition": "divine", "DC": 45, "attack": 37, "entry": { @@ -2147,7 +2136,6 @@ "magical", "reach <15 feet>" ], - "effects": [], "damage": "{@damage 3d6+16} piercing", "types": [ "piercing" @@ -2178,7 +2166,6 @@ "deadly ", "reach <15 feet>" ], - "effects": [], "damage": "{@damage 3d10+16} piercing", "types": [ "piercing" @@ -2194,7 +2181,6 @@ "reach <10 feet>", "trip" ], - "effects": [], "damage": "{@damage 3d6+16} bludgeoning", "types": [ "bludgeoning" @@ -2208,7 +2194,6 @@ "magical", "thrown <20 feet>" ], - "effects": [], "damage": "{@damage 3d6+16} piercing", "types": [ "piercing" @@ -2219,7 +2204,7 @@ { "name": "Primal Innate", "type": "Innate", - "tradition": "Primal", + "tradition": "primal", "DC": 37, "entry": { "3": { @@ -2393,7 +2378,7 @@ "deadly ", "magical", "reach <20 feet>", - "versatile p" + "versatile

" ], "effects": [ "stunning blow" @@ -2412,7 +2397,6 @@ "magical", "reach <15 feet>" ], - "effects": [], "damage": "{@damage 3d10+17} piercing", "types": [ "piercing" @@ -2447,7 +2431,6 @@ "reach <10 feet>", "trip" ], - "effects": [], "damage": "{@damage 3d6+19} bludgeoning", "types": [ "bludgeoning" @@ -2460,7 +2443,6 @@ "traits": [ "thrown <30 feet>" ], - "effects": [], "damage": "{@damage 1d6+19} piercing", "types": [ "piercing" @@ -2471,7 +2453,7 @@ { "name": "Primal Innate", "type": "Innate", - "tradition": "Primal", + "tradition": "primal", "DC": 40, "entry": { "2": { @@ -2685,9 +2667,8 @@ "traits": [ "magical", "reach <40 feet>", - "versatile s" + "versatile " ], - "effects": [], "damage": "{@damage 4d10+25} piercing", "types": [ "piercing" @@ -2701,7 +2682,6 @@ "agile", "reach <30 feet>" ], - "effects": [], "damage": "{@damage 4d8+20} bludgeoning", "types": [ "bludgeoning" @@ -2715,7 +2695,6 @@ "brutal", "range increment <200 feet>" ], - "effects": [], "damage": "{@damage 3d12+20} bludgeoning", "types": [ "bludgeoning" @@ -2726,7 +2705,7 @@ { "name": "Divine Innate", "type": "Innate", - "tradition": "Divine", + "tradition": "divine", "DC": 45, "entry": { "5": { @@ -2794,7 +2773,7 @@ ], "rituals": [ { - "tradition": "Divine", + "tradition": "divine", "DC": 45, "rituals": [ { @@ -3062,7 +3041,6 @@ "magical", "reach <15 feet>" ], - "effects": [], "damage": "{@damage 3d10+17} slashing", "types": [ "slashing" @@ -3090,7 +3068,7 @@ { "name": "Divine Innate", "type": "Innate", - "tradition": "Divine", + "tradition": "divine", "DC": 40, "entry": { "4": { @@ -3354,7 +3332,6 @@ "agile", "reach <10 feet>" ], - "effects": [], "damage": "{@damage 3d10+14} slashing", "types": [ "slashing" @@ -3367,7 +3344,6 @@ "traits": [ "reach <20 feet>" ], - "effects": [], "damage": "{@damage 1d10+14} slashing plus {@damage 2d10} {@condition persistent damage ||persistent bleed}", "types": [ "persistent", @@ -3546,7 +3522,6 @@ "traits": [ "magical" ], - "effects": [], "damage": "{@damage 2d6+10} piercing", "types": [ "piercing" @@ -3556,7 +3531,6 @@ "range": "Melee", "name": "jaws", "attack": 28, - "effects": [], "damage": "{@damage 3d8+10} piercing", "types": [ "piercing" @@ -3570,7 +3544,6 @@ "agile", "finesse" ], - "effects": [], "damage": "{@damage 3d4+10} slashing", "types": [ "slashing" @@ -3584,7 +3557,6 @@ "magical", "thrown <20 feet>" ], - "effects": [], "damage": "{@damage 2d6+10} piercing", "types": [ "piercing" @@ -3595,7 +3567,7 @@ { "name": "Occult Spontaneous", "type": "Spontaneous", - "tradition": "Occult", + "tradition": "occult", "DC": 36, "entry": { "0": { @@ -3676,7 +3648,7 @@ { "name": "Occult Innate", "type": "Innate", - "tradition": "Occult", + "tradition": "occult", "DC": 36, "attack": 28, "entry": { @@ -3709,7 +3681,7 @@ ], "rituals": [ { - "tradition": "Occult", + "tradition": "occult", "DC": 36, "rituals": [ { diff --git a/data/bestiary/creatures-fop.json b/data/bestiary/creatures-fop.json index 879bb2519e..65c2972893 100644 --- a/data/bestiary/creatures-fop.json +++ b/data/bestiary/creatures-fop.json @@ -144,7 +144,6 @@ "traits": [ "reach <10 feet>" ], - "effects": [], "damage": "{@damage 1d12+8} bludgeoning plus {@damage 1d6} {@condition persistent damage ||persistent bleed}", "types": [ "bludgeoning", @@ -514,7 +513,6 @@ "nonlethal", "unarmed" ], - "effects": [], "damage": "{@damage 1d4+3} bludgeoning", "types": [ "bludgeoning" @@ -527,7 +525,6 @@ "traits": [ "improvised" ], - "effects": [], "damage": "{@damage 1d6+3} bludgeoning", "types": [ "bludgeoning" @@ -541,7 +538,6 @@ "improvised", "range increment <10 feet>" ], - "effects": [], "damage": "{@damage 1d3+3} bludgeoning", "types": [ "bludgeoning" @@ -644,7 +640,6 @@ "agile", "finesse" ], - "effects": [], "damage": "{@damage 1d4+1} slashing plus 1 fire", "types": [ "fire", @@ -748,7 +743,6 @@ "traits": [ "finesse" ], - "effects": [], "damage": "{@damage 1d8+2} piercing plus {@damage 1d4} electricity", "types": [ "electricity", @@ -887,9 +881,8 @@ "traits": [ "agile", "finesse", - "versatile s" + "versatile " ], - "effects": [], "damage": "{@damage 1d6+5} piercing", "types": [ "piercing" @@ -905,7 +898,6 @@ "nonlethal", "unarmed" ], - "effects": [], "damage": "{@damage 1d4+5} bludgeoning", "types": [ "bludgeoning" @@ -922,7 +914,6 @@ "reload <0>", "volley 30 ft" ], - "effects": [], "damage": "{@damage 1d8+3} piercing", "types": [ "piercing" @@ -1037,7 +1028,6 @@ "agile", "trip" ], - "effects": [], "damage": "{@damage 1d6+6} slashing", "types": [ "slashing" @@ -1052,7 +1042,6 @@ "nonlethal", "unarmed" ], - "effects": [], "damage": "{@damage 1d4+6} bludgeoning", "types": [ "bludgeoning" @@ -1066,7 +1055,6 @@ "range increment 120 ft.", "reload <2>" ], - "effects": [], "damage": "{@damage 1d10+2} piercing", "types": [ "piercing" @@ -1205,7 +1193,6 @@ "agile", "finesse" ], - "effects": [], "damage": "{@damage 1d6+1} piercing plus 1 cold damage", "types": [ "cold", @@ -1313,7 +1300,6 @@ "backswing", "shove" ], - "effects": [], "damage": "{@damage 1d10+5} bludgeoning", "types": [ "bludgeoning" @@ -1328,7 +1314,6 @@ "nonlethal", "unarmed" ], - "effects": [], "damage": "{@damage 1d4+5} bludgeoning", "types": [ "bludgeoning" @@ -1343,7 +1328,6 @@ "sweep", "thrown <10 feet>" ], - "effects": [], "damage": "{@damage 1d6+5} slashing", "types": [ "slashing" @@ -1558,7 +1542,6 @@ "range": "Melee", "name": "jaws", "attack": 11, - "effects": [], "damage": "{@damage 1d8+4} piercing plus {@damage 1d6} acid", "types": [ "acid", @@ -1667,7 +1650,6 @@ "range": "Melee", "name": "hoof", "attack": 10, - "effects": [], "damage": "{@damage 1d8+4} bludgeoning", "types": [ "bludgeoning" @@ -1769,7 +1751,6 @@ "traits": [ "agile" ], - "effects": [], "damage": "{@damage 1d6+5} bludgeoning", "types": [ "bludgeoning" @@ -1779,7 +1760,6 @@ "range": "Melee", "name": "claw", "attack": 14, - "effects": [], "damage": "{@damage 1d8+5} slashing", "types": [ "slashing" @@ -1789,7 +1769,6 @@ "range": "Melee", "name": "jaws", "attack": 12, - "effects": [], "damage": "{@damage 1d10+5} piercing", "types": [ "piercing" @@ -1908,7 +1887,6 @@ "traits": [ "reach <10 feet>" ], - "effects": [], "damage": "{@damage 2d6+5} bludgeoning", "types": [ "bludgeoning" @@ -2055,7 +2033,6 @@ "agile", "disarm" ], - "effects": [], "damage": "{@damage 1d6+1} piercing", "types": [ "piercing" @@ -2071,7 +2048,6 @@ "nonlethal", "unarmed" ], - "effects": [], "damage": "{@damage 1d4+1} bludgeoning", "types": [ "bludgeoning" @@ -2227,7 +2203,6 @@ "thrown <10 feet>", "versatile" ], - "effects": [], "damage": "{@damage 2d4+1} piercing", "types": [ "piercing" @@ -2243,7 +2218,6 @@ "nonlethal", "unarmed" ], - "effects": [], "damage": "{@damage 1d4+1} bludgeoning", "types": [ "bludgeoning" diff --git a/data/bestiary/creatures-frp1.json b/data/bestiary/creatures-frp1.json index b19478f8c6..1da225948e 100644 --- a/data/bestiary/creatures-frp1.json +++ b/data/bestiary/creatures-frp1.json @@ -66,9 +66,8 @@ "finesse", "magical", "monk", - "versatile b" + "versatile " ], - "effects": [], "damage": "{@damage 2d4+9} piercing", "types": [ "piercing" @@ -84,7 +83,6 @@ "reload <0>", "thrown <20 feet>" ], - "effects": [], "damage": "{@damage 2d4+11} piercing", "types": [ "piercing" @@ -238,7 +236,6 @@ "traits": [ "agile" ], - "effects": [], "damage": "{@damage 1d8+2} bludgeoning", "types": [ "bludgeoning" @@ -251,9 +248,8 @@ "traits": [ "agile", "parry", - "versatile b" + "versatile " ], - "effects": [], "damage": "{@damage 1d6+2} piercing", "types": [ "piercing" @@ -269,7 +265,6 @@ "nonlethal", "unarmed" ], - "effects": [], "damage": "{@damage 1d4+4} bludgeoning", "types": [ "bludgeoning" @@ -283,7 +278,6 @@ "agile", "thrown <20 feet>" ], - "effects": [], "damage": "{@damage 1d8+2} bludgeoning", "types": [ "bludgeoning" @@ -294,7 +288,7 @@ { "name": "Occult Innate", "type": "Innate", - "tradition": "Occult", + "tradition": "occult", "DC": 20, "attack": 12, "entry": { @@ -450,7 +444,6 @@ "traits": [ "agile" ], - "effects": [], "damage": "{@damage 2d8+5} bludgeoning", "types": [ "bludgeoning" @@ -463,9 +456,8 @@ "traits": [ "agile", "parry", - "versatile b" + "versatile " ], - "effects": [], "damage": "{@damage 2d6+5} piercing", "types": [ "piercing" @@ -481,7 +473,6 @@ "nonlethal", "unarmed" ], - "effects": [], "damage": "{@damage 2d4+7} bludgeoning", "types": [ "bludgeoning" @@ -495,7 +486,6 @@ "agile", "thrown <20 feet>" ], - "effects": [], "damage": "{@damage 2d8+5} bludgeoning", "types": [ "bludgeoning" @@ -506,7 +496,7 @@ { "name": "Occult Innate", "type": "Innate", - "tradition": "Occult", + "tradition": "occult", "DC": 25, "attack": 17, "entry": { @@ -669,7 +659,6 @@ "nonlethal", "unarmed" ], - "effects": [], "damage": "{@damage 1d4+7} bludgeoning", "types": [ "bludgeoning" @@ -687,7 +676,6 @@ "reload <0>", "volley <30 feet>" ], - "effects": [], "damage": "{@damage 3d8+7} piercing", "types": [ "piercing" @@ -1021,9 +1009,8 @@ "agile", "finesse", "magical", - "versatile s" + "versatile " ], - "effects": [], "damage": "{@damage 2d6+6} piercing", "types": [ "piercing" @@ -1207,7 +1194,6 @@ "parry", "twin" ], - "effects": [], "damage": "{@damage 2d4+15} slashing", "types": [ "slashing" @@ -1360,7 +1346,6 @@ "traits": [ "reach <10 feet>" ], - "effects": [], "damage": "{@damage 2d10+9} piercing plus {@damage 2d8} acid,", "types": [ "acid", @@ -1371,7 +1356,6 @@ "range": "Melee", "name": "talon", "attack": 27, - "effects": [], "damage": "{@damage 2d8+13} slashing plus {@damage 2d6} {@condition persistent damage ||persistent bleed}", "types": [ "persistent", @@ -1527,7 +1511,6 @@ "traits": [ "reach <15 feet>" ], - "effects": [], "damage": "{@damage 3d10+18} piercing", "types": [ "piercing" @@ -1557,7 +1540,6 @@ "agile", "reach <30 feet>" ], - "effects": [], "damage": "{@damage 2d6+15} bludgeoning plus Improved Push 15 feet", "types": [ "bludgeoning" @@ -1713,7 +1695,6 @@ "traits": [ "reach <10 feet>" ], - "effects": [], "damage": "{@damage 2d12+10} piercing plus {@damage 1d8} {@condition persistent damage ||persistent bleed}", "types": [ "persistent", @@ -1727,7 +1708,6 @@ "traits": [ "agile" ], - "effects": [], "damage": "{@damage 2d8+10} slashing plus {@damage 1d4} {@condition persistent damage ||persistent bleed}", "types": [ "persistent", @@ -1860,7 +1840,6 @@ "deadly ", "reach <10 feet>" ], - "effects": [], "damage": "{@damage 2d12+15} piercing", "types": [ "piercing" @@ -2022,7 +2001,6 @@ "finesse", "magical" ], - "effects": [], "damage": "{@damage 2d8+12} negative", "types": [ "negative" @@ -2211,7 +2189,6 @@ "nonlethal", "unarmed" ], - "effects": [], "damage": "{@damage 2d6+10} bludgeoning", "types": [ "bludgeoning" @@ -2363,7 +2340,6 @@ "agile", "reach <15 feet>" ], - "effects": [], "damage": "{@damage 3d8+15} slashing", "types": [ "slashing" @@ -2668,7 +2644,6 @@ "finesse", "magical" ], - "effects": [], "damage": "{@damage 2d6+13} slashing", "types": [ "slashing" @@ -2682,7 +2657,6 @@ "finesse", "magical" ], - "effects": [], "damage": "{@damage 2d8+13} piercing", "types": [ "piercing" @@ -2693,7 +2667,7 @@ { "name": "Occult Innate", "type": "Innate", - "tradition": "Occult", + "tradition": "occult", "DC": 30, "attack": 22, "entry": { @@ -2882,7 +2856,6 @@ "finesse", "magical" ], - "effects": [], "damage": "{@damage 2d6+8} slashing", "types": [ "slashing" @@ -3064,7 +3037,6 @@ "traits": [ "reach <25 feet>" ], - "effects": [], "damage": "{@damage 3d6+14} bludgeoning", "types": [ "bludgeoning" @@ -3077,7 +3049,6 @@ "traits": [ "reach <15 feet>" ], - "effects": [], "damage": "{@damage 3d8+14} bludgeoning", "types": [ "bludgeoning" @@ -3224,7 +3195,6 @@ "finesse", "magical" ], - "effects": [], "damage": "{@damage 3d8+13} negative", "types": [ "negative" @@ -3413,7 +3383,6 @@ "nonlethal", "unarmed" ], - "effects": [], "damage": "{@damage 2d6+11} bludgeoning", "types": [ "bludgeoning" @@ -3428,7 +3397,6 @@ "magical", "thrown <20 feet>" ], - "effects": [], "damage": "{@damage 2d6+9} bludgeoning", "types": [ "bludgeoning" @@ -3633,7 +3601,6 @@ "reach <10 feet>", "shove" ], - "effects": [], "damage": "{@damage 3d10+20} bludgeoning", "types": [ "bludgeoning" @@ -3649,7 +3616,6 @@ "magical", "reach <10 feet>" ], - "effects": [], "damage": "{@damage 3d8+16} bludgeoning", "types": [ "bludgeoning" @@ -3660,7 +3626,7 @@ { "name": "Arcane Spontaneous", "type": "Spontaneous", - "tradition": "Arcane", + "tradition": "arcane", "DC": 36, "entry": { "0": { @@ -3824,7 +3790,7 @@ { "name": "Primal Innate", "type": "Innate", - "tradition": "Primal", + "tradition": "primal", "DC": 36, "entry": { "2": { @@ -3997,7 +3963,6 @@ "nonlethal", "unarmed" ], - "effects": [], "damage": "{@damage 2d6+5} bludgeoning", "types": [ "bludgeoning" @@ -4009,9 +3974,8 @@ "attack": 23, "traits": [ "magical", - "versatile p" + "versatile

" ], - "effects": [], "damage": "{@damage 2d8+5} slashing", "types": [ "slashing" @@ -4221,7 +4185,6 @@ "range": "Melee", "name": "jaws", "attack": 29, - "effects": [], "damage": "{@damage 3d12+14} piercing plus", "types": [ "piercing" @@ -4379,7 +4342,6 @@ "traits": [ "magical" ], - "effects": [], "damage": "{@damage 2d10+9} piercing", "types": [ "piercing" @@ -4390,7 +4352,7 @@ { "name": "Occult Innate", "type": "Innate", - "tradition": "Occult", + "tradition": "occult", "DC": 26, "entry": { "0": { @@ -4747,7 +4709,6 @@ "parry", "twin" ], - "effects": [], "damage": "{@damage 4d4+13} slashing", "types": [ "slashing" @@ -4963,7 +4924,6 @@ "reach <15 feet>", "trip" ], - "effects": [], "damage": "{@damage 3d8+14} bludgeoning", "types": [ "bludgeoning" @@ -4974,7 +4934,7 @@ { "name": "Divine Innate", "type": "Innate", - "tradition": "Divine", + "tradition": "divine", "DC": 32, "attack": 24, "entry": { @@ -4994,7 +4954,7 @@ { "name": "Divine Domain", "type": "Focus", - "tradition": "Divine", + "tradition": "divine", "DC": 32, "fp": 2, "entry": { @@ -5145,9 +5105,8 @@ "name": "longsword", "attack": 24, "traits": [ - "versatile p" + "versatile

" ], - "effects": [], "damage": "{@damage 3d8+15} slashing", "types": [ "slashing" @@ -5162,7 +5121,6 @@ "propulsive", "range increment <60 feet>" ], - "effects": [], "damage": "{@damage 3d6+13} piercing", "types": [ "piercing" @@ -5453,7 +5411,6 @@ "free-hand", "magical" ], - "effects": [], "damage": "{@damage 3d4+14} bludgeoning", "types": [ "bludgeoning" @@ -5469,7 +5426,6 @@ "range increment <80 feet>", "reload <1>" ], - "effects": [], "damage": "{@damage 3d10+10} bludgeoning", "types": [ "bludgeoning" @@ -5663,7 +5619,6 @@ "nonlethal", "unarmed" ], - "effects": [], "damage": "{@damage 3d6+11} bludgeoning", "types": [ "bludgeoning" @@ -5679,7 +5634,6 @@ "reload <0>", "thrown <20 feet>" ], - "effects": [], "damage": "{@damage 2d4+11} piercing", "types": [ "piercing" @@ -5838,7 +5792,6 @@ "agile", "finesse" ], - "effects": [], "damage": "{@damage 2d4+5} slashing", "types": [ "slashing" @@ -5851,7 +5804,6 @@ "traits": [ "finesse" ], - "effects": [], "damage": "{@damage 2d6+5} piercing", "types": [ "piercing" @@ -6012,7 +5964,6 @@ "trip", "unarmed" ], - "effects": [], "damage": "{@damage 3d6+6} bludgeoning", "types": [ "bludgeoning" @@ -6026,9 +5977,8 @@ "agile", "finesse", "magical", - "versatile s" + "versatile " ], - "effects": [], "damage": "{@damage 3d6+10} piercing", "types": [ "piercing" @@ -6039,7 +5989,7 @@ { "name": "Occult Prepared", "type": "Prepared", - "tradition": "Occult", + "tradition": "occult", "DC": 35, "attack": 27, "entry": { @@ -6308,7 +6258,6 @@ "finesse", "magical" ], - "effects": [], "damage": "{@damage 2d6+10} slashing", "types": [ "slashing" @@ -6322,7 +6271,6 @@ "finesse", "unarmed" ], - "effects": [], "damage": "{@damage 1d6+10} piercing", "types": [ "piercing" @@ -6519,7 +6467,6 @@ "agile", "reach <10 feet>" ], - "effects": [], "damage": "{@damage 3d8+15} slashing", "types": [ "slashing" @@ -6533,7 +6480,6 @@ "agile", "reach <15 feet>" ], - "effects": [], "damage": "{@damage 3d10+13} bludgeoning", "types": [ "bludgeoning" @@ -6547,7 +6493,6 @@ "agile", "reach <20 feet>" ], - "effects": [], "damage": "{@damage 3d8+13} bludgeoning", "types": [ "bludgeoning" @@ -6713,7 +6658,6 @@ "nonlethal", "unarmed" ], - "effects": [], "damage": "{@damage 2d8+9} bludgeoning", "types": [ "bludgeoning" @@ -6881,7 +6825,6 @@ "traits": [ "reach <15 feet>" ], - "effects": [], "damage": "{@damage 3d10+12} bludgeoning", "types": [ "bludgeoning" @@ -7059,7 +7002,7 @@ { "name": "Occult Innate", "type": "Innate", - "tradition": "Occult", + "tradition": "occult", "DC": 35, "attack": 25, "entry": { @@ -7240,7 +7183,6 @@ "finesse", "magical" ], - "effects": [], "damage": "{@damage 4d10+10} negative", "types": [ "negative" @@ -7251,7 +7193,7 @@ { "name": "Divine Innate", "type": "Innate", - "tradition": "Divine", + "tradition": "divine", "DC": 36, "entry": { "5": { @@ -7615,9 +7557,8 @@ "deadly ", "magical", "two-hand ", - "versatile p" + "versatile

" ], - "effects": [], "damage": "{@damage 3d6+11} slashing", "types": [ "slashing" @@ -7633,7 +7574,6 @@ "range increment <50 feet>", "reload <1>" ], - "effects": [], "damage": "{@damage 2d6+11} bludgeoning", "types": [ "bludgeoning" @@ -7780,7 +7720,6 @@ "reach", "trip" ], - "effects": [], "damage": "{@damage 2d8+5} bludgeoning", "types": [ "bludgeoning" @@ -7804,7 +7743,7 @@ { "name": "Arcane Spontaneous", "type": "Spontaneous", - "tradition": "Arcane", + "tradition": "arcane", "DC": 27, "attack": 20, "entry": { @@ -8054,7 +7993,6 @@ "nonlethal", "unarmed" ], - "effects": [], "damage": "{@damage 2d4+8} slashing", "types": [ "slashing" @@ -8069,7 +8007,6 @@ "magical", "thrown <20 feet>" ], - "effects": [], "damage": "{@damage 2d4+4} piercing", "types": [ "piercing" @@ -8082,7 +8019,6 @@ "traits": [ "range <20 feet>" ], - "effects": [], "damage": "{@damage 2d4} electricity", "types": [ "electricity" @@ -8093,7 +8029,7 @@ { "name": "Divine Innate", "type": "Innate", - "tradition": "Divine", + "tradition": "divine", "DC": 27, "entry": { "0": { diff --git a/data/bestiary/creatures-frp2.json b/data/bestiary/creatures-frp2.json index 96a920998c..1bc6c3bdf9 100644 --- a/data/bestiary/creatures-frp2.json +++ b/data/bestiary/creatures-frp2.json @@ -63,7 +63,6 @@ "deadly <1d6>", "magical" ], - "effects": [], "damage": "{@damage 2d4+10} piercing", "types": [ "piercing" @@ -80,7 +79,6 @@ "range increment <100 feet>", "volley <30 feet>" ], - "effects": [], "damage": "{@damage 3d8+10} piercing", "types": [ "piercing" @@ -233,7 +231,6 @@ "magical", "sweep" ], - "effects": [], "damage": "{@damage 2d6+12} slashing plus {@dice 1d6} flaming", "types": [ "flaming", @@ -247,7 +244,6 @@ "traits": [ "magical" ], - "effects": [], "damage": "{@damage 2d6+12} bludgeoning", "types": [ "bludgeoning" @@ -261,7 +257,6 @@ "splash 3 fire", "thrown <20 feet>" ], - "effects": [], "damage": "{@damage 3d8+3} fire plus 3 {@condition persistent damage ||persistent fire}", "types": [ "fire", @@ -434,7 +429,6 @@ "agile", "finesse" ], - "effects": [], "damage": "{@damage 3d10+9} slashing", "types": [ "slashing" @@ -837,7 +831,6 @@ "forceful", "magical" ], - "effects": [], "damage": "{@damage 2d8+12} slashing", "types": [ "slashing" @@ -854,7 +847,6 @@ "range increment <100 feet>", "volley <30 feet>" ], - "effects": [], "damage": "{@damage 3d8+12} piercing", "types": [ "piercing" @@ -988,9 +980,8 @@ "traits": [ "agile", "finesse", - "versatile s" + "versatile " ], - "effects": [], "damage": "{@damage 3d6+8} piercing", "types": [ "piercing" @@ -1173,7 +1164,6 @@ "range": "Melee", "name": "fangs", "attack": 25, - "effects": [], "damage": "{@damage 3d12+11} piercing plus {@damage 1d6} cold", "types": [ "cold", @@ -1371,7 +1361,7 @@ { "name": "Occult Innate", "type": "Innate", - "tradition": "Occult", + "tradition": "occult", "DC": 35, "entry": { "5": { @@ -1520,7 +1510,6 @@ "finesse", "magical" ], - "effects": [], "damage": "{@damage 2d6+10} slashing", "types": [ "slashing" @@ -1537,7 +1526,6 @@ "range increment <100 feet>", "volley <30 feet>" ], - "effects": [], "damage": "{@damage 2d8+10} piercing plus {@damage 1d6} acid", "types": [ "acid", @@ -1549,7 +1537,7 @@ { "name": "Occult Spontaneous", "type": "Spontaneous", - "tradition": "Occult", + "tradition": "occult", "DC": 34, "entry": { "0": { @@ -1799,7 +1787,6 @@ "traits": [ "magical" ], - "effects": [], "damage": "{@damage 2d8+13} piercing plus {@damage 1d6} fire", "types": [ "fire", @@ -1829,7 +1816,6 @@ "magical", "thrown <20 feet>" ], - "effects": [], "damage": "{@damage 2d8+13} piercing plus {@damage 1d6} fire", "types": [ "fire", @@ -1984,7 +1970,6 @@ "magical", "twohanded 3d8" ], - "effects": [], "damage": "{@damage 3d4+9} bludgeoning", "types": [ "bludgeoning" @@ -1995,7 +1980,7 @@ { "name": "Arcane Prepared", "type": "Prepared", - "tradition": "Arcane", + "tradition": "arcane", "DC": 35, "attack": 27, "entry": { @@ -2246,7 +2231,6 @@ "nonlethal", "unarmed" ], - "effects": [], "damage": "{@damage 3d4+11} slashing", "types": [ "slashing" @@ -2261,7 +2245,6 @@ "reload <0>", "thrown <20 feet>" ], - "effects": [], "damage": "{@damage 2d4+6} piercing", "types": [ "piercing" @@ -2274,7 +2257,6 @@ "traits": [ "range <20 feet>" ], - "effects": [], "damage": "{@damage 3d4} electricity", "types": [ "electricity" @@ -2285,7 +2267,7 @@ { "name": "Divine Innate", "type": "Innate", - "tradition": "Divine", + "tradition": "divine", "DC": 33, "entry": { "0": { @@ -2472,7 +2454,6 @@ "reach", "trip" ], - "effects": [], "damage": "{@damage 3d4+8} slashing", "types": [ "slashing" @@ -2488,7 +2469,6 @@ "occult", "sonic" ], - "effects": [], "damage": "{@damage 4d6} sonic", "types": [ "sonic" @@ -2499,7 +2479,7 @@ { "name": "Occult Spontaneous", "type": "Spontaneous", - "tradition": "Occult", + "tradition": "occult", "DC": 36, "entry": { "0": { @@ -2729,7 +2709,6 @@ "finesse", "magical" ], - "effects": [], "damage": "{@damage 2d4+3} piercing plus {@damage 3d6} cold", "types": [ "cold", @@ -2747,7 +2726,6 @@ "magical", "thrown <20 feet>" ], - "effects": [], "damage": "{@damage 2d4+3} piercing plus {@damage 3d6} cold", "types": [ "cold", @@ -2759,7 +2737,7 @@ { "name": "Primal Prepared", "type": "Prepared", - "tradition": "Primal", + "tradition": "primal", "DC": 35, "attack": 27, "entry": { @@ -3017,7 +2995,6 @@ "nonlethal", "unarmed" ], - "effects": [], "damage": "{@damage 3d6+12} bludgeoning plus {@damage 1d6} acid", "types": [ "acid", @@ -3035,7 +3012,6 @@ "nonlethal", "unarmed" ], - "effects": [], "damage": "{@damage 3d8+12} slashing plus {@damage 1d6} acid", "types": [ "acid", @@ -3224,7 +3200,6 @@ "reach <20 feet>", "sweep" ], - "effects": [], "damage": "{@damage 3d12+14} bludgeoning", "types": [ "bludgeoning" @@ -3235,7 +3210,7 @@ { "name": "Primal Innate", "type": "Innate", - "tradition": "Primal", + "tradition": "primal", "DC": 32, "entry": { "7": { @@ -3407,9 +3382,8 @@ "traits": [ "agile", "finesse", - "versatile s" + "versatile " ], - "effects": [], "damage": "{@damage 3d4+10} piercing", "types": [ "piercing" @@ -3424,7 +3398,6 @@ "magical", "thrown <20 feet>" ], - "effects": [], "damage": "{@damage 3d4+10} slashing plus {@damage 3d6} force", "types": [ "force", @@ -3436,7 +3409,7 @@ { "name": "Occult Spontaneous", "type": "Spontaneous", - "tradition": "Occult", + "tradition": "occult", "DC": 36, "entry": { "0": { @@ -3668,7 +3641,6 @@ "magical", "sweep" ], - "effects": [], "damage": "{@damage 2d6+12} slashing plus {@dice 1d6} flaming", "types": [ "flaming", @@ -3682,7 +3654,6 @@ "traits": [ "magical" ], - "effects": [], "damage": "{@damage 2d6+12} bludgeoning", "types": [ "bludgeoning" @@ -3696,7 +3667,6 @@ "splash 3 fire", "thrown <20 feet>" ], - "effects": [], "damage": "{@damage 3d8+3} fire plus 3 {@condition persistent damage ||persistent fire}", "types": [ "fire", @@ -3874,7 +3844,6 @@ "magical", "two-handed 3d8" ], - "effects": [], "damage": "{@damage 3d4+6} bludgeoning", "types": [ "bludgeoning" @@ -3885,7 +3854,7 @@ { "name": "Arcane Prepared", "type": "Prepared", - "tradition": "Arcane", + "tradition": "arcane", "DC": 41, "attack": 33, "entry": { @@ -4194,9 +4163,8 @@ "traits": [ "agile", "finesse", - "versatile s" + "versatile " ], - "effects": [], "damage": "{@damage 2d4+13} piercing plus {@damage 1d6} electricity", "types": [ "electricity", @@ -4212,7 +4180,6 @@ "finesse", "thrown <10 feet>" ], - "effects": [], "damage": "{@damage 2d4+13} piercing plus {@damage 1d6} electricity", "types": [ "electricity", @@ -4351,7 +4318,6 @@ "agile", "finesse" ], - "effects": [], "damage": "{@damage 3d10+14} bludgeoning plus Push 10 feet", "types": [ "bludgeoning" @@ -4364,7 +4330,6 @@ "traits": [ "range increment <70 feet>" ], - "effects": [], "damage": "{@damage 3d8+14} sonic", "types": [ "sonic" @@ -4560,7 +4525,6 @@ "agile", "finesse" ], - "effects": [], "damage": "{@damage 3d10+13} piercing plus", "types": [ "piercing" @@ -4737,7 +4701,6 @@ "traits": [ "reach <10 feet>" ], - "effects": [], "damage": "{@damage 3d8+10} piercing", "types": [ "piercing" @@ -4750,7 +4713,6 @@ "traits": [ "agile" ], - "effects": [], "damage": "{@damage 3d6+10} slashing", "types": [ "slashing" @@ -4761,7 +4723,7 @@ { "name": "Primal Innate", "type": "Innate", - "tradition": "Primal", + "tradition": "primal", "DC": 31, "entry": { "5": { @@ -4935,7 +4897,6 @@ "magical", "twohanded 3d8" ], - "effects": [], "damage": "{@damage 3d4+9} bludgeoning", "types": [ "bludgeoning" @@ -4946,7 +4907,7 @@ { "name": "Arcane Prepared", "type": "Prepared", - "tradition": "Arcane", + "tradition": "arcane", "DC": 35, "attack": 27, "entry": { @@ -5203,7 +5164,6 @@ "agile", "reach <30 feet>" ], - "effects": [], "damage": "{@damage 3d8+20} slashing plus Improved Push 20 feet", "types": [ "slashing" @@ -5216,7 +5176,6 @@ "traits": [ "reach <40 feet>" ], - "effects": [], "damage": "{@damage 3d8+20} bludgeoning plus Pull 20 feet", "types": [ "bludgeoning" @@ -5404,7 +5363,6 @@ "magical", "shove" ], - "effects": [], "damage": "{@damage 2d6+11} bludgeoning", "types": [ "bludgeoning" @@ -5415,7 +5373,7 @@ { "name": "Divine Innate", "type": "Innate", - "tradition": "Divine", + "tradition": "divine", "DC": 32, "attack": 22, "entry": { @@ -5607,7 +5565,6 @@ "range increment <80 feet>", "reload <1>" ], - "effects": [], "damage": "{@damage 3d10+11} bludgeoning", "types": [ "bludgeoning" @@ -5806,9 +5763,8 @@ "finesse", "magical", "thrown <20 feet>", - "versatile p" + "versatile

" ], - "effects": [], "damage": "{@damage 3d6+10} slashing plus {@damage 3d6} sonic", "types": [ "slashing", @@ -5820,7 +5776,7 @@ { "name": "Occult Spontaneous", "type": "Spontaneous", - "tradition": "Occult", + "tradition": "occult", "DC": 42, "attack": 32, "entry": { @@ -6102,7 +6058,6 @@ "agile", "finesse" ], - "effects": [], "damage": "{@damage 3d6+11} slashing", "types": [ "slashing" @@ -6113,7 +6068,7 @@ { "name": "Innate Primal", "type": "Innate", - "tradition": "Primal", + "tradition": "primal", "DC": 33, "entry": { "5": { @@ -6273,7 +6228,6 @@ "magical", "reach <15 feet>" ], - "effects": [], "damage": "{@damage 3d8+14} slashing plus {@damage 2d6} sonic", "types": [ "slashing", @@ -6308,7 +6262,6 @@ "magical", "range increment <60 feet>" ], - "effects": [], "damage": "{@damage 3d10+11} sonic plus {@condition deafened} for 1 round", "types": [ "round", @@ -6320,7 +6273,7 @@ { "name": "Primal Innate", "type": "Innate", - "tradition": "Primal", + "tradition": "primal", "DC": 37, "entry": { "2": { @@ -6553,7 +6506,6 @@ "nonlethal", "unarmed" ], - "effects": [], "damage": "{@damage 3d6+14} bludgeoning plus {@damage 1d6} electricity", "types": [ "bludgeoning", @@ -6569,7 +6521,6 @@ "reload <0>", "thrown <20 feet>" ], - "effects": [], "damage": "{@damage 3d4+14} piercing", "types": [ "piercing" @@ -6732,7 +6683,6 @@ "finesse", "unarmed" ], - "effects": [], "damage": "{@damage 3d6+10} bludgeoning", "types": [ "bludgeoning" @@ -6743,7 +6693,7 @@ { "name": "Arcane Spontaneous", "type": "Spontaneous", - "tradition": "Arcane", + "tradition": "arcane", "DC": 35, "attack": 27, "entry": { @@ -7017,7 +6967,6 @@ "trip", "twin" ], - "effects": [], "damage": "{@damage 2d6+11} slashing", "types": [ "slashing" @@ -7033,7 +6982,6 @@ "range increment <60 feet>", "reload <0>" ], - "effects": [], "damage": "{@damage 3d6+11} piercing", "types": [ "piercing" @@ -7227,9 +7175,8 @@ "agile", "finesse", "magical", - "versatile s" + "versatile " ], - "effects": [], "damage": "{@damage 3d6+12} piercing", "types": [ "piercing" @@ -7240,7 +7187,7 @@ { "name": "Occult Prepared", "type": "Prepared", - "tradition": "Occult", + "tradition": "occult", "DC": 38, "attack": 30, "entry": { @@ -7523,7 +7470,6 @@ "magical", "reach <15 feet>" ], - "effects": [], "damage": "{@damage 3d8+12} bludgeoning plus {@damage 2d6} acid", "types": [ "acid", @@ -7541,7 +7487,6 @@ "range increment <60 feet>", "reload <0>" ], - "effects": [], "damage": "{@damage 3d8+10} acid plus {@condition flat-footed} for 1 round", "types": [ "acid", @@ -7556,7 +7501,6 @@ "deadly <2d10>", "range increment <60 feet>" ], - "effects": [], "damage": "{@damage 3d6} piercing", "types": [ "piercing" @@ -7567,7 +7511,7 @@ { "name": "Primal Innate", "type": "Innate", - "tradition": "Primal", + "tradition": "primal", "DC": 34, "entry": { "2": { @@ -7794,7 +7738,6 @@ "finesse", "tengu" ], - "effects": [], "damage": "{@damage 3d6+13} slashing", "types": [ "slashing" @@ -7808,7 +7751,6 @@ "finesse", "unarmed" ], - "effects": [], "damage": "{@damage 1d6+13} piercing", "types": [ "piercing" @@ -7825,7 +7767,6 @@ "range increment <100 feet>", "volley <30 feet>" ], - "effects": [], "damage": "{@damage 2d8+8} piercing plus {@damage 1d6} cold", "types": [ "cold", @@ -7984,7 +7925,6 @@ "nonlethal", "unarmed" ], - "effects": [], "damage": "{@damage 3d8+10} bludgeoning", "types": [ "bludgeoning" @@ -7997,7 +7937,6 @@ "traits": [ "trip" ], - "effects": [], "damage": "{@damage 2d8+10} slashing plus {@damage 1d6} fire", "types": [ "fire", @@ -8175,7 +8114,6 @@ "finesse", "unarmed" ], - "effects": [], "damage": "{@damage 2d6+13} bludgeoning plus {@damage 1d6} cold", "types": [ "bludgeoning", @@ -8360,7 +8298,6 @@ "nonlethal", "unarmed" ], - "effects": [], "damage": "{@damage 1d4+6} bludgeoning", "types": [ "bludgeoning" @@ -8377,7 +8314,6 @@ "range increment <100 feet>", "volley <30 feet>" ], - "effects": [], "damage": "{@damage 2d8+11} piercing", "types": [ "piercing" @@ -8388,7 +8324,7 @@ { "name": "Occult Spontaneous", "type": "Spontaneous", - "tradition": "Occult", + "tradition": "occult", "DC": 34, "entry": { "0": { @@ -8621,7 +8557,6 @@ "magical", "sweep" ], - "effects": [], "damage": "{@damage 3d12+13} slashing plus {@damage 1d6} cold", "types": [ "cold", @@ -8790,7 +8725,6 @@ "reach", "trip" ], - "effects": [], "damage": "{@damage 3d8+7} bludgeoning", "types": [ "bludgeoning" @@ -8814,7 +8748,7 @@ { "name": "Arcane Spontaneous", "type": "Spontaneous", - "tradition": "Arcane", + "tradition": "arcane", "DC": 32, "attack": 24, "entry": { @@ -9118,7 +9052,6 @@ "finesse", "unarmed" ], - "effects": [], "damage": "{@damage 3d4+10} bludgeoning", "types": [ "bludgeoning" @@ -9147,7 +9080,7 @@ { "name": "Occult Spontaneous", "type": "Spontaneous", - "tradition": "Occult", + "tradition": "occult", "DC": 36, "entry": { "0": { diff --git a/data/bestiary/creatures-frp3.json b/data/bestiary/creatures-frp3.json index 4191b76e5a..8baaccb017 100644 --- a/data/bestiary/creatures-frp3.json +++ b/data/bestiary/creatures-frp3.json @@ -73,7 +73,6 @@ "magical", "unarmed" ], - "effects": [], "damage": "{@damage 4d10+13} negative", "types": [ "negative" @@ -90,7 +89,6 @@ "nonlethal", "unarmed" ], - "effects": [], "damage": "{@damage 4d6+13} bludgeoning", "types": [ "bludgeoning" @@ -104,9 +102,8 @@ "magical", "shove", "two-hand ", - "versatile p" + "versatile

" ], - "effects": [], "damage": "{@damage 4d6+13} bludgeoning", "types": [ "bludgeoning" @@ -120,7 +117,6 @@ "range <60 feet>", "sonic" ], - "effects": [], "damage": "{@damage 4d10+8} sonic", "types": [ "sonic" @@ -364,9 +360,8 @@ "traits": [ "agile", "finesse", - "versatile s" + "versatile " ], - "effects": [], "damage": "{@damage 4d6+11} piercing", "types": [ "piercing" @@ -791,7 +786,6 @@ "traits": [ "reach <15 feet>" ], - "effects": [], "damage": "{@damage 4d12+18} bludgeoning and Improved Push 20 feet", "types": [ "bludgeoning" @@ -833,7 +827,7 @@ { "name": "Primal Innate", "type": "Innate", - "tradition": "Primal", + "tradition": "primal", "DC": 38, "entry": { "9": { @@ -1032,7 +1026,6 @@ "force", "magical" ], - "effects": [], "damage": "{@damage 4d10+15} force", "types": [ "force" @@ -1047,7 +1040,6 @@ "force", "magical" ], - "effects": [], "damage": "{@damage 4d8+15} force", "types": [ "force" @@ -1058,7 +1050,7 @@ { "name": "Divine Innate", "type": "Innate", - "tradition": "Divine", + "tradition": "divine", "DC": 41, "entry": { "0": { @@ -1705,7 +1697,6 @@ "reach <15 feet>", "unarmed" ], - "effects": [], "damage": "{@damage 5d6+17} bludgeoning", "types": [ "bludgeoning" @@ -1721,7 +1712,6 @@ "magical", "range <120 feet>" ], - "effects": [], "damage": "{@damage 4d6} bludgeoning plus {@damage 3d12} electricity", "types": [ "bludgeoning", @@ -1928,7 +1918,6 @@ "agile", "finesse" ], - "effects": [], "damage": "{@damage 3d8+18} slashing", "types": [ "slashing" @@ -1941,7 +1930,6 @@ "traits": [ "finesse" ], - "effects": [], "damage": "{@damage 3d12+18} piercing", "types": [ "piercing" @@ -1952,7 +1940,7 @@ { "name": "Occult Spontaneous", "type": "Spontaneous", - "tradition": "Occult", + "tradition": "occult", "DC": 38, "attack": 30, "entry": { @@ -2196,7 +2184,6 @@ "finesse", "reach <25 feet>" ], - "effects": [], "damage": "{@damage 3d8+18} bludgeoning", "types": [ "bludgeoning" @@ -2207,7 +2194,7 @@ { "name": "Occult Spontaneous", "type": "Spontaneous", - "tradition": "Occult", + "tradition": "occult", "DC": 34, "attack": 26, "entry": { @@ -2432,7 +2419,6 @@ "trip", "twin" ], - "effects": [], "damage": "{@damage 6d6+20} slashing", "types": [ "slashing" @@ -2447,7 +2433,6 @@ "reach <10 feet>", "sweep" ], - "effects": [], "damage": "{@damage 6d6+20} slashing", "types": [ "slashing" @@ -2465,9 +2450,8 @@ "parry", "thrown <20 feet>", "twin", - "versatile p" + "versatile

" ], - "effects": [], "damage": "{@damage 3d6+15} slashing plus {@damage 3d6} fire", "types": [ "fire", @@ -2483,7 +2467,6 @@ "divine", "range <60 feet>" ], - "effects": [], "damage": "{@damage 6d6+10} slashing", "types": [ "slashing" @@ -2494,7 +2477,7 @@ { "name": "Divine Innate", "type": "Innate", - "tradition": "Divine", + "tradition": "divine", "DC": 40, "entry": { "constant": { @@ -2718,7 +2701,6 @@ "finesse", "monk" ], - "effects": [], "damage": "{@damage 6d4+14} slashing", "types": [ "slashing" @@ -2732,7 +2714,6 @@ "range increment <60 feet>", "sonic" ], - "effects": [], "damage": "{@damage 4d10+17} sonic", "types": [ "sonic" @@ -2905,7 +2886,7 @@ { "name": "Occult Innate", "type": "Innate", - "tradition": "Occult", + "tradition": "occult", "DC": 41, "entry": { "0": { @@ -3134,7 +3115,6 @@ "brutal", "range increment <100 feet>" ], - "effects": [], "damage": "{@damage 3d8+18} bludgeoning", "types": [ "bludgeoning" @@ -3330,7 +3310,6 @@ "nonlethal", "unarmed" ], - "effects": [], "damage": "{@damage 4d6+14} bludgeoning", "types": [ "bludgeoning" @@ -3346,7 +3325,6 @@ "magical", "unarmed" ], - "effects": [], "damage": "{@damage 4d10+14} negative", "types": [ "negative" @@ -3361,7 +3339,6 @@ "range increment <60 feet>", "sonic" ], - "effects": [], "damage": "{@damage 4d10+6} sonic", "types": [ "sonic" @@ -3533,7 +3510,6 @@ "traits": [ "magical" ], - "effects": [], "damage": "{@damage 3d10+17} slashing", "types": [ "slashing" @@ -3548,7 +3524,6 @@ "magical", "thrown <20 feet>" ], - "effects": [], "damage": "{@damage 2d8+17} piercing plus {@damage 1d8} cold", "types": [ "cold", @@ -3560,7 +3535,7 @@ { "name": "Divine Innate", "type": "Innate", - "tradition": "Divine", + "tradition": "divine", "DC": 37, "entry": { "8": { @@ -3971,7 +3946,6 @@ "fire", "magical" ], - "effects": [], "damage": "{@damage 3d6+14} piercing plus {@damage 3d6} fire", "types": [ "fire", @@ -3988,7 +3962,6 @@ "fire", "magical" ], - "effects": [], "damage": "{@damage 3d4+14} piercing plus {@damage 3d6} fire", "types": [ "fire", @@ -4236,7 +4209,6 @@ "unarmed", "versatile positive" ], - "effects": [], "damage": "{@damage 4d8+8} negative", "types": [ "negative" @@ -4409,9 +4381,8 @@ "traits": [ "magical", "reach <15 feet>", - "versatile s" + "versatile " ], - "effects": [], "damage": "{@damage 7d10+18} piercing", "types": [ "piercing" @@ -4445,7 +4416,6 @@ "propulsive range increment <120 feet>", "splash 4d6 piercing" ], - "effects": [], "damage": "{@damage 4d6+12} piercing", "types": [ "piercing" @@ -4704,7 +4674,7 @@ { "name": "Primal Innate", "type": "Innate", - "tradition": "Primal", + "tradition": "primal", "DC": 44, "entry": { "4": { @@ -4949,7 +4919,7 @@ "attack": 38, "traits": [ "magical", - "versatile p", + "versatile

", "reach <10 feet>" ], "effects": [ @@ -4984,7 +4954,7 @@ { "name": "Primal Innate", "type": "Innate", - "tradition": "Primal", + "tradition": "primal", "DC": 39, "attack": 31, "entry": { @@ -5212,7 +5182,7 @@ "finesse", "reach <10 feet>", "unarmed", - "versatile p" + "versatile

" ], "effects": [ "vicious impact" @@ -5519,9 +5489,8 @@ "reach <15 feet>", "trip", "unarmed", - "versatile s" + "versatile " ], - "effects": [], "damage": "{@damage 6d4+20} bludgeoning", "types": [ "bludgeoning" @@ -5537,7 +5506,6 @@ "shove", "unarmed" ], - "effects": [], "damage": "{@damage 6d6+20} bludgeoning", "types": [ "bludgeoning" @@ -5548,7 +5516,7 @@ { "name": "Occult Prepared", "type": "Prepared", - "tradition": "Occult", + "tradition": "occult", "DC": 45, "attack": 37, "entry": { @@ -5829,7 +5797,6 @@ "range increment <120 feet>", "reload <2>" ], - "effects": [], "damage": "{@damage 4d10+6} piercing", "types": [ "piercing" diff --git a/data/bestiary/creatures-gmg.json b/data/bestiary/creatures-gmg.json index 065b6a896c..ff2596acae 100644 --- a/data/bestiary/creatures-gmg.json +++ b/data/bestiary/creatures-gmg.json @@ -62,7 +62,6 @@ "traits": [ "two-hand " ], - "effects": [], "damage": "{@damage 1d4+1} bludgeoning", "types": [ "bludgeoning" @@ -76,7 +75,6 @@ "range increment <120 feet>", "reload <1>" ], - "effects": [], "damage": "{@damage 1d8} piercing", "types": [ "piercing" @@ -187,9 +185,8 @@ "traits": [ "agile", "finesse", - "versatile s" + "versatile " ], - "effects": [], "damage": "{@damage 1d4+4} piercing", "types": [ "piercing" @@ -204,7 +201,6 @@ "finesse", "nonlethal" ], - "effects": [], "damage": "{@damage 1d4+4} bludgeoning", "types": [ "bludgeoning" @@ -217,9 +213,8 @@ "traits": [ "agile", "thrown <10 feet>", - "versatile s" + "versatile " ], - "effects": [], "damage": "{@damage 1d4+4} piercing", "types": [ "piercing" @@ -245,8 +240,7 @@ { "activity": { "number": 1, - "unit": "reaction", - "entry": "{@as R}" + "unit": "reaction" }, "trigger": "The acrobat is targeted with a melee or ranged attack by an attacker they can see", "entries": [ @@ -363,7 +357,6 @@ "agile", "nonlethal" ], - "effects": [], "damage": "{@damage 1d4} bludgeoning", "types": [ "bludgeoning" @@ -377,7 +370,6 @@ "nonlethal", "thrown <10 feet>" ], - "effects": [], "damage": "{@damage 1d6} bludgeoning", "types": [ "bludgeoning" @@ -387,7 +379,7 @@ "spellcasting": [ { "name": "Occult Spells Known", - "tradition": "Occult", + "tradition": "occult", "DC": 14, "entry": { "0": { @@ -517,7 +509,6 @@ "reach", "trip" ], - "effects": [], "damage": "{@damage 1d4+2} slashing", "types": [ "slashing" @@ -530,9 +521,8 @@ "traits": [ "agile", "thrown <10 feet>", - "versatile s" + "versatile " ], - "effects": [], "damage": "{@damage 1d4+2} piercing", "types": [ "piercing" @@ -543,7 +533,7 @@ { "name": "Occult Spontaneous", "type": "Spontaneous", - "tradition": "Occult", + "tradition": "occult", "DC": 22, "attack": 13, "entry": { @@ -713,7 +703,6 @@ "traits": [ "sweep" ], - "effects": [], "damage": "{@damage 1d12+10} slashing", "types": [ "slashing" @@ -726,7 +715,6 @@ "traits": [ "thrown <30 feet>" ], - "effects": [], "damage": "{@damage 1d6+10} piercing", "types": [ "piercing" @@ -756,8 +744,7 @@ { "activity": { "number": 1, - "unit": "reaction", - "entry": "{@as R}" + "unit": "reaction" }, "traits": [ "divine", @@ -854,7 +841,6 @@ "range": "Melee", "name": "stone pestle", "attack": 4, - "effects": [], "damage": "{@damage 1d6} bludgeoning", "types": [ "bludgeoning" @@ -868,7 +854,6 @@ "agile", "nonlethal" ], - "effects": [], "damage": "{@damage 1d4} bludgeoning", "types": [ "bludgeoning" @@ -882,7 +867,6 @@ "range increment <20 feet>", "splash" ], - "effects": [], "damage": "1 acid plus {@damage 1d6} {@condition persistent damage ||persistent acid} and 1 splash acid", "types": [ "acid", @@ -973,9 +957,8 @@ "attack": 3, "traits": [ "agile", - "versatile s" + "versatile " ], - "effects": [], "damage": "{@damage 1d4+1} piercing", "types": [ "piercing" @@ -988,9 +971,8 @@ "traits": [ "agile", "thrown <10 feet>", - "versatile s" + "versatile " ], - "effects": [], "damage": "{@damage 1d4+1} piercing", "types": [ "piercing" @@ -1099,9 +1081,8 @@ "traits": [ "agile", "finesse", - "versatile p" + "versatile

" ], - "effects": [], "damage": "{@damage 1d6+3} slashing", "types": [ "slashing" @@ -1117,7 +1098,6 @@ "reload <0>", "volley <30 feet>" ], - "effects": [], "damage": "{@damage 1d8+2} piercing", "types": [ "piercing" @@ -1235,7 +1215,6 @@ "finesse", "magical" ], - "effects": [], "damage": "{@damage 1d6+8} piercing", "types": [ "piercing" @@ -1252,7 +1231,6 @@ "range increment <60 feet>", "reload <0>" ], - "effects": [], "damage": "{@damage 2d6+4} piercing", "types": [ "piercing" @@ -1284,8 +1262,7 @@ { "activity": { "number": 1, - "unit": "reaction", - "entry": "{@as R}" + "unit": "reaction" }, "trigger": "The assassin is targeted with a melee or ranged attack by an attacker they can see", "entries": [ @@ -1415,7 +1392,6 @@ "traits": [ "two-hand " ], - "effects": [], "damage": "{@damage 1d4} bludgeoning", "types": [ "bludgeoning" @@ -1435,8 +1411,7 @@ { "activity": { "number": 1, - "unit": "reaction", - "entry": "{@as R}" + "unit": "reaction" }, "trigger": "A creature {@action Cast a Spell||Casts a Spell} the astronomer has prepared", "entries": [ @@ -1537,7 +1512,6 @@ "agile", "sweep" ], - "effects": [], "damage": "{@damage 1d6+5} slashing", "types": [ "slashing" @@ -1552,7 +1526,6 @@ "range increment <50 feet>", "reload <1>" ], - "effects": [], "damage": "{@damage 1d6+3} bludgeoning", "types": [ "bludgeoning" @@ -1567,7 +1540,6 @@ "sweep", "thrown <10 feet>" ], - "effects": [], "damage": "{@damage 1d6+5} slashing", "types": [ "slashing" @@ -1698,7 +1670,6 @@ "agile", "nonlethal" ], - "effects": [], "damage": "{@damage 1d6+3} bludgeoning", "types": [ "bludgeoning" @@ -1712,7 +1683,6 @@ "agile", "nonlethal" ], - "effects": [], "damage": "{@damage 1d4+3} bludgeoning", "types": [ "bludgeoning" @@ -1725,7 +1695,6 @@ "traits": [ "thrown <10 feet>" ], - "effects": [], "damage": "{@damage 1d4+3} bludgeoning", "types": [ "bludgeoning" @@ -1847,7 +1816,6 @@ "agile", "nonlethal" ], - "effects": [], "damage": "{@damage 1d4} bludgeoning", "types": [ "bludgeoning" @@ -1981,7 +1949,6 @@ "reach", "trip" ], - "effects": [], "damage": "{@damage 1d4+5} slashing", "types": [ "slashing" @@ -1992,7 +1959,7 @@ { "name": "Primal Prepared", "type": "Prepared", - "tradition": "Primal", + "tradition": "primal", "DC": 22, "attack": 14, "entry": { @@ -2150,7 +2117,6 @@ "agile", "nonlethal" ], - "effects": [], "damage": "{@damage 1d4+1} bludgeoning", "types": [ "bludgeoning" @@ -2163,7 +2129,6 @@ "traits": [ "thrown <10 feet>" ], - "effects": [], "damage": "{@damage 1d4+1} bludgeoning", "types": [ "bludgeoning" @@ -2263,7 +2228,6 @@ "backswing", "shove" ], - "effects": [], "damage": "{@damage 1d10+4} bludgeoning", "types": [ "bludgeoning" @@ -2277,7 +2241,6 @@ "agile", "nonlethal" ], - "effects": [], "damage": "{@damage 1d6+4} bludgeoning", "types": [ "bludgeoning" @@ -2379,7 +2342,6 @@ "agile", "nonlethal" ], - "effects": [], "damage": "{@damage 1d6+5} bludgeoning", "types": [ "bludgeoning" @@ -2389,7 +2351,6 @@ "range": "Melee", "name": "naval pike", "attack": 11, - "effects": [], "damage": "{@damage 1d6+5} piercing", "types": [ "piercing" @@ -2401,9 +2362,8 @@ "attack": 13, "traits": [ "agile", - "versatile s" + "versatile " ], - "effects": [], "damage": "{@damage 1d4+5} piercing", "types": [ "piercing" @@ -2416,7 +2376,6 @@ "traits": [ "thrown <20 feet>" ], - "effects": [], "damage": "{@damage 1d6+5} piercing", "types": [ "piercing" @@ -2548,7 +2507,6 @@ "forceful", "sweep" ], - "effects": [], "damage": "{@damage 1d10+6} slashing", "types": [ "slashing" @@ -2562,7 +2520,6 @@ "range increment <120 feet>", "reload <1>" ], - "effects": [], "damage": "{@damage 1d10+5} piercing", "types": [ "piercing" @@ -2688,9 +2645,8 @@ "traits": [ "agile", "finesse", - "versatile s" + "versatile " ], - "effects": [], "damage": "{@damage 1d6+6} piercing", "types": [ "piercing" @@ -2704,7 +2660,6 @@ "agile", "nonlethal" ], - "effects": [], "damage": "{@damage 1d6+4} bludgeoning", "types": [ "bludgeoning" @@ -2720,7 +2675,6 @@ "range increment <60 feet>", "reload <0>" ], - "effects": [], "damage": "{@damage 1d6+4} piercing", "types": [ "piercing" @@ -2738,8 +2692,7 @@ { "activity": { "number": 1, - "unit": "reaction", - "entry": "{@as R}" + "unit": "reaction" }, "trigger": "The burglar is targeted with a melee or ranged attack by an attacker it can see", "entries": [ @@ -2858,9 +2811,8 @@ "attack": 18, "traits": [ "magical", - "versatile p" + "versatile

" ], - "effects": [], "damage": "{@damage 1d8+11} slashing", "types": [ "slashing" @@ -2874,7 +2826,6 @@ "range increment <120 feet>", "reload <1>" ], - "effects": [], "damage": "{@damage 1d8+6} piercing", "types": [ "piercing" @@ -2917,8 +2868,7 @@ { "activity": { "number": 1, - "unit": "reaction", - "entry": "{@as R}" + "unit": "reaction" }, "entries": [], "name": "Attack of Opportunity", @@ -2929,8 +2879,7 @@ { "activity": { "number": 1, - "unit": "reaction", - "entry": "{@as R}" + "unit": "reaction" }, "entries": [], "name": "Shield Block", @@ -3048,9 +2997,8 @@ "attack": 10, "traits": [ "agile", - "versatile s" + "versatile " ], - "effects": [], "damage": "{@damage 1d6+2} piercing", "types": [ "piercing" @@ -3064,7 +3012,6 @@ "agile", "nonlethal" ], - "effects": [], "damage": "{@damage 1d6+2} bludgeoning", "types": [ "bludgeoning" @@ -3075,7 +3022,7 @@ { "name": "Occult Spontaneous", "type": "Spontaneous", - "tradition": "Occult", + "tradition": "occult", "DC": 20, "attack": 10, "entry": { @@ -3256,9 +3203,8 @@ "traits": [ "agile", "thrown <10 feet>", - "versatile s" + "versatile " ], - "effects": [], "damage": "{@damage 1d4+2} piercing", "types": [ "piercing" @@ -3271,7 +3217,6 @@ "traits": [ "two-hand " ], - "effects": [], "damage": "{@damage 1d4+2} bludgeoning", "types": [ "bludgeoning" @@ -3285,7 +3230,6 @@ "range increment <120 feet>", "reload <1>" ], - "effects": [], "damage": "{@damage 1d8} piercing", "types": [ "piercing" @@ -3296,7 +3240,7 @@ { "name": "Primal Prepared", "type": "Prepared", - "tradition": "Primal", + "tradition": "primal", "DC": 20, "attack": 12, "entry": { @@ -3351,8 +3295,7 @@ { "activity": { "number": 1, - "unit": "reaction", - "entry": "{@as R}" + "unit": "reaction" }, "trigger": "The chronicler is {@condition dying}", "frequency": { @@ -3451,7 +3394,6 @@ "agile", "trip" ], - "effects": [], "damage": "{@damage 1d4+2} slashing", "types": [ "slashing" @@ -3464,7 +3406,6 @@ "traits": [ "thrown <10 feet>" ], - "effects": [], "damage": "{@damage 1d4+2} bludgeoning", "types": [ "bludgeoning" @@ -3569,7 +3510,6 @@ "magical", "two-hand " ], - "effects": [], "damage": "{@damage 1d4+6} bludgeoning", "types": [ "bludgeoning" @@ -3580,7 +3520,7 @@ { "name": "Occult Spontaneous", "type": "Spontaneous", - "tradition": "Occult", + "tradition": "occult", "DC": 26, "attack": 18, "entry": { @@ -3680,8 +3620,7 @@ { "activity": { "number": 1, - "unit": "reaction", - "entry": "{@as R}" + "unit": "reaction" }, "traits": [ "auditory", @@ -3811,9 +3750,8 @@ "attack": 7, "traits": [ "agile", - "versatile s" + "versatile " ], - "effects": [], "damage": "{@damage 1d4+4} piercing", "types": [ "piercing" @@ -3826,9 +3764,8 @@ "traits": [ "agile", "thrown <10 feet>", - "versatile s" + "versatile " ], - "effects": [], "damage": "{@damage 1d4+4} piercing", "types": [ "piercing" @@ -3944,9 +3881,8 @@ "traits": [ "agile", "finesse", - "versatile s" + "versatile " ], - "effects": [], "damage": "{@damage 1d4+3} piercing", "types": [ "piercing" @@ -3961,7 +3897,6 @@ "finesse", "nonlethal" ], - "effects": [], "damage": "{@damage 1d4+3} bludgeoning", "types": [ "bludgeoning" @@ -3974,9 +3909,8 @@ "traits": [ "agile", "thrown <10 feet>", - "versatile s" + "versatile " ], - "effects": [], "damage": "{@damage 1d4+3} piercing", "types": [ "piercing" @@ -4083,7 +4017,6 @@ "magical", "reach" ], - "effects": [], "damage": "{@damage 1d8+9} piercing", "types": [ "piercing" @@ -4094,7 +4027,7 @@ { "name": "Arcane Prepared", "type": "Prepared", - "tradition": "Arcane", + "tradition": "arcane", "DC": 26, "attack": 18, "entry": { @@ -4307,7 +4240,6 @@ "traits": [ "agile" ], - "effects": [], "damage": "{@damage 1d4+4} piercing", "types": [ "piercing" @@ -4318,7 +4250,7 @@ { "name": "Divine Spontaneous", "type": "Spontaneous", - "tradition": "Divine", + "tradition": "divine", "DC": 23, "attack": 13, "entry": { @@ -4504,7 +4436,6 @@ "agile", "nonlethal" ], - "effects": [], "damage": "{@damage 1d4+3} bludgeoning", "types": [ "bludgeoning" @@ -4518,7 +4449,6 @@ "agile", "thrown <20 feet>" ], - "effects": [], "damage": "{@damage 1d6+3} bludgeoning", "types": [ "bludgeoning" @@ -4634,7 +4564,6 @@ "agile", "nonlethal" ], - "effects": [], "damage": "{@damage 1d6+3} bludgeoning", "types": [ "bludgeoning" @@ -4647,7 +4576,6 @@ "traits": [ "thrown <10 feet>" ], - "effects": [], "damage": "{@damage 1d4+3} bludgeoning", "types": [ "bludgeoning" @@ -4753,7 +4681,6 @@ "magical", "sweep" ], - "effects": [], "damage": "{@damage 1d12+9} slashing", "types": [ "slashing" @@ -4876,7 +4803,6 @@ "disarm", "finesse" ], - "effects": [], "damage": "{@damage 1d6+8} piercing", "types": [ "piercing" @@ -4890,7 +4816,6 @@ "range increment <60 feet>", "reload <1>" ], - "effects": [], "damage": "{@damage 1d6+4} piercing", "types": [ "piercing" @@ -4939,8 +4864,7 @@ { "activity": { "number": 1, - "unit": "reaction", - "entry": "{@as R}" + "unit": "reaction" }, "trigger": "The false priest critically fails a {@skill Deception} or {@skill Performance} check", "frequency": { @@ -5035,7 +4959,6 @@ "traits": [ "reach <10 feet>" ], - "effects": [], "damage": "{@damage 1d6+3} piercing", "types": [ "piercing" @@ -5050,7 +4973,6 @@ "nonlethal", "thrown <20 feet>" ], - "effects": [], "damage": "{@damage 1d4+3} bludgeoning", "types": [ "bludgeoning" @@ -5163,9 +5085,8 @@ "traits": [ "agile", "finesse", - "versatile s" + "versatile " ], - "effects": [], "damage": "{@damage 1d6+5} piercing", "types": [ "piercing" @@ -5178,9 +5099,8 @@ "traits": [ "agile", "finesse", - "versatile s" + "versatile " ], - "effects": [], "damage": "{@damage 1d4+5} piercing", "types": [ "piercing" @@ -5193,9 +5113,8 @@ "traits": [ "agile", "thrown <10 feet>", - "versatile s" + "versatile " ], - "effects": [], "damage": "{@damage 1d4+2} piercing", "types": [ "piercing" @@ -5334,9 +5253,8 @@ "traits": [ "agile", "magical", - "versatile s" + "versatile " ], - "effects": [], "damage": "{@damage 1d6+10} piercing", "types": [ "piercing" @@ -5351,7 +5269,6 @@ "range increment <50 feet>", "reload <1>" ], - "effects": [], "damage": "{@damage 1d6+8} bludgeoning", "types": [ "bludgeoning" @@ -5381,8 +5298,7 @@ { "activity": { "number": 1, - "unit": "reaction", - "entry": "{@as R}" + "unit": "reaction" }, "trigger": "The gang leader is targeted with an attack by an attacker they can see", "entries": [ @@ -5395,8 +5311,7 @@ { "activity": { "number": 1, - "unit": "reaction", - "entry": "{@as R}" + "unit": "reaction" }, "traits": [ "auditory", @@ -5524,7 +5439,6 @@ "range": "Melee", "name": "shovel", "attack": 6, - "effects": [], "damage": "{@damage 1d6+1} bludgeoning", "types": [ "bludgeoning" @@ -5628,7 +5542,6 @@ "range": "Melee", "name": "shovel", "attack": 9, - "effects": [], "damage": "{@damage 1d4+4} bludgeoning", "types": [ "bludgeoning" @@ -5734,7 +5647,6 @@ "range": "Melee", "name": "club", "attack": 9, - "effects": [], "damage": "{@damage 1d6+4} bludgeoning", "types": [ "bludgeoning" @@ -5748,7 +5660,6 @@ "agile", "nonlethal" ], - "effects": [], "damage": "{@damage 1d6+4} bludgeoning", "types": [ "bludgeoning" @@ -5762,7 +5673,6 @@ "range increment <120 feet>", "reload <1>" ], - "effects": [], "damage": "{@damage 1d8} piercing", "types": [ "piercing" @@ -5775,7 +5685,6 @@ "traits": [ "thrown <10 feet>" ], - "effects": [], "damage": "{@damage 1d6+4} bludgeoning", "types": [ "bludgeoning" @@ -5787,8 +5696,7 @@ { "activity": { "number": 1, - "unit": "reaction", - "entry": "{@as R}" + "unit": "reaction" }, "entries": [], "name": "Attack of Opportunity", @@ -5879,7 +5787,6 @@ "traits": [ "sweep" ], - "effects": [], "damage": "{@damage 1d12+6} slashing", "types": [ "slashing" @@ -5895,7 +5802,6 @@ "range increment <60 feet>", "reload <0>" ], - "effects": [], "damage": "{@damage 1d6+2} piercing", "types": [ "piercing" @@ -5907,8 +5813,7 @@ { "activity": { "number": 1, - "unit": "reaction", - "entry": "{@as R}" + "unit": "reaction" }, "trigger": "The guide is about to roll a {@skill Perception} or {@skill Survival} check to determine their initiative", "entries": [ @@ -6016,7 +5921,6 @@ "traits": [ "agile" ], - "effects": [], "damage": "{@damage 2d6+5} bludgeoning", "types": [ "bludgeoning" @@ -6031,7 +5935,6 @@ "magical", "thrown <20 feet>" ], - "effects": [], "damage": "{@damage 2d6+5} bludgeoning", "types": [ "bludgeoning" @@ -6159,7 +6062,6 @@ "agile", "sweep" ], - "effects": [], "damage": "{@damage 1d6+7} slashing", "types": [ "slashing" @@ -6174,7 +6076,6 @@ "sweep", "thrown <10 feet>" ], - "effects": [], "damage": "{@damage 1d6+7} slashing", "types": [ "slashing" @@ -6290,7 +6191,6 @@ "finesse", "trip" ], - "effects": [], "damage": "{@damage 1d4+1} slashing", "types": [ "slashing" @@ -6386,9 +6286,8 @@ "traits": [ "agile", "finesse", - "versatile s" + "versatile " ], - "effects": [], "damage": "{@damage 1d4+9} piercing", "types": [ "piercing" @@ -6401,9 +6300,8 @@ "traits": [ "agile", "finesse", - "versatile s" + "versatile " ], - "effects": [], "damage": "{@damage 1d6+9} piercing", "types": [ "piercing" @@ -6421,7 +6319,6 @@ "reload <0>", "volley <30 feet>" ], - "effects": [], "damage": "{@damage 1d8+8} piercing", "types": [ "piercing" @@ -6556,7 +6453,6 @@ "traits": [ "two-hand " ], - "effects": [], "damage": "{@damage 1d4+2} bludgeoning", "types": [ "bludgeoning" @@ -6570,7 +6466,6 @@ "agile", "nonlethal" ], - "effects": [], "damage": "{@damage 1d4+2} bludgeoning", "types": [ "bludgeoning" @@ -6584,7 +6479,6 @@ "nonlethal", "thrown <10 feet>" ], - "effects": [], "damage": "{@damage 1d4+2} bludgeoning", "types": [ "bludgeoning" @@ -6680,7 +6574,6 @@ "range": "Melee", "name": "club", "attack": 11, - "effects": [], "damage": "{@damage 1d6+8} bludgeoning", "types": [ "bludgeoning" @@ -6694,7 +6587,6 @@ "range increment <120 feet>", "reload <1>" ], - "effects": [], "damage": "{@damage 1d8+4} piercing", "types": [ "piercing" @@ -6707,7 +6599,6 @@ "traits": [ "thrown <10 feet>" ], - "effects": [], "damage": "{@damage 1d6+6} bludgeoning", "types": [ "bludgeoning" @@ -6719,8 +6610,7 @@ { "activity": { "number": 1, - "unit": "reaction", - "entry": "{@as R}" + "unit": "reaction" }, "entries": [], "name": "Attack of Opportunity", @@ -6850,7 +6740,6 @@ "range": "Melee", "name": "gavel", "attack": 4, - "effects": [], "damage": "{@damage 1d4} bludgeoning", "types": [ "bludgeoning" @@ -6864,7 +6753,6 @@ "agile", "nonlethal" ], - "effects": [], "damage": "{@damage 1d4} bludgeoning", "types": [ "bludgeoning" @@ -6877,7 +6765,6 @@ "traits": [ "thrown <10 feet>" ], - "effects": [], "damage": "{@damage 1d4} bludgeoning", "types": [ "bludgeoning" @@ -6977,7 +6864,6 @@ "traits": [ "nonlethal" ], - "effects": [], "damage": "{@damage 1d4} bludgeoning", "types": [ "bludgeoning" @@ -6991,7 +6877,6 @@ "agile", "nonlethal" ], - "effects": [], "damage": "{@damage 1d4} bludgeoning", "types": [ "bludgeoning" @@ -7005,7 +6890,6 @@ "nonlethal", "thrown <10 feet>" ], - "effects": [], "damage": "{@damage 1d4} bludgeoning", "types": [ "bludgeoning" @@ -7107,7 +6991,6 @@ "traits": [ "two-hand " ], - "effects": [], "damage": "{@damage 1d4} bludgeoning", "types": [ "bludgeoning" @@ -7118,7 +7001,7 @@ { "name": "Arcane Prepared", "type": "Prepared", - "tradition": "Arcane", + "tradition": "arcane", "DC": 20, "attack": 12, "entry": { @@ -7287,9 +7170,8 @@ "traits": [ "agile", "finesse", - "versatile s" + "versatile " ], - "effects": [], "damage": "{@damage 1d6+6} slashing", "types": [ "slashing" @@ -7303,7 +7185,6 @@ "range increment <60 feet>", "reload <1>" ], - "effects": [], "damage": "{@damage 1d6+3} piercing", "types": [ "piercing" @@ -7314,7 +7195,7 @@ { "name": "Occult Spontaneous", "type": "Spontaneous", - "tradition": "Occult", + "tradition": "occult", "DC": 22, "attack": 14, "entry": { @@ -7514,7 +7395,6 @@ "nonlethal", "unarmed" ], - "effects": [], "damage": "{@damage 1d4+2} bludgeoning", "types": [ "bludgeoning" @@ -7528,7 +7408,6 @@ "range increment <120 feet>", "reload <1>" ], - "effects": [], "damage": "{@damage 1d8} piercing", "types": [ "piercing" @@ -7634,7 +7513,6 @@ "traits": [ "fatal 1d10" ], - "effects": [], "damage": "{@damage 1d6+2} piercing", "types": [ "piercing" @@ -7741,7 +7619,6 @@ "magical", "sweep" ], - "effects": [], "damage": "{@damage 1d12+8} slashing", "types": [ "slashing" @@ -7758,7 +7635,6 @@ "reload <0>", "volley <30 feet>" ], - "effects": [], "damage": "{@damage 1d8+6} piercing", "types": [ "piercing" @@ -7770,8 +7646,7 @@ { "activity": { "number": 1, - "unit": "reaction", - "entry": "{@as R}" + "unit": "reaction" }, "entries": [], "name": "Attack of Opportunity", @@ -7893,7 +7768,7 @@ "traits": [ "agile", "finesse", - "versatile s" + "versatile " ], "effects": [ "navigator's edge" @@ -7910,7 +7785,7 @@ "traits": [ "agile", "thrown <10 feet>", - "versatile s" + "versatile " ], "effects": [ "navigator's edge" @@ -8023,7 +7898,6 @@ "finesse", "shove" ], - "effects": [], "damage": "{@damage 1d4+4} bludgeoning", "types": [ "bludgeoning" @@ -8233,7 +8107,6 @@ "disarm", "finesse" ], - "effects": [], "damage": "{@damage 1d6+5} piercing", "types": [ "piercing" @@ -8248,7 +8121,6 @@ "finesse", "nonlethal" ], - "effects": [], "damage": "{@damage 1d4+5} bludgeoning", "types": [ "bludgeoning" @@ -8367,9 +8239,8 @@ "attack": 14, "traits": [ "reach", - "versatile s" + "versatile " ], - "effects": [], "damage": "{@damage 1d10+7} piercing", "types": [ "piercing" @@ -8383,7 +8254,6 @@ "agile", "nonlethal" ], - "effects": [], "damage": "{@damage 1d4+7} bludgeoning", "types": [ "bludgeoning" @@ -8395,8 +8265,7 @@ { "activity": { "number": 1, - "unit": "reaction", - "entry": "{@as R}" + "unit": "reaction" }, "entries": [], "name": "Attack of Opportunity", @@ -8494,7 +8363,6 @@ "agile", "nonlethal" ], - "effects": [], "damage": "{@dice 1d4-1} bludgeoning", "types": [ "bludgeoning" @@ -8508,7 +8376,6 @@ "nonlethal", "thrown <10 feet>" ], - "effects": [], "damage": "{@dice 1d4-1} bludgeoning", "types": [ "bludgeoning" @@ -8619,7 +8486,6 @@ "forceful", "sweep" ], - "effects": [], "damage": "{@damage 1d6+5} slashing", "types": [ "slashing" @@ -8631,9 +8497,8 @@ "attack": 11, "traits": [ "agile", - "versatile s" + "versatile " ], - "effects": [], "damage": "{@damage 1d4+5} piercing", "types": [ "piercing" @@ -8646,9 +8511,8 @@ "traits": [ "agile", "thrown <10 feet>", - "versatile s" + "versatile " ], - "effects": [], "damage": "{@damage 1d4+5} piercing", "types": [ "piercing" @@ -8668,8 +8532,7 @@ { "activity": { "number": 1, - "unit": "reaction", - "entry": "{@as R}" + "unit": "reaction" }, "entries": [], "name": "Attack of Opportunity", @@ -8780,7 +8643,6 @@ "traits": [ "two-hand " ], - "effects": [], "damage": "{@damage 1d4} bludgeoning", "types": [ "bludgeoning" @@ -8794,7 +8656,6 @@ "range increment <120 feet>", "reload <1>" ], - "effects": [], "damage": "{@damage 1d8} piercing", "types": [ "piercing" @@ -8805,7 +8666,7 @@ { "name": "Divine Prepared", "type": "Prepared", - "tradition": "Divine", + "tradition": "divine", "DC": 23, "entry": { "0": { @@ -8982,7 +8843,6 @@ "range": "Melee", "name": "club", "attack": 8, - "effects": [], "damage": "{@damage 1d6+5} bludgeoning", "types": [ "bludgeoning" @@ -8998,7 +8858,6 @@ "range increment <60 feet>", "reload <0>" ], - "effects": [], "damage": "{@damage 1d6+3} piercing", "types": [ "piercing" @@ -9120,9 +8979,8 @@ "traits": [ "agile", "magical", - "versatile s" + "versatile " ], - "effects": [], "damage": "{@damage 1d6+5} piercing", "types": [ "piercing" @@ -9136,9 +8994,8 @@ "agile", "magical", "thrown <10 feet>", - "versatile s" + "versatile " ], - "effects": [], "damage": "{@damage 1d6+5} piercing", "types": [ "piercing" @@ -9149,7 +9006,7 @@ { "name": "Divine Prepared", "type": "Prepared", - "tradition": "Divine", + "tradition": "divine", "DC": 24, "attack": 16, "entry": { @@ -9219,7 +9076,7 @@ ], "rituals": [ { - "tradition": "Divine", + "tradition": "divine", "DC": 24, "rituals": [ { @@ -9326,7 +9183,6 @@ "traits": [ "agile" ], - "effects": [], "damage": "{@damage 1d4+3} piercing", "types": [ "piercing" @@ -9340,7 +9196,6 @@ "agile", "nonlethal" ], - "effects": [], "damage": "{@damage 1d4+3} piercing", "types": [ "piercing" @@ -9367,8 +9222,7 @@ { "activity": { "number": 1, - "unit": "reaction", - "entry": "{@as R}" + "unit": "reaction" }, "traits": [ "emotion", @@ -9465,7 +9319,6 @@ "sweep", "trip" ], - "effects": [], "damage": "{@damage 1d6+2} bludgeoning", "types": [ "bludgeoning" @@ -9479,7 +9332,6 @@ "agile", "nonlethal" ], - "effects": [], "damage": "{@damage 1d4+2} bludgeoning", "types": [ "bludgeoning" @@ -9492,7 +9344,6 @@ "traits": [ "thrown <10 feet>" ], - "effects": [], "damage": "{@damage 1d4+2} bludgeoning", "types": [ "bludgeoning" @@ -9503,7 +9354,7 @@ { "name": "Divine Spontaneous", "type": "Spontaneous", - "tradition": "Divine", + "tradition": "divine", "DC": 18, "attack": 10, "entry": { @@ -9656,7 +9507,6 @@ "magical", "trip" ], - "effects": [], "damage": "{@damage 1d4+7} slashing", "types": [ "slashing" @@ -9818,7 +9668,6 @@ "range": "Melee", "name": "club", "attack": 9, - "effects": [], "damage": "{@damage 1d6+5} bludgeoning", "types": [ "bludgeoning" @@ -9833,7 +9682,6 @@ "range increment <50 feet>", "reload <1>" ], - "effects": [], "damage": "{@damage 1d6+5} bludgeoning", "types": [ "bludgeoning" @@ -9846,7 +9694,6 @@ "traits": [ "thrown <10 feet>" ], - "effects": [], "damage": "{@damage 1d6+5} bludgeoning", "types": [ "bludgeoning" @@ -9858,8 +9705,7 @@ { "activity": { "number": 1, - "unit": "reaction", - "entry": "{@as R}" + "unit": "reaction" }, "entries": [], "name": "Attack of Opportunity", @@ -9994,7 +9840,6 @@ "agile", "nonlethal" ], - "effects": [], "damage": "{@damage 1d6+3} bludgeoning", "types": [ "bludgeoning" @@ -10008,7 +9853,6 @@ "range increment <60 feet>", "reload <1>" ], - "effects": [], "damage": "{@damage 1d6+2} piercing", "types": [ "piercing" @@ -10128,7 +9972,6 @@ "magical", "two-hand " ], - "effects": [], "damage": "{@damage 1d4+5} bludgeoning", "types": [ "bludgeoning" @@ -10148,8 +9991,7 @@ { "activity": { "number": 1, - "unit": "reaction", - "entry": "{@as R}" + "unit": "reaction" }, "traits": [ "auditory", @@ -10260,9 +10102,8 @@ "attack": 5, "traits": [ "agile", - "versatile s" + "versatile " ], - "effects": [], "damage": "{@damage 1d4+1} piercing", "types": [ "piercing" @@ -10275,9 +10116,8 @@ "traits": [ "agile", "thrown <15 feet>", - "versatile s" + "versatile " ], - "effects": [], "damage": "{@damage 1d4+1} piercing", "types": [ "piercing" @@ -10363,7 +10203,6 @@ "agile", "nonlethal" ], - "effects": [], "damage": "{@damage 1d4+1} bludgeoning", "types": [ "bludgeoning" @@ -10376,7 +10215,6 @@ "traits": [ "thrown <10 feet>" ], - "effects": [], "damage": "{@damage 1d4+1} bludgeoning", "types": [ "bludgeoning" @@ -10388,8 +10226,7 @@ { "activity": { "number": 1, - "unit": "reaction", - "entry": "{@as R}" + "unit": "reaction" }, "trigger": "An object that the server could hold in one hand is dropped within the server's reach", "requirements": "The server has at least one hand free", @@ -10490,7 +10327,6 @@ "disarm", "magical" ], - "effects": [], "damage": "{@damage 1d6+10} piercing", "types": [ "piercing" @@ -10504,9 +10340,8 @@ "agile", "disarm", "parry", - "versatile s" + "versatile " ], - "effects": [], "damage": "{@damage 1d4+10} piercing", "types": [ "piercing" @@ -10520,7 +10355,6 @@ "range increment <60 feet>", "reload <1>" ], - "effects": [], "damage": "{@damage 1d6+6} piercing", "types": [ "piercing" @@ -10789,7 +10623,6 @@ "finesse", "magical" ], - "effects": [], "damage": "{@damage 1d6+7} piercing", "types": [ "piercing" @@ -10802,9 +10635,8 @@ "traits": [ "agile", "thrown <10 feet>", - "versatile s" + "versatile " ], - "effects": [], "damage": "{@damage 1d4+6} piercing", "types": [ "piercing" @@ -10922,9 +10754,8 @@ "attack": 11, "traits": [ "agile", - "versatile p" + "versatile

" ], - "effects": [], "damage": "{@damage 1d4+1} slashing", "types": [ "slashing" @@ -10937,9 +10768,8 @@ "traits": [ "agile", "thrown <10 feet>", - "versatile p" + "versatile

" ], - "effects": [], "damage": "{@damage 1d4+1} slashing", "types": [ "slashing" @@ -11052,9 +10882,8 @@ "attack": 5, "traits": [ "agile", - "versatile s" + "versatile " ], - "effects": [], "damage": "{@damage 1d4} piercing", "types": [ "piercing" @@ -11068,7 +10897,6 @@ "range increment <120 feet>", "reload <1>" ], - "effects": [], "damage": "{@damage 1d8} piercing", "types": [ "piercing" @@ -11181,7 +11009,6 @@ "traits": [ "two-hand " ], - "effects": [], "damage": "{@damage 1d4} bludgeoning", "types": [ "bludgeoning" @@ -11302,7 +11129,6 @@ "magical", "trip" ], - "effects": [], "damage": "{@damage 1d6+7} slashing", "types": [ "slashing" @@ -11316,7 +11142,6 @@ "range increment <60 feet>", "reload <1>" ], - "effects": [], "damage": "{@damage 1d6+3} piercing", "types": [ "piercing" @@ -11434,7 +11259,6 @@ "range": "Melee", "name": "torch", "attack": 7, - "effects": [], "damage": "{@damage 1d6+2} bludgeoning plus 1 fire", "types": [ "bludgeoning", @@ -11447,9 +11271,8 @@ "attack": 5, "traits": [ "agile", - "versatile s" + "versatile " ], - "effects": [], "damage": "{@damage 1d4+2} piercing", "types": [ "piercing" @@ -11463,7 +11286,6 @@ "range increment <60 feet>", "reload <1>" ], - "effects": [], "damage": "{@damage 1d6} piercing", "types": [ "piercing" @@ -11561,7 +11383,6 @@ "traits": [ "two-hand " ], - "effects": [], "damage": "{@damage 1d4+4} bludgeoning", "types": [ "bludgeoning" @@ -11578,7 +11399,6 @@ "reload <0>", "volley <30 feet>" ], - "effects": [], "damage": "{@damage 1d8+3} piercing", "types": [ "piercing" @@ -11716,7 +11536,6 @@ "disarm", "finesse" ], - "effects": [], "damage": "{@damage 1d6+3} piercing", "types": [ "piercing" @@ -11730,7 +11549,6 @@ "range increment <120 feet>", "reload <1>" ], - "effects": [], "damage": "{@damage 1d8+3} piercing", "types": [ "piercing" @@ -11741,7 +11559,7 @@ { "name": "Occult Spontaneous", "type": "Spontaneous", - "tradition": "Occult", + "tradition": "occult", "DC": 21, "entry": { "0": { @@ -11893,7 +11711,6 @@ "traits": [ "agile" ], - "effects": [], "damage": "{@dice 1d4-1} piercing", "types": [ "piercing" @@ -11907,7 +11724,6 @@ "agile", "nonlethal" ], - "effects": [], "damage": "{@dice 1d4-1} bludgeoning", "types": [ "bludgeoning" @@ -11920,7 +11736,6 @@ "traits": [ "thrown <10 feet>" ], - "effects": [], "damage": "{@dice 1d4-1} bludgeoning", "types": [ "bludgeoning" @@ -12019,7 +11834,6 @@ "traits": [ "two-hand " ], - "effects": [], "damage": "{@damage 1d8+7} slashing", "types": [ "slashing" @@ -12037,7 +11851,6 @@ "reload <0>", "volley <30 feet>" ], - "effects": [], "damage": "{@damage 1d8+5} piercing", "types": [ "piercing" @@ -12049,8 +11862,7 @@ { "activity": { "number": 1, - "unit": "reaction", - "entry": "{@as R}" + "unit": "reaction" }, "trigger": "One of the warden's enemies within 100 feet attacks one of the warden's allies or a person the warden is sworn to protect", "entries": [ @@ -12147,7 +11959,6 @@ "traits": [ "shove" ], - "effects": [], "damage": "{@damage 1d8+7} bludgeoning", "types": [ "bludgeoning" @@ -12161,7 +11972,6 @@ "range increment <120 feet>", "reload <1>" ], - "effects": [], "damage": "{@damage 1d8+3} piercing", "types": [ "piercing" @@ -12190,8 +12000,7 @@ { "activity": { "number": 1, - "unit": "reaction", - "entry": "{@as R}" + "unit": "reaction" }, "entries": [], "name": "Attack of Opportunity", @@ -12202,8 +12011,7 @@ { "activity": { "number": 1, - "unit": "reaction", - "entry": "{@as R}" + "unit": "reaction" }, "entries": [], "name": "Shield Block", @@ -12315,7 +12123,6 @@ "traits": [ "shove" ], - "effects": [], "damage": "{@damage 1d8+4} bludgeoning", "types": [ "bludgeoning" @@ -12331,7 +12138,6 @@ "range increment <60 feet>", "reload <0>" ], - "effects": [], "damage": "{@damage 1d6+2} piercing", "types": [ "piercing" @@ -12342,7 +12148,7 @@ { "name": "Divine Prepared", "type": "Prepared", - "tradition": "Divine", + "tradition": "divine", "DC": 19, "attack": 11, "entry": { @@ -12404,8 +12210,7 @@ { "activity": { "number": 1, - "unit": "reaction", - "entry": "{@as R}" + "unit": "reaction" }, "entries": [], "name": "Shield Block", @@ -12416,8 +12221,7 @@ { "activity": { "number": 1, - "unit": "reaction", - "entry": "{@as R}" + "unit": "reaction" }, "trigger": "A creature the zealot can see damages a follower of Asmodeus other than the zealot", "entries": [ diff --git a/data/bestiary/creatures-loil.json b/data/bestiary/creatures-loil.json new file mode 100644 index 0000000000..d99228736e --- /dev/null +++ b/data/bestiary/creatures-loil.json @@ -0,0 +1,2453 @@ +{ + "creature": [ + { + "name": "Stone Sister", + "source": "LOIL", + "page": 338, + "level": 6, + "traits": [ + "rare", + "n", + "medium", + "undead" + ], + "perception": { + "std": 11 + }, + "senses": [ + { + "name": "darkvision" + } + ], + "languages": { + "languages": [ + "celestial", + "drooni (can't speak)" + ] + }, + "skills": { + "athletics": { + "std": 17 + }, + "deception": { + "std": 14 + }, + "intimidation": { + "std": 14 + }, + "stealth": { + "std": 12 + } + }, + "abilityMods": { + "str": 5, + "dex": 2, + "con": 2, + "int": 0, + "wis": 1, + "cha": 4 + }, + "items": [ + "scimitar" + ], + "defenses": { + "ac": { + "std": 24 + }, + "savingThrows": { + "fort": { + "std": 17 + }, + "ref": { + "std": 11 + }, + "will": { + "std": 11 + } + }, + "hp": [ + { + "hp": 75, + "abilities": [ + "negative healing", + "reconstitution", + "stone flesh" + ] + } + ], + "immunities": [ + "death effects", + "disease", + "paralyzed", + "poison", + "unconscious" + ], + "resistances": [ + { + "name": "physical", + "amount": 5, + "note": "except adamantine" + } + ] + }, + "speed": { + "walk": 25 + }, + "attacks": [ + { + "range": "Melee", + "traits": [ + "earth", + "forceful", + "sweep" + ], + "name": "scimitar", + "attack": 17, + "damage": "{@damage 1d6+8} slashing plus {@damage 1d6} bludgeoning and curse of stone" + }, + { + "range": "Melee", + "traits": [ + "agile", + "earth" + ], + "name": "fist", + "attack": 17, + "damage": "{@damage 2d6+8} bludgeoning plus curse of stone" + } + ], + "abilities": { + "mid": [ + { + "name": "Reconstitution Until", + "entries": [ + "Geb's curse is {@condition broken}, any stone sister who's destroyed gradually reforms in her original shape. A stone sister who's reduced to 0 Hit Points will reform after 24 hours, while one reduced to rubble or dust might take a year or more to reform. Stone sisters who are removed from the Field of Maidens always attempt to return to it when they reconstitute." + ] + }, + { + "name": "Stone Flesh", + "entries": [ + "A stone sister is made of a bizarre stone that never stops bleeding from numerous cracks along her skin. She reacts to certain spells in unique ways, as listed below.", + { + "type": "list", + "items": [ + "Spells that alter earth, such as shape stone, either deal {@dice 3d10} points of damage or heal {@dice 3d10} Hit Points, as decided by the caster. If the spell is specifically harmful or beneficial to earth and stone, the GM might decide it can only harm the stone sister, or only heal her.", + "Stone to flesh doesn't revert a stone sister to flesh and blood but instead weakens her. She loses her resistance to physical damage for 1 minute. If she's reduced to 0 Hit Points during this time, she's permanently destroyed and can't reform." + ] + } + ] + }, + { + "name": "Attack of Opportunity", + "activity": { + "number": 1, + "unit": "reaction" + }, + "entries": [], + "generic": { + "tag": "ability" + } + } + ], + "bot": [ + { + "name": "Curse of Stone", + "traits": [ + "curse" + ], + "entries": [ + "The creature must succeed at a DC 21 Fortitude save or become {@condition clumsy||clumsy 2} ({@condition clumsy||clumsy 3} on a critical failure) and gain a +1 status bonus to AC as their skin hardens to stone. The {@condition clumsy} condition can be temporarily relieved for 24 hours by casting stone to flesh on the cursed creature but can't be removed or reduced by any other means short of removing the curse; during this time, the cursed creature also no longer receives the status bonus to AC." + ] + }, + { + "name": "Statue", + "activity": { + "number": 1, + "unit": "action" + }, + "traits": [ + "concentrate" + ], + "entries": [ + "Until the next time she acts, the stone sister appears to be a statue. She has an automatic result of 34 on {@skill Deception} checks and DCs to pass as a statue. Since the Field of Maidens is filled with thousands of statues just like her, most of which aren't stone sisters, it's incredibly difficult to recognize her true nature." + ] + } + ] + } + }, + { + "name": "Quantium Golem", + "source": "LOIL", + "page": 335, + "level": 20, + "traits": [ + "rare", + "n", + "gargantuan", + "construct", + "golem", + "mindless" + ], + "perception": { + "std": 36 + }, + "senses": [ + { + "name": "darkvision" + }, + { + "name": "defender's link" + }, + { + "name": "lifesense ", + "range": { + "unit": "feet", + "number": 120 + } + } + ], + "skills": { + "athletics": { + "std": 38 + } + }, + "abilityMods": { + "str": 10, + "dex": 8, + "con": 7, + "int": -5, + "wis": 8, + "cha": -5 + }, + "items": [ + "+3 greater striking bastard sword" + ], + "defenses": { + "ac": { + "std": 47 + }, + "savingThrows": { + "fort": { + "std": 35 + }, + "ref": { + "std": 32 + }, + "will": { + "std": 32 + } + }, + "hp": [ + { + "hp": 325 + } + ], + "immunities": [ + "bleed", + "death effects", + "disease", + "doomed", + "drained", + "fatigued", + "fire", + "healing", + "magic (below)", + "mental", + "necromancy", + "nonlethal attacks", + "paralyzed", + "poison", + "sickened", + "unconscious" + ], + "resistances": [ + { + "name": "physical", + "amount": 20, + "note": "except adamantine" + } + ] + }, + "speed": { + "walk": 50 + }, + "attacks": [ + { + "range": "Melee", + "traits": [ + "magical", + "two-handed d12" + ], + "name": "bastard sword", + "attack": 39, + "damage": "{@damage 3d8+18} slashing" + }, + { + "range": "Ranged", + "traits": [ + "magical", + "range 120 feet" + ], + "name": "eye beam", + "attack": 36, + "damage": "{@damage 4d8} fire plus {@dice 4d8} energy (see Twin Defenders)" + } + ], + "abilities": { + "top": [ + { + "name": "Defender's Link Each", + "entries": [ + "Quantium golem automatically knows the Hit Points, conditions, afflictions, and location of the other." + ] + } + ], + "mid": [ + { + "name": "Golem", + "entries": [ + "Antimagic harmed by sonic ({@dice 9d10}, {@dice 3d10} from area or {@condition persistent damage}); healed by fire (area {@dice 3d10} HP); {@condition slowed} by cold" + ] + }, + { + "name": "Paired Reconstruction", + "entries": [ + "When reduced to 0 HP, the Quantium golem is destroyed; however, it magically reforms 24 hours later at full HP and free of all conditions and afflictions unless its twin golem is also destroyed." + ] + }, + { + "name": "Vulnerable to Banishment", + "entries": [ + "Casting a {@spell banishment} spell on a Quantium golem disrupts its connection to the Crux of Nex. If targeted by such a spell, the golem is {@condition enfeebled||enfeebled 1} and {@condition slowed||slowed 1} for {@dice 1d4} rounds." + ] + } + ], + "bot": [ + { + "name": "Lambent Beam", + "activity": { + "number": 2, + "unit": "action" + }, + "traits": [ + "arcane", + "evocation" + ], + "entries": [ + "The Quantium golem's eyes take on a brilliant glow and it unleashes an arc of destruction dealing {@damage 10d6} fire damage and {@damage 10d6} energy damage (see Twin Defenders) to creatures in a 120-foot line (DC 42 basic Reflex save). The Quantium golem can't use Lambent Beam for {@dice 1d4} rounds." + ] + }, + { + "name": "Twin Defenders", + "entries": [ + "The Quantium golems were created by Nex as a matched set: one of crimson and one of emerald, each a unique entity. The crimson golem is imbued with blazing fire and crackling lightning; its eye beam and Lambent Beam abilities deal fire and electricity damage. The emerald golem is charged with caustic power and flame; its eye beam and Lambent Beam abilities deal acid and fire damage." + ] + } + ] + } + }, + { + "name": "Benthic Reaver", + "source": "LOIL", + "page": 324, + "level": 21, + "traits": [ + "unique", + "ce", + "gargantuan", + "cold", + "undead" + ], + "perception": { + "std": 41 + }, + "senses": [ + { + "name": "darkvision" + }, + { + "name": "true seeing" + } + ], + "languages": { + "languages": [ + "common", + "necril" + ] + }, + "skills": { + "arcana": { + "std": 37 + }, + "athletics": { + "std": 43 + }, + "nature": { + "std": 37 + } + }, + "abilityMods": { + "str": 10, + "dex": 8, + "con": 7, + "int": 6, + "wis": 8, + "cha": 6 + }, + "defenses": { + "ac": { + "std": null + }, + "savingThrows": { + "fort": { + "std": 38 + }, + "ref": { + "std": 35 + }, + "will": { + "std": 33 + } + }, + "hp": [ + { + "hp": 500, + "abilities": [ + "(negative healing)" + ] + } + ], + "immunities": [ + "bleed", + "cold", + "death effects", + "disease", + "negative", + "paralyzed", + "poison", + "precision", + "unconscious" + ], + "weaknesses": [ + { + "name": "good", + "amount": 20 + } + ], + "resistances": [ + { + "name": "physical", + "amount": 10, + "note": "except adamantine" + } + ] + }, + "speed": { + "walk": 30, + "swim": 60 + }, + "attacks": [ + { + "range": "Melee", + "traits": [ + "reach 15 feet" + ], + "name": "jaws", + "attack": 39, + "damage": "{@damage 4d12+18} piercing plus {@damage 2d6} cold and {@damage 2d6} negative" + }, + { + "range": "Melee", + "traits": [ + "agile", + "reach 15 feet" + ], + "name": "fin", + "attack": 39, + "damage": "{@damage 4d8+18} slashing plus {@damage 2d6} negative" + }, + { + "range": "Melee", + "traits": [ + "reach 30 feet" + ], + "name": "tail", + "attack": 39, + "damage": "{@damage 4d10+18} slashing plus {@damage 2d6} negative and" + }, + { + "range": "Ranged", + "traits": [ + "range 150 feet" + ], + "name": "eye beam", + "attack": 37, + "damage": "{@damage 4d12+8} cold plus {@damage 4d6} negative and numbing ice" + } + ], + "spellcasting": [ + { + "name": "Arcane Innate", + "tradition": "arcane", + "type": "Innate", + "DC": 41, + "entry": { + "constant": { + "9": { + "spells": [ + { + "name": "true seeing" + } + ] + } + } + } + } + ], + "abilities": { + "top": [ + { + "name": "Comfort of the Deep", + "traits": [ + "downtime" + ], + "entries": [ + "The benthic reaver spends 1 day submerged in seawater and restores itself to full Hit Points." + ] + } + ], + "mid": [ + { + "name": "Intense Chill", + "traits": [ + "arcane", + "aura", + "cold", + "evocation" + ], + "entries": [ + "30 feet. {@damage 5d6} cold damage (DC 41 basic Reflex save). On a failure, the creature takes a \u201315-foot status penalty to its Speeds for 1 round." + ] + }, + { + "name": "Tail Sweep", + "activity": { + "number": 1, + "unit": "reaction" + }, + "trigger": "A creature moves from beyond the reach of the benthic reaver's tail to within the reach of the benthic reaver's tail", + "entries": [ + "The benthic reaver makes a tail {@action Strike} against the triggering creature and can use Improved Knockdown if the attack hits, even if it isn't the benthic reaver's turn. If the benthic reaver knocks the target {@condition prone}, it disrupts the triggering move action." + ] + } + ], + "bot": [ + { + "name": "Improved Knockdown", + "entries": [], + "generic": { + "tag": "ability" + } + }, + { + "name": "Numbing Ice", + "traits": [ + "cold" + ], + "entries": [ + "A creature who takes damage from the benthic reaver's eye beam {@action Strike} must succeed at a DC 41 Fortitude save or become {@condition slowed||slowed 2} as cold stiffens its limbs. A flying creature who fails its save also descends safely to the ground below. This is forced movement." + ] + }, + { + "name": "Song of the Lost", + "activity": { + "number": 1, + "unit": "action" + }, + "traits": [ + "arcane", + "auditory", + "emotion", + "enchantment", + "fear", + "mental" + ], + "entries": [ + "The benthic reaver unleashes a cry of mourning. All creatures within 60 feet must attempt a" + ] + }, + { + "name": "DC 41", + "entries": [ + "Will save to resist. The benthic reaver can't use Song of the Lost for {@dice 1d4} rounds.", + { + "type": "successDegree", + "entries": { + "Critical Success": [ + "The creature is unaffected." + ], + "Success": [ + "The creature is {@condition frightened||frightened 1}." + ], + "Failure": [ + "The creature is {@condition frightened||frightened 2}." + ], + "Critical Failure": [ + "As failure, but the creature is also {@condition stunned||stunned 1} with sympathy. Tail Sweep {@as 2} The benthic reaver makes a tail {@action Strike} against each enemy within its reach. These attacks count toward the benthic reaver's multiple attack penalty, but the multiple attack penalty doesn't increase until after the benthic reaver makes all its attacks." + ] + } + } + ] + } + ] + } + }, + { + "name": "Clockwork Cannoneer", + "source": "LOIL", + "page": 325, + "level": 15, + "traits": [ + "rare", + "n", + "huge", + "clockwork", + "construct", + "mindless" + ], + "perception": { + "std": 25 + }, + "senses": [ + { + "name": "darkvision" + } + ], + "skills": { + "athletics": { + "std": 30 + } + }, + "abilityMods": { + "str": 7, + "dex": 8, + "con": 6, + "int": -5, + "wis": 4, + "cha": -5 + }, + "defenses": { + "ac": { + "std": 38 + }, + "savingThrows": { + "fort": { + "std": 27 + }, + "ref": { + "std": 29 + }, + "will": { + "std": 23 + } + }, + "hp": [ + { + "hp": 250 + } + ], + "immunities": [ + "death effects", + "disease", + "doomed", + "drained", + "fatigued", + "healing", + "mental", + "necromancy", + "nonlethal attacks", + "paralyzed", + "poison", + "sickened", + "unconscious" + ], + "weaknesses": [ + { + "name": "electricity", + "amount": 15 + }, + { + "name": "orichalcum", + "amount": 15 + } + ], + "resistances": [ + { + "name": "physical", + "amount": 10, + "note": "except adamantine or orichalcum" + } + ] + }, + "speed": { + "walk": 25 + }, + "attacks": [ + { + "range": "Melee", + "traits": [ + "backswing", + "shove" + ], + "name": "bore", + "attack": 28, + "damage": "{@damage 3d12+12} bludgeoning" + }, + { + "range": "Ranged", + "traits": [ + "range increment 100 feet" + ], + "name": "cannonball", + "attack": 29, + "damage": "{@damage 6d12} bludgeoning" + } + ], + "abilities": { + "top": [ + { + "name": "Wind-Up", + "entries": [ + "24 hours, DC 33, standby" + ] + } + ], + "bot": [ + { + "name": "Bombard", + "activity": { + "number": 2, + "unit": "action" + }, + "traits": [ + "fire" + ], + "entries": [ + "The clockwork cannoneer launches an explosive shot up to a range of 200 feet that explodes in a 20-foot burst. Creatures within the burst take {@damage 5d10} bludgeoning damage (DC 36 basic Reflex save)." + ] + }, + { + "name": "Muzzleburn", + "entries": [ + "The heat from a discharged cannon sears those who touch its metal shell. The clockwork cannoneer's bore {@action Strike} deal an additional {@damage 2d6} fire damage until the end of its next turn after it makes a cannonball {@action Strike} or uses its Bombard or Powder Blast abilities." + ] + }, + { + "name": "Powder Blast", + "activity": { + "number": 2, + "unit": "action" + }, + "traits": [ + "fire" + ], + "entries": [ + "The clockwork cannoneer spews flames from one of its cannons, dealing {@damage 8d6} fire damage in a 30-foot cone (DC 36 basic Reflex save). Those that fail the save also take {@damage 2d6} {@condition persistent damage ||persistent fire damage}." + ] + } + ] + } + }, + { + "name": "Cursed King", + "source": "LOIL", + "page": 326, + "level": 10, + "traits": [ + "ce", + "medium", + "mummy", + "undead" + ], + "perception": { + "std": 20 + }, + "senses": [ + { + "name": "darkvision" + } + ], + "languages": { + "languages": [ + "necril", + "plus any two ancient languages (can't speak)" + ] + }, + "skills": { + "athletics": { + "std": 23 + }, + "intimidation": { + "std": 17 + }, + "stealth": { + "std": 17 + } + }, + "abilityMods": { + "str": 7, + "dex": 3, + "con": 4, + "int": -4, + "wis": 4, + "cha": 3 + }, + "defenses": { + "ac": { + "std": 29 + }, + "savingThrows": { + "fort": { + "std": 20 + }, + "ref": { + "std": 20 + }, + "will": { + "std": 16 + } + }, + "hp": [ + { + "hp": 210, + "abilities": [ + "negative healing" + ] + } + ], + "immunities": [ + "death effects", + "disease", + "paralyzed", + "poison", + "unconscious" + ], + "weaknesses": [ + { + "name": "fire", + "amount": 10 + } + ] + }, + "speed": { + "walk": 25 + }, + "attacks": [ + { + "range": "Melee", + "name": "jaws", + "attack": 23, + "damage": "{@damage 2d12+13} piercing plus Grab" + }, + { + "range": "Melee", + "traits": [ + "agile" + ], + "name": "fist", + "attack": 23, + "damage": "{@damage 2d8+13} bludgeoning" + } + ], + "abilities": { + "mid": [ + { + "name": "False Authority", + "traits": [ + "aura", + "emotion", + "fear", + "mental" + ], + "entries": [ + "30 feet. When a creature enters or ends its turn within the cursed king's aura, it must attempt a DC 26 Will save. If it fails, it becomes {@condition frightened||frightened 2}. If it critically fails, it's cowed into submission; in addition to becoming {@condition frightened||frightened 2}, it must use its first action on its turn to kneel or flee from the cursed king. A creature who succeeds at its saving throw becomes immune to the king's false authority for 24 hours." + ] + }, + { + "name": "Usurper's Curse", + "traits": [ + "curse" + ], + "entries": [ + "When a creature slays a cursed king, it must attempt a DC 29 Will save. On a failure, it suffers the effects of the usurper's curse." + ] + }, + { + "name": "Deadly Pursuit", + "activity": { + "number": 1, + "unit": "reaction" + }, + "trigger": "A creature within the cursed king's reach attempts to move away", + "entries": [ + "The cursed king Strides up to its Speed, keeping the creature within reach until the creature stops or the cursed king has moved its full Speed. If the creature is still within reach, the cursed king makes a jaws {@action Strike} against it." + ] + } + ], + "bot": [ + { + "name": "Berserk", + "entries": [ + "At the beginning of each of its turns in combat, a cursed king must attempt a DC {@flatDC 2} flat check. If it succeeds, the DC increases by 1. If it fails, it immediately goes berserk, becoming mindless for the rest of its turn, immune to all {@trait mental} effects, and attacking the nearest creature it can reach. While it's berserk, each of its unarmed attacks gain the deadly d8 trait. At the end of a turn it failed this flat check or whenever the combat encounter ends, the DC resets to 2.", + "Usurper's Curse (curse, necromancy, polymorph) DC 30 Will saving throw. On a failure, the creature who killed the cursed king becomes {@condition stupefied||stupefied 1}. On a critical failure, it becomes {@condition stupefied||stupefied 2}. As long as that creature remains cursed, it can't remove or decrease the value of the {@condition stupefied} condition in any way. Afflicted creatures must attempt the saving throw again every 24 hours, increasing the {@condition stupefied} condition by 1 on a failure or 2 on a critical failure. If the condition ever increases past {@condition stupefied||stupefied 4}, they transform, body and mind, into the same animal as the cursed king's head, similar to the critical failure effect of baleful polymorph." + ] + } + ] + } + }, + { + "name": "Fleshforged Conformer", + "source": "LOIL", + "page": 327, + "level": 8, + "traits": [ + "cn", + "medium", + "aberration" + ], + "perception": { + "std": 19 + }, + "senses": [ + { + "name": "darkvision" + } + ], + "languages": { + "languages": [ + "aklo", + "common", + "two other languages" + ] + }, + "skills": { + "arcana": { + "std": 15 + }, + "deception": { + "std": 17 + }, + "fleshwarp lore": { + "std": 17 + }, + "medicine": { + "std": 17 + }, + "occultism": { + "std": 15 + }, + "society": { + "std": 15 + }, + "stealth": { + "std": 18 + } + }, + "abilityMods": { + "str": 0, + "dex": 6, + "con": 3, + "int": 3, + "wis": 3, + "cha": 3 + }, + "defenses": { + "ac": { + "std": 26 + }, + "savingThrows": { + "fort": { + "std": 17 + }, + "ref": { + "std": 18 + }, + "will": { + "std": 13 + } + }, + "hp": [ + { + "hp": 145, + "abilities": [ + "regeneration 10 (deactivated by cold iron)" + ] + } + ], + "weaknesses": [ + { + "name": "cold iron", + "amount": 10 + } + ] + }, + "speed": { + "walk": 25 + }, + "attacks": [ + { + "range": "Melee", + "traits": [ + "agile", + "finesse" + ], + "name": "fanged-maw finger", + "attack": 20, + "damage": "{@damage 2d10+3} piercing plus {@damage 1d8} {@condition persistent damage ||persistent bleed}" + } + ], + "spellcasting": [ + { + "name": "Occult Innate", + "tradition": "occult", + "type": "Innate", + "DC": 25, + "entry": { + "0": { + "level": 4, + "spells": [ + { + "name": "detect magic" + }, + { + "name": "read aura" + } + ] + }, + "2": { + "spells": [ + { + "name": "blood vendetta", + "source": "advanced players guide" + }, + { + "name": "charitable urge", + "source": "advanced players guide" + } + ] + } + } + } + ], + "abilities": { + "bot": [ + { + "name": "Conformance", + "activity": { + "number": 1, + "unit": "action" + }, + "traits": [ + "concentrate", + "occult", + "polymorph", + "transmutation" + ], + "entries": [ + "The conformer contorts and reshapes their body into a desired form. The conformer takes on the specific appearance of any Small, Medium, or Large humanoid or animal that they've {@condition observed} and whose appearance they remember. This doesn't change the conformer's Speed or their attack and damage bonus with their Strikes, but might change the damage type their Strikes deal." + ] + }, + { + "name": "Surgical Detachment", + "activity": { + "number": 1, + "unit": "action" + }, + "traits": [ + "concentrate", + "manipulate", + "morph", + "occult", + "transmutation" + ], + "entries": [ + "The conformer detaches part of their body to serve them as an autonomous organism. For the next 24 hours, the conformer gains the loyal service of a fleshforged skinskitter (page 329). As long as they remain within 1 mile of each other, the conformer can use the Surgical Detachment action again to empathically direct the actions of their skinskitter servant as well as perceive through its senses. Due to how taxing this process is, the conformer can have only one skinskitter servant at a time." + ] + }, + { + "name": "Tissue Siphon", + "activity": { + "number": 1, + "unit": "action" + }, + "traits": [ + "manipulate", + "occult", + "transmutation" + ], + "requirements": "The conformer is within reach of an {@condition unconscious} or willing creature, or a creature taking {@condition persistent damage ||persistent bleed damage}", + "entries": [ + "The conformer touches and absorbs some of the creature's flesh. The target must attempt a DC 26 Fortitude save; on a failure, they become {@condition drained||drained 1} and take damage from their {@condition persistent damage ||persistent bleed damage}, even though it isn't the end of their turn." + ] + }, + { + "name": "Wear Flesh", + "activity": { + "number": 1, + "unit": "action" + }, + "traits": [ + "transmutation", + "occult" + ], + "requirements": "The conformer has used Tissue Siphon to absorb flesh within the last hour", + "entries": [ + "The conformer expends the flesh they've absorbed to transform their body, reproducing the effects of one of the following spells: {@spell adapt self|LOGM} (Gods & Magic 112), {@spell enlarge}, {@spell shifting form} (Core Rulebook 407), {@spell tentacular limbs} (Core Rulebook 405), or {@spell unusual anatomy} (Core Rulebook 405). The Wear Flesh action gains the traits of the spell it's reproducing, and the conformer can {@action Sustain a Spell} on these effects." + ] + } + ] + } + }, + { + "name": "Fleshforged Dreadnought", + "source": "LOIL", + "page": 328, + "level": 18, + "traits": [ + "rare", + "n", + "gargantuan", + "construct", + "mindless" + ], + "perception": { + "std": 29 + }, + "senses": [ + { + "name": "darkvision" + } + ], + "skills": { + "athletics": { + "std": 38 + } + }, + "abilityMods": { + "str": 10, + "dex": 6, + "con": 9, + "int": -5, + "wis": 5, + "cha": -5 + }, + "defenses": { + "ac": { + "std": 42 + }, + "savingThrows": { + "fort": { + "std": 35 + }, + "ref": { + "std": 28 + }, + "will": { + "std": 27 + } + }, + "hp": [ + { + "hp": 300, + "abilities": [ + "regeneration 20 (deactivated by cold iron)" + ] + } + ], + "immunities": [ + "bleed", + "death effects", + "disease", + "doomed", + "drained", + "fatigued", + "healing", + "mental", + "necromancy", + "nonlethal attacks", + "paralyzed", + "poison", + "sickened", + "unconscious" + ], + "resistances": [ + { + "name": "acid", + "amount": 20 + } + ] + }, + "speed": { + "walk": 30 + }, + "attacks": [ + { + "range": "Melee", + "traits": [ + "reach 15 feet" + ], + "name": "battering ram", + "attack": 35, + "damage": "{@damage 7d8+10} bludgeoning plus Improved Push 15 feet" + }, + { + "range": "Melee", + "traits": [ + "agile", + "reach 10 feet" + ], + "name": "claw", + "attack": 35, + "damage": "{@damage 4d8+18} slashing" + }, + { + "range": "Ranged", + "traits": [ + "range increment 120 feet" + ], + "name": "ballista", + "attack": 33, + "damage": "{@damage 4d12+8} piercing" + } + ], + "abilities": { + "top": [ + { + "name": "Scaling Spikes", + "entries": [ + "A fleshforged dreadnought is covered in handholds and footholds that make it easy to climb. Creatures of Medium or smaller size can {@action Climb} the dreadnought, sharing one of its spaces as they do so. The DC to {@action Climb} a fleshforged dreadnought is 15, and creatures move 5 more feet on a success and 10 more feet on a critical success, to a maximum of their Speed when Climbing the construct." + ] + } + ], + "mid": [ + { + "name": "Caustic Leak", + "activity": { + "number": 1, + "unit": "free" + }, + "traits": [ + "acid", + "arcane", + "evocation" + ], + "frequency": { + "freq": 1, + "unit": "turn" + }, + "trigger": "The fleshforged dreadnought is damaged by a non-reach piercing or slashing melee {@action Strike}", + "entries": [ + "Corrosive fluid sprays the attacker, dealing {@damage 8d6} acid damage (DC 40 basic Reflex save)." + ] + } + ], + "bot": [ + { + "name": "Destructive Charge", + "activity": { + "number": 2, + "unit": "action" + }, + "entries": [ + "The fleshforged dreadnought Strides up to twice its speed and makes a battering ram {@action Strike} against a structure or unattended object. The {@action Strike} ignores 20 points of the target's Hardness." + ] + }, + { + "name": "Drown in Ichor", + "activity": { + "number": 2, + "unit": "action" + }, + "traits": [ + "acid", + "arcane", + "evocation" + ], + "entries": [ + "The fleshforged dreadnought releases a wave of caustic fluid from vents in its sides.", + "Creatures within a 20-foot emanation take {@damage 8d6} acid damage (DC 40 basic Reflex save). Creatures who fail their saves also take {@damage 3d6} {@condition persistent damage ||persistent acid damage}." + ] + }, + { + "name": "Trample", + "activity": { + "number": 3, + "unit": "action" + }, + "traits": [ + "attack" + ], + "entries": [ + "Huge or smaller, battering ram, DC 44" + ], + "generic": { + "tag": "ability" + } + } + ] + } + }, + { + "name": "Skinskitter", + "source": "LOIL", + "page": 329, + "level": 1, + "traits": [ + "cn", + "small", + "aberration", + "amphibious", + "mindless" + ], + "perception": { + "std": 7 + }, + "senses": [ + { + "name": "a taste for skin", + "range": { + "unit": "feet", + "number": 60 + }, + "type": "precise" + } + ], + "skills": { + "acrobatics": { + "std": 7 + }, + "athletics": { + "std": 5 + }, + "stealth": { + "std": 7, + "in blood or water": 9 + } + }, + "abilityMods": { + "str": 2, + "dex": 4, + "con": 1, + "int": -5, + "wis": 0, + "cha": -5 + }, + "defenses": { + "ac": { + "std": 16 + }, + "savingThrows": { + "fort": { + "std": 6 + }, + "ref": { + "std": 9 + }, + "will": { + "std": 5 + } + }, + "hp": [ + { + "hp": 20 + } + ], + "immunities": [ + "mental" + ], + "weaknesses": [ + { + "name": "cold iron", + "amount": 2 + } + ] + }, + "speed": { + "walk": 20, + "swim": 20 + }, + "attacks": [ + { + "range": "Melee", + "traits": [ + "finesse" + ], + "name": "nail", + "attack": 9, + "damage": "{@damage 1d8+1} piercing plus Grab" + } + ], + "abilities": { + "top": [ + { + "name": "A Taste for Skin", + "entries": [ + "A skinskitter tastes skin (including leather), hair, claws, and nails within 60 feet." + ] + } + ], + "mid": [ + { + "name": "Shuddering Skitter", + "activity": { + "number": 1, + "unit": "reaction" + }, + "frequency": { + "freq": 1, + "unit": "day" + }, + "trigger": "The skinskitter is reduced to 0 HP", + "entries": [ + "The fear of death agitates the skinskitter, precipitating a sudden existential awakening of consciousness. The skinskitter is reduced to 1 HP, loses the {@trait mindless} trait and immunity to {@trait mental} effects for the next 24 hours, gains the ability to speak one language (typically Osiriani or Vudrani), and takes two of the following actions in any order: {@action Hide}," + ] + }, + { + "name": "Sneak, Step, Stride, or Take Cover.", + "entries": [ + "In addition, the square occupied by the skinskitter before using Shuddering Skitter becomes difficult terrain, as they disgorge a shower of halfdigested calluses, chewed nails, and entangled hair in their skittering wake." + ] + } + ], + "bot": [ + { + "name": "Share the Skin", + "activity": { + "number": 1, + "unit": "action" + }, + "requirements": "A {@condition grabbed}, {@condition paralyzed}, {@condition restrained}, {@condition unconscious}, or willing creature is within the skinskitter's reach", + "entries": [ + "The skinskitter scrapes and shears away large sheets of the victim's skin. This requires an {@skill Athletics} check against the victim's Fortitude DC if the victim is {@condition grabbed} and is automatic for any of the other conditions. The massive pain causes the victim to become {@condition clumsy||clumsy 1} for 1 minute, and the skinskitter drapes itself in the flapping skin, granting it 10 temporary Hit Points for 1 minute." + ] + } + ] + } + }, + { + "name": "Kasesh", + "source": "LOIL", + "page": 330, + "level": 3, + "traits": [ + "uncommon", + "ln", + "small", + "earth", + "elemental" + ], + "perception": { + "std": 10 + }, + "senses": [ + { + "name": "darkvision" + }, + { + "name": "tremorsense", + "range": { + "unit": "feet", + "number": 60 + }, + "type": "precise" + } + ], + "languages": { + "languages": [ + "common", + "terran" + ] + }, + "skills": { + "arcana": { + "std": 11 + }, + "architectural lore": { + "std": 13 + }, + "nature": { + "std": 10 + }, + "stealth": { + "std": 9 + } + }, + "abilityMods": { + "str": -1, + "dex": 2, + "con": 1, + "int": 4, + "wis": 3, + "cha": 2 + }, + "defenses": { + "ac": { + "std": 19 + }, + "savingThrows": { + "fort": { + "std": 8 + }, + "ref": { + "std": 9 + }, + "will": { + "std": 10 + } + }, + "hp": [ + { + "hp": 35 + } + ], + "immunities": [ + "bleed", + "paralyzed", + "poison", + "sleep" + ] + }, + "speed": { + "walk": 20, + "burrow": 20, + "abilities": [ + "earth glide" + ] + }, + "attacks": [ + { + "range": "Ranged", + "traits": [ + "evocation", + "primal", + "range increment 60 feet", + "versatile B" + ], + "name": "earthen shard", + "attack": 9, + "damage": "{@damage 1d10+2} piercing" + } + ], + "spellcasting": [ + { + "name": "Primal Innate", + "tradition": "primal", + "type": "Innate", + "DC": 20, + "attack": 12, + "entry": { + "0": { + "level": 2, + "spells": [ + { + "name": "detect magic" + }, + { + "name": "telekinetic projectile" + } + ] + }, + "1": { + "spells": [ + { + "name": "mindlink" + }, + { + "name": "share lore" + }, + { + "name": "shockwave", + "amount": 2 + } + ] + }, + "2": { + "spells": [ + { + "name": "glitterdust" + }, + { + "name": "pummeling rubble", + "amount": 2 + } + ] + } + } + } + ], + "abilities": { + "mid": [ + { + "name": "Earth Block", + "activity": { + "number": 1, + "unit": "reaction" + }, + "trigger": "The kasesh takes physical damage while adjacent to stone or earth", + "entries": [ + "A rampart of stone or crystal emerges from a nearby surface, blocking the attack. The kasesh gains resistance physical 5 against the attack." + ] + } + ], + "bot": [ + { + "name": "Gestalt", + "traits": [ + "mental", + "primal", + "transmutation" + ], + "entries": [ + "Two or more kaseshi can combine their scribed words to create something greater than either one alone. This has the effects of the Coven ability but no ritual is necessary, simply close proximity for 8 hours.", + "All gestalts grant the following spells, which the gestalt can cast at any level up to 5th: {@spell creation}, {@spell strange geometry|APG}, and {@spell telekinetic haul}. Individual kaseshi also grant additional spells to any gestalt they join\u2014this one grants meld into stone and shape stone." + ] + } + ] + } + }, + { + "name": "Kashrishi Evaluator", + "source": "LOIL", + "page": 331, + "level": 4, + "traits": [ + "rare", + "ln", + "small", + "kashrishi" + ], + "perception": { + "std": 13 + }, + "languages": { + "languages": [ + "common", + "kashrishi" + ] + }, + "skills": { + "diplomacy": { + "std": 12 + }, + "nature": { + "std": 11 + }, + "occultism": { + "std": 10 + }, + "survival": { + "std": 9 + } + }, + "abilityMods": { + "str": 0, + "dex": 2, + "con": 0, + "int": 2, + "wis": 3, + "cha": 4 + }, + "items": [ + "dagger" + ], + "defenses": { + "ac": { + "std": 20 + }, + "savingThrows": { + "fort": { + "std": 8 + }, + "ref": { + "std": 10 + }, + "will": { + "std": 13 + } + }, + "hp": [ + { + "hp": 50 + } + ] + }, + "speed": { + "walk": 25 + }, + "attacks": [ + { + "range": "Melee", + "traits": [ + "agile", + "finesse", + "thrown 10 feet", + "versatile S" + ], + "name": "dagger", + "attack": 10, + "damage": "{@damage 1d4+2} piercing" + } + ], + "spellcasting": [ + { + "name": "Occult Spontaneous", + "tradition": "occult", + "type": "Spontaneous", + "DC": 21, + "attack": 13, + "entry": { + "0": { + "level": 2, + "spells": [ + { + "name": "daze" + }, + { + "name": "message" + }, + { + "name": "read aura" + }, + { + "name": "shield" + }, + { + "name": "telekinetic projectile" + } + ] + }, + "1": { + "spells": [ + { + "name": "mindlink" + }, + { + "name": "phantom pain" + }, + { + "name": "soothe" + } + ] + }, + "2": { + "spells": [ + { + "name": "calm emotions" + }, + { + "name": "phantom pain" + }, + { + "name": "telekinetic maneuver" + } + ] + } + } + } + ], + "abilities": { + "mid": [ + { + "name": "Empathic Sense", + "entries": [ + "Kashrishi evaluators can get a vague sense of the current emotional state of all other creatures within 15 feet of them, as long as the kashrishi evaluator is aware of those creatures. This manifests as a general feeling of happiness, anger, or fear, without any specific details. Additionally, any creature who succeeds at masking or faking their emotions using {@skill Deception} projects the deceptive emotions instead of their true feelings. For those that kashrishi have an emotional connection with, physical touch can heighten this sense to greater degrees of detail and understanding, increasing with the strength of their bond." + ] + } + ], + "bot": [ + { + "name": "Evaluate Discordance", + "activity": { + "number": 2, + "unit": "action" + }, + "traits": [ + "emotion", + "enchantment", + "mental", + "occult" + ], + "frequency": { + "freq": 1, + "unit": "day" + }, + "entries": [ + "The kashrishi evaluator assesses the disharmony between themself and a creature within 30 feet and then sparks the discordance, sending psychic energy to overwhelm the target's feelings. This deals {@damage 6d6} mental damage (DC 21 basic Will save). On a critical failure, the target also becomes {@condition stunned||stunned 1}." + ] + } + ] + } + }, + { + "name": "Mutant Gnoll Hulk", + "source": "LOIL", + "page": 333, + "level": 9, + "traits": [ + "ce", + "large", + "gnoll", + "humanoid", + "mutant" + ], + "perception": { + "std": 17 + }, + "senses": [ + { + "name": "magic hunger", + "range": { + "unit": "feet", + "number": 30 + }, + "type": "precise" + } + ], + "languages": { + "languages": [ + "common", + "gnoll" + ] + }, + "skills": { + "acrobatics": { + "std": 18 + }, + "athletics": { + "std": 21 + }, + "intimidation": { + "std": 16 + }, + "survival": { + "std": 15 + } + }, + "abilityMods": { + "str": 6, + "dex": 3, + "con": 4, + "int": 2, + "wis": 2, + "cha": 3 + }, + "items": [ + "+1 striking battle axe", + "composite longbow (20 arrows)", + "leather armor" + ], + "defenses": { + "ac": { + "std": 26 + }, + "savingThrows": { + "fort": { + "std": 21 + }, + "ref": { + "std": 18 + }, + "will": { + "std": 15 + } + }, + "hp": [ + { + "hp": 195 + } + ] + }, + "speed": { + "walk": 25 + }, + "attacks": [ + { + "range": "Melee", + "traits": [ + "magical", + "sweep", + "reach 10 feet" + ], + "name": "battle axe", + "attack": 22, + "damage": "{@damage 2d8+12} slashing" + }, + { + "range": "Melee", + "traits": [ + "reach 10 feet" + ], + "name": "maw", + "attack": 21, + "damage": "{@damage 2d12+12} piercing" + }, + { + "range": "Ranged", + "traits": [ + "deadly d10", + "volley 30 feet" + ], + "name": "composite longbow", + "attack": 18, + "damage": "{@damage 1d8+9} piercing" + } + ], + "abilities": { + "mid": [ + { + "name": "Vengeful Bite", + "activity": { + "number": 1, + "unit": "reaction" + }, + "entries": [] + } + ], + "bot": [ + { + "name": "Pack Attack A Mana", + "entries": [ + "Wastes mutant gnoll hulk deals {@damage 1d4} extra damage to any creature who's within reach of at least two of the" + ] + }, + { + "name": "Mana", + "entries": [ + "Wastes mutant gnoll hulk's allies." + ] + }, + { + "name": "Rugged Travel", + "entries": [ + "A gnoll ignores the first square of difficult terrain it moves into each time it Steps or Strides." + ] + } + ] + } + }, + { + "name": "Gunpowder Ooze", + "source": "LOIL", + "page": 334, + "level": 14, + "traits": [ + "n", + "large", + "mindless", + "ooze" + ], + "perception": { + "std": 22 + }, + "senses": [ + { + "name": "motion sense ", + "range": { + "unit": "feet", + "number": 120 + } + }, + { + "name": "no vision" + } + ], + "skills": { + "athletics": { + "std": 28 + } + }, + "abilityMods": { + "str": 8, + "dex": 3, + "con": 6, + "int": -5, + "wis": 2, + "cha": -5 + }, + "defenses": { + "ac": { + "std": 29 + }, + "savingThrows": { + "fort": { + "std": 28 + }, + "ref": { + "std": 21 + }, + "will": { + "std": 24 + } + }, + "hp": [ + { + "hp": 400 + } + ], + "immunities": [ + "critical hits", + "mental", + "piercing", + "precision", + "slashing", + "unconscious", + "visual" + ], + "weaknesses": [ + { + "name": "fire", + "amount": 20 + } + ] + }, + "speed": { + "walk": 20, + "climb": 20 + }, + "attacks": [ + { + "range": "Melee", + "traits": [ + "reach 10 feet" + ], + "name": "pseudopod", + "attack": 29, + "damage": "{@damage 3d12+14} bludgeoning plus gunpowder residue" + }, + { + "range": "Ranged", + "traits": [ + "propulsive", + "range increment 60 feet" + ], + "name": "blast", + "attack": 26, + "damage": "{@damage 3d8+10} bludgeoning plus {@damage 3d6} fire and gunpowder residue" + } + ], + "abilities": { + "top": [ + { + "name": "Motion Sense", + "entries": [ + "A gunpowder ooze can sense nearby creatures through vibration and air or water movement." + ] + } + ], + "mid": [ + { + "name": "Combust", + "entries": [ + "Due to the volatile nature of its composition, the gunpowder ooze reacts explosively when exposed to open flame. Any time the gunpowder ooze takes fire damage from a source other than a gunpowder ooze's combust or gunpowder residue, it explodes, dealing {@damage 15d6} fire damage to creatures in a 15- foot emanation including itself (DC 34 basic Reflex save). When the gunpowder ooze combusts, it automatically splits as long as it has 10 or more HP." + ] + }, + { + "name": "Split", + "entries": [ + "When a gunpowder ooze that has 10 or more HP is hit by an attack that would deal slashing or piercing damage, it splits into two identical oozes, each with half the original's HP. One ooze is in the same space as the original, and the other is in an adjacent, unoccupied space. If no adjacent space is unoccupied, it automatically pushes creatures and objects out of the way to fill a space (the GM decides if an object or creature is too big or heavy to push)." + ] + } + ], + "bot": [ + { + "name": "Gunpowder Residue", + "traits": [ + "fire" + ], + "entries": [ + "A creature hit by the gunpowder ooze's pseudopod or blast is coated in explosive material unless it succeeds at a DC 34 Reflex save. If a creature makes an attack with a firearm, takes fire damage, or uses an action, activity, or item with the {@trait fire} trait while coated with the residue, the residue explodes, dealing {@dice 7d6} damage to the creature and all adjacent creatures (DC 34 basic Reflex save). The residue remains active for 24 hours, until it's ignited, or until it's scrubbed off (an activity that takes at least 10 minutes and requires soap and water). A creature can only be coated with one layer of gunpowder residue at a time." + ] + } + ] + } + }, + { + "name": "Ratajin Mastermind", + "source": "LOIL", + "page": 336, + "level": 2, + "traits": [ + "rare", + "cg", + "medium", + "humanoid", + "ratajin" + ], + "perception": { + "std": 7 + }, + "senses": [ + { + "name": "low-light vision" + } + ], + "languages": { + "languages": [ + "common", + "elvish", + "gnome", + "ratajin", + "vudrani" + ] + }, + "skills": { + "acrobatics": { + "std": 7 + }, + "arcana": { + "std": 7 + }, + "crafting": { + "std": 7 + }, + "deception": { + "std": 8 + }, + "diplomacy": { + "std": 6 + }, + "occultism": { + "std": 7 + }, + "society": { + "std": 9 + }, + "stealth": { + "std": 7 + } + }, + "abilityMods": { + "str": 1, + "dex": 3, + "con": 0, + "int": 3, + "wis": 1, + "cha": 2 + }, + "items": [ + "leather armor", + "rapier" + ], + "defenses": { + "ac": { + "std": 18 + }, + "savingThrows": { + "fort": { + "std": 6 + }, + "ref": { + "std": 11 + }, + "will": { + "std": 7 + } + }, + "hp": [ + { + "hp": 30 + } + ] + }, + "speed": { + "walk": 25 + }, + "attacks": [ + { + "range": "Melee", + "traits": [ + "deadly d8", + "disarm", + "finesse" + ], + "name": "rapier", + "attack": 11, + "damage": "{@damage 1d6+4} piercing" + }, + { + "range": "Ranged", + "traits": [ + "deadly d10", + "range increment 60 feet", + "reload 0" + ], + "name": "shortbow", + "attack": 11, + "damage": "{@damage 1d6+3} piercing" + } + ], + "abilities": { + "mid": [ + { + "name": "Outsmart", + "activity": { + "number": 1, + "unit": "reaction" + }, + "trigger": "A creature attacks while the ratajin mastermind is {@condition flat-footed}", + "entries": [ + "Due to planning, the ratajin mastermind can react quickly to poor situations.", + "The ratajin mastermind isn't treated as {@condition flat-footed} to the attack, and the triggering creature is {@condition flat-footed} to the next attack made before the end of the ratajin mastermind's next turn." + ] + } + ] + } + }, + { + "name": "Spellscar Fext", + "source": "LOIL", + "page": 337, + "level": 7, + "traits": [ + "uncommon", + "ce", + "medium", + "undead" + ], + "perception": { + "std": 15 + }, + "senses": [ + { + "name": "darkvision" + }, + { + "name": "magic sense", + "range": { + "unit": "feet", + "number": 30 + }, + "type": "precise" + } + ], + "languages": { + "languages": [ + "common", + "necril" + ] + }, + "skills": { + "acrobatics": { + "std": 13 + }, + "arcana": { + "std": 17 + }, + "athletics": { + "std": 17 + }, + "occultism": { + "std": 17 + } + }, + "abilityMods": { + "str": 6, + "dex": 2, + "con": 1, + "int": 4, + "wis": 4, + "cha": 2 + }, + "defenses": { + "ac": { + "std": 25 + }, + "savingThrows": { + "fort": { + "std": 12 + }, + "ref": { + "std": 15 + }, + "will": { + "std": 17 + }, + "abilities": [ + "+1 status versus magic" + ] + }, + "hp": [ + { + "hp": 100, + "abilities": [ + "(negative healing)", + "regeneration 10 (deactivated by glass)" + ] + } + ], + "immunities": [ + "death effects", + "disease", + "paralyzed", + "poison", + "unconscious" + ], + "weaknesses": [ + { + "name": "glass", + "amount": 10 + } + ] + }, + "speed": { + "walk": 25 + }, + "attacks": [ + { + "range": "Melee", + "traits": [ + "agile" + ], + "name": "fist", + "attack": 18, + "damage": "{@damage 2d8+8} bludgeoning" + } + ], + "abilities": { + "top": [ + { + "name": "Magic Sense", + "traits": [ + "arcane" + ], + "entries": [ + "The spellscar fext detects the source and school of each source of magic within 30 feet as an imprecise sense." + ] + } + ], + "mid": [ + { + "name": "Unstable Feedback", + "activity": { + "number": 1, + "unit": "reaction" + }, + "trigger": "A creature Casts a Spell on the spellscar fext, and the spellscar fext either succeeds at its saving throw versus the spell or the caster fails the spell attack roll against the spellscar fext", + "entries": [ + "The caster of the triggering spell undergoes a wellspring surge (Secrets of Magic 250). Even if several spellscar fexts use this reaction after succeeding at a save against the same spell, the spellcaster undergoes only one wellspring surge." + ] + } + ], + "bot": [ + { + "name": "Grasp Power", + "activity": { + "number": 1, + "unit": "action" + }, + "traits": [ + "abjuration", + "arcane" + ], + "requirements": "The spellscar fext's last action was a successful fist {@action Strike}", + "entries": [ + "The spellscar fext attempts a counteract check against a single spell affecting the creature (counteract level 4, counteract modifier +17). If the check is successful, the creature also takes {@damage 6d6} mental damage (DC 25 basic Will save)." + ] + } + ] + } + }, + { + "name": "Ugvashi", + "source": "LOIL", + "page": 339, + "level": 3, + "traits": [ + "n", + "medium", + "animal" + ], + "perception": { + "std": 8 + }, + "skills": { + "athletics": { + "std": 11 + }, + "survival": { + "std": 8 + } + }, + "abilityMods": { + "str": 4, + "dex": 1, + "con": 4, + "int": -3, + "wis": 1, + "cha": 1 + }, + "defenses": { + "ac": { + "std": 19 + }, + "savingThrows": { + "fort": { + "std": 13 + }, + "ref": { + "std": 6 + }, + "will": { + "std": 8 + } + }, + "hp": [ + { + "hp": 40 + } + ] + }, + "speed": { + "walk": 20 + }, + "attacks": [ + { + "range": "Melee", + "name": "body", + "attack": 12, + "damage": "{@damage 1d12+4} bludgeoning plus serrated plates" + }, + { + "range": "Melee", + "traits": [ + "agile" + ], + "name": "claw", + "attack": 12, + "damage": "{@damage 1d10+4} slashing" + } + ], + "abilities": { + "bot": [ + { + "name": "Defensive Curl", + "activity": { + "number": 1, + "unit": "action" + }, + "entries": [ + "The ugvashi coils into a ball to defend itself.", + "It gains a +2 circumstance bonus to AC. Any creatures who make unarmed attacks against the ugvashi while it's in its Defensive Curl are exposed to its serrated plates, as if they'd taken damage from the ugvashi's body. The ugvashi can't move while in its Defensive Curl, but it can unfurl as an action." + ] + }, + { + "name": "Serrated Plates", + "entries": [ + "Creatures who take damage from an ugvashi's body must attempt a DC 17 Reflex save or take {@damage 1d4} {@condition persistent damage ||persistent bleed damage} ({@dice 2d4} on a critical failure)." + ] + } + ] + } + } + ] +} diff --git a/data/bestiary/creatures-lome.json b/data/bestiary/creatures-lome.json index 084957e34c..12dd250d91 100644 --- a/data/bestiary/creatures-lome.json +++ b/data/bestiary/creatures-lome.json @@ -72,7 +72,6 @@ "range": "Melee", "name": "jaws", "attack": 20, - "effects": [], "damage": "{@damage 2d12+9} piercing", "types": [ "piercing" @@ -236,9 +235,8 @@ "traits": [ "agile", "finesse", - "versatile s" + "versatile " ], - "effects": [], "damage": "{@damage 2d6+6} piercing", "types": [ "piercing" @@ -270,7 +268,6 @@ "reload <0>", "volley <30 feet>" ], - "effects": [], "damage": "{@damage 1d8+1} piercing", "types": [ "piercing" @@ -281,7 +278,7 @@ { "name": "Arcane Innate", "type": "Innate", - "tradition": "Arcane", + "tradition": "arcane", "DC": 24, "attack": 16, "entry": { @@ -488,9 +485,8 @@ "traits": [ "agile", "finesse", - "versatile s" + "versatile " ], - "effects": [], "damage": "{@damage 1d6+4} piercing", "types": [ "piercing" @@ -521,7 +517,6 @@ "range increment <60 feet>", "reload <0>" ], - "effects": [], "damage": "{@damage 1d6+4} piercing", "types": [ "piercing" @@ -674,9 +669,8 @@ "traits": [ "agile", "finesse", - "versatile s" + "versatile " ], - "effects": [], "damage": "{@damage 1d6+3} piercing", "types": [ "piercing" @@ -702,7 +696,7 @@ { "name": "Arcane Innate", "type": "Innate", - "tradition": "Arcane", + "tradition": "arcane", "DC": 21, "entry": { "0": { @@ -888,7 +882,6 @@ "traits": [ "deadly " ], - "effects": [], "damage": "{@damage 2d8+7} piercing", "types": [ "piercing" @@ -1022,7 +1015,6 @@ "range": "Melee", "name": "jaws", "attack": 12, - "effects": [], "damage": "{@damage 2d8+4} piercing", "types": [ "piercing" @@ -1035,7 +1027,6 @@ "traits": [ "reach <10 feet>" ], - "effects": [], "damage": "{@damage 1d8+4} piercing", "types": [ "piercing" @@ -1050,7 +1041,6 @@ "range increment <60 feet>", "reload <0>" ], - "effects": [], "damage": "{@damage 1d6+4} piercing", "types": [ "piercing" @@ -1061,7 +1051,7 @@ { "name": "Primal Innate", "type": "Innate", - "tradition": "Primal", + "tradition": "primal", "DC": 18, "entry": { "1": { @@ -1201,7 +1191,6 @@ "range": "Melee", "name": "jaws", "attack": 7, - "effects": [], "damage": "{@damage 1d8+3} piercing", "types": [ "piercing" @@ -1211,7 +1200,6 @@ "range": "Melee", "name": "spear", "attack": 7, - "effects": [], "damage": "{@damage 1d6+3} piercing", "types": [ "piercing" @@ -1224,7 +1212,6 @@ "traits": [ "thrown <20 feet>" ], - "effects": [], "damage": "{@damage 1d6+3} piercing", "types": [ "piercing" @@ -1235,7 +1222,7 @@ { "name": "Primal Innate", "type": "Innate", - "tradition": "Primal", + "tradition": "primal", "DC": 14, "entry": { "1": { @@ -1372,7 +1359,6 @@ "traits": [ "thrown <20 feet>" ], - "effects": [], "damage": "{@damage 1d6+5} piercing", "types": [ "piercing" @@ -1386,7 +1372,6 @@ "agile", "nonlethal" ], - "effects": [], "damage": "{@damage 1d4+5} bludgeoning", "types": [ "bludgeoning" @@ -1400,7 +1385,6 @@ "deadly ", "thrown <20 feet>" ], - "effects": [], "damage": "{@damage 1d6+5} piercing", "types": [ "piercing" @@ -1414,7 +1398,6 @@ "deadly ", "thrown <20 feet>" ], - "effects": [], "damage": "{@damage 1d6+5} bludgeoning", "types": [ "bludgeoning" @@ -1425,7 +1408,7 @@ { "name": "Divine Prepared", "type": "Prepared", - "tradition": "Divine", + "tradition": "divine", "DC": 17, "attack": 11, "entry": { @@ -1600,7 +1583,6 @@ "traits": [ "magical" ], - "effects": [], "damage": "{@damage 2d8+8} slashing", "types": [ "slashing" @@ -1614,7 +1596,6 @@ "agile", "nonlethal" ], - "effects": [], "damage": "{@damage 1d4+8} bludgeoning", "types": [ "bludgeoning" @@ -1629,7 +1610,6 @@ "magical", "thrown <20 feet>" ], - "effects": [], "damage": "{@damage 2d8+6} piercing", "types": [ "piercing" @@ -1643,7 +1623,6 @@ "deadly ", "thrown <20 feet>" ], - "effects": [], "damage": "{@damage 2d6+8} bludgeoning", "types": [ "bludgeoning" @@ -1822,7 +1801,6 @@ "agile", "sweep" ], - "effects": [], "damage": "{@damage 1d6+3} slashing", "types": [ "slashing" @@ -1835,9 +1813,8 @@ "traits": [ "agile", "finesse", - "versatile s" + "versatile " ], - "effects": [], "damage": "{@damage 1d4+3} piercing", "types": [ "piercing" @@ -1851,7 +1828,6 @@ "agile", "nonlethal" ], - "effects": [], "damage": "{@damage 1d4+3} bludgeoning", "types": [ "bludgeoning" @@ -1867,7 +1843,6 @@ "sweep", "thrown <10 feet>" ], - "effects": [], "damage": "{@damage 1d6+3} slashing", "types": [ "slashing" @@ -1881,9 +1856,8 @@ "agile", "deadly ", "thrown <10 feet>", - "versatile s" + "versatile " ], - "effects": [], "damage": "{@damage 1d4+3} piercing", "types": [ "piercing" @@ -1897,7 +1871,6 @@ "deadly ", "thrown <20 feet>" ], - "effects": [], "damage": "{@damage 1d6+3} bludgeoning", "types": [ "bludgeoning" @@ -2018,7 +1991,6 @@ "range": "Melee", "name": "jaws", "attack": 16, - "effects": [], "damage": "{@damage 2d8+6} piercing", "types": [ "piercing" @@ -2031,9 +2003,8 @@ "traits": [ "agile", "magical", - "versatile s" + "versatile " ], - "effects": [], "damage": "{@damage 1d4+8} piercing", "types": [ "piercing" @@ -2049,7 +2020,6 @@ "range increment <20 feet>", "reload <1>" ], - "effects": [], "damage": "1 piercing plus {@damage 2d4} {@condition persistent damage ||persistent poison}", "types": [ "persistent", @@ -2064,9 +2034,8 @@ "agile", "magical", "thrown <10 feet>", - "versatile s" + "versatile " ], - "effects": [], "damage": "{@damage 1d4+8} piercing", "types": [ "piercing" @@ -2077,7 +2046,7 @@ { "name": "Primal Innate", "type": "Innate", - "tradition": "Primal", + "tradition": "primal", "DC": 22, "entry": { "1": { @@ -2221,7 +2190,6 @@ "magical", "reach <20 feet>" ], - "effects": [], "damage": "{@damage 3d12+15} bludgeoning", "types": [ "bludgeoning" @@ -2269,7 +2237,6 @@ "magical", "reach <20 feet>" ], - "effects": [], "damage": "{@damage 3d12+15} piercing", "types": [ "piercing" @@ -2452,7 +2419,6 @@ "traits": [ "agile" ], - "effects": [], "damage": "{@damage 2d10+8} bludgeoning", "types": [ "bludgeoning" @@ -2596,7 +2562,6 @@ "finesse", "trip" ], - "effects": [], "damage": "{@damage 1d4+3} slashing", "types": [ "slashing" @@ -2606,7 +2571,6 @@ "range": "Melee", "name": "jaws", "attack": 8, - "effects": [], "damage": "{@damage 1d6+3} piercing", "types": [ "piercing" @@ -2619,7 +2583,6 @@ "traits": [ "thrown <20 feet>" ], - "effects": [], "damage": "{@damage 1d6+3} piercing", "types": [ "piercing" @@ -2925,7 +2888,6 @@ "magical", "reach <20 feet>" ], - "effects": [], "damage": "{@damage 3d12+19} piercing plus", "types": [ "piercing" @@ -2940,7 +2902,6 @@ "magical", "reach <20 feet>" ], - "effects": [], "damage": "{@damage 3d10+17} bludgeoning", "types": [ "bludgeoning" @@ -2951,7 +2912,7 @@ { "name": "Primal Innate", "type": "Innate", - "tradition": "Primal", + "tradition": "primal", "DC": 38, "attack": 30, "entry": { @@ -3188,7 +3149,6 @@ "agile", "reach <15 feet>" ], - "effects": [], "damage": "{@damage 2d6+11} bludgeoning", "types": [ "bludgeoning" @@ -3357,7 +3317,6 @@ "finesse", "trip" ], - "effects": [], "damage": "{@damage 1d4+2} slashing", "types": [ "slashing" @@ -3367,7 +3326,6 @@ "range": "Melee", "name": "jaws", "attack": 7, - "effects": [], "damage": "{@damage 1d6+2} piercing", "types": [ "piercing" @@ -3380,7 +3338,6 @@ "traits": [ "thrown <20 feet>" ], - "effects": [], "damage": "{@damage 1d6+2} piercing", "types": [ "piercing" @@ -3501,7 +3458,6 @@ "traits": [ "agile" ], - "effects": [], "damage": "{@damage 2d6+5} slashing", "types": [ "slashing" @@ -3654,7 +3610,6 @@ "traits": [ "reach <10 feet>" ], - "effects": [], "damage": "{@damage 2d10+16} piercing damage plus {@damage 1d12} force damage", "types": [ "force", @@ -3666,7 +3621,7 @@ { "name": "Primal Innate", "type": "Innate", - "tradition": "Primal", + "tradition": "primal", "DC": 34, "entry": { "3": { @@ -3836,7 +3791,6 @@ "range": "Melee", "name": "beak", "attack": 18, - "effects": [], "damage": "{@damage 2d10+11} piercing", "types": [ "piercing" @@ -3995,7 +3949,6 @@ "range": "Melee", "name": "jaws", "attack": 21, - "effects": [], "damage": "{@damage 2d10+11} piercing plus", "types": [ "piercing" @@ -4009,7 +3962,6 @@ "agile", "reach <10 feet>" ], - "effects": [], "damage": "{@damage 2d8+9} bludgeoning plus Push 10 feet", "types": [ "bludgeoning" diff --git a/data/bestiary/creatures-ngd.json b/data/bestiary/creatures-ngd.json index 58b95120d0..7a66726772 100644 --- a/data/bestiary/creatures-ngd.json +++ b/data/bestiary/creatures-ngd.json @@ -1007,7 +1007,7 @@ "spellcasting": [ { "name": "Divine Prepared", - "tradition": "Divine", + "tradition": "divine", "type": "Prepared", "DC": 40, "attack": 32, @@ -1339,7 +1339,7 @@ "spellcasting": [ { "name": "Occult Spontaneous", - "tradition": "Occult", + "tradition": "occult", "type": "Spontaneous", "DC": 48, "attack": 38, @@ -1532,7 +1532,7 @@ }, { "name": "Occult Innate", - "tradition": "Occult", + "tradition": "occult", "type": "Innate", "DC": 48, "entry": { @@ -2019,7 +2019,7 @@ "spellcasting": [ { "name": "Primal Innate", - "tradition": "Primal", + "tradition": "primal", "type": "Innate", "DC": 41, "attack": 33, @@ -2281,7 +2281,7 @@ "spellcasting": [ { "name": "Divine Innate", - "tradition": "Divine", + "tradition": "divine", "type": "Innate", "DC": 34, "entry": { @@ -2510,7 +2510,7 @@ "spellcasting": [ { "name": "Divine Innate", - "tradition": "Divine", + "tradition": "divine", "type": "Innate", "DC": 40, "entry": { diff --git a/data/bestiary/creatures-ooa1.json b/data/bestiary/creatures-ooa1.json index 95928aefad..3cfaaa6004 100644 --- a/data/bestiary/creatures-ooa1.json +++ b/data/bestiary/creatures-ooa1.json @@ -463,7 +463,7 @@ "spellcasting": [ { "name": "Primal Innate", - "tradition": "Primal", + "tradition": "primal", "type": "Innate", "DC": 14, "entry": { @@ -1141,7 +1141,7 @@ "spellcasting": [ { "name": "Primal", - "tradition": "Primal", + "tradition": "primal", "type": "Focus", "DC": 18, "attack": 10, diff --git a/data/bestiary/creatures-ooa2.json b/data/bestiary/creatures-ooa2.json index 321bc61caa..52d65f17c9 100644 --- a/data/bestiary/creatures-ooa2.json +++ b/data/bestiary/creatures-ooa2.json @@ -639,7 +639,7 @@ "spellcasting": [ { "name": "Arcane Innate", - "tradition": "Arcane", + "tradition": "arcane", "type": "Innate", "DC": 22, "entry": { @@ -1045,7 +1045,7 @@ "spellcasting": [ { "name": "Primal Innate", - "tradition": "Primal", + "tradition": "primal", "type": "Innate", "DC": 25, "entry": { @@ -1392,7 +1392,7 @@ "spellcasting": [ { "name": "Primal Innate", - "tradition": "Primal", + "tradition": "primal", "type": "Innate", "DC": 20, "entry": { @@ -1574,7 +1574,7 @@ "spellcasting": [ { "name": "Primal Innate", - "tradition": "Primal", + "tradition": "primal", "type": "Innate", "DC": 19, "attack": 11, @@ -1751,7 +1751,7 @@ "spellcasting": [ { "name": "Occult Innate", - "tradition": "Occult", + "tradition": "occult", "type": "Innate", "DC": 28, "entry": { @@ -2834,7 +2834,7 @@ "range": "Ranged", "traits": [ "range <30 feet>", - "versatile P" + "versatile

" ], "name": "shrapnel", "attack": 16, @@ -3342,7 +3342,7 @@ "spellcasting": [ { "name": "Arcane Prepared", - "tradition": "Arcane", + "tradition": "arcane", "type": "Prepared", "DC": 24, "attack": 16, diff --git a/data/bestiary/creatures-ooa3.json b/data/bestiary/creatures-ooa3.json index 47e3a459de..2058b16b00 100644 --- a/data/bestiary/creatures-ooa3.json +++ b/data/bestiary/creatures-ooa3.json @@ -77,7 +77,7 @@ { "range": "Melee", "traits": [ - "versatile P" + "versatile

" ], "name": "longsword", "attack": 17, @@ -1386,7 +1386,7 @@ ], "rituals": [ { - "tradition": "Occult", + "tradition": "occult", "DC": 29, "rituals": [ { @@ -2203,7 +2203,7 @@ "spellcasting": [ { "name": "Arcane Prepared", - "tradition": "Arcane", + "tradition": "arcane", "type": "Prepared", "DC": 33, "attack": 25, @@ -2438,7 +2438,7 @@ "spellcasting": [ { "name": "Arcane Prepared", - "tradition": "Arcane", + "tradition": "arcane", "type": "Prepared", "DC": 31, "attack": 23, diff --git a/data/bestiary/creatures-sli.json b/data/bestiary/creatures-sli.json index 52376dc2f0..71e23bf0c0 100644 --- a/data/bestiary/creatures-sli.json +++ b/data/bestiary/creatures-sli.json @@ -66,7 +66,6 @@ "range": "Melee", "name": "jaws", "attack": 18, - "effects": [], "damage": "{@damage 2d10+8} piercing", "types": [ "piercing" @@ -107,7 +106,7 @@ { "name": "Divine Innate", "type": "Innate", - "tradition": "Divine", + "tradition": "divine", "DC": 23, "entry": { "1": { @@ -287,7 +286,6 @@ "traits": [ "fatal " ], - "effects": [], "damage": "{@damage 2d6+6} piercing", "types": [ "piercing" @@ -301,7 +299,6 @@ "fatal ", "thrown <20 feet>" ], - "effects": [], "damage": "{@damage 2d6+6} piercing", "types": [ "piercing" @@ -443,9 +440,8 @@ "attack": 15, "traits": [ "agile", - "versatile s" + "versatile " ], - "effects": [], "damage": "{@damage 1d4+8} piercing", "types": [ "piercing" @@ -459,7 +455,6 @@ "range increment <120 feet>", "reload <1>" ], - "effects": [], "damage": "{@damage 1d8+4} piercing", "types": [ "piercing" @@ -472,9 +467,8 @@ "traits": [ "agile", "thrown <10 feet>", - "versatile s" + "versatile " ], - "effects": [], "damage": "{@damage 1d4+8} piercing", "types": [ "piercing" @@ -633,7 +627,6 @@ "range increment <20 feet>", "splash" ], - "effects": [], "damage": "5 acid damage plus {@damage 2d6+2} {@condition persistent damage ||persistent acid} and 4 acid splash", "types": [ "acid", @@ -648,7 +641,6 @@ "range increment <20 feet>", "splash" ], - "effects": [], "damage": "{@damage 2d8+2} fire plus 4 {@condition persistent damage ||persistent fire} and 4 fire splash", "types": [ "fire", @@ -815,7 +807,6 @@ "magical", "shove" ], - "effects": [], "damage": "{@damage 2d10+5} bludgeoning", "types": [ "bludgeoning" @@ -841,7 +832,6 @@ "traits": [ "thrown <20 feet>" ], - "effects": [], "damage": "{@damage 1d6+5} piercing", "types": [ "piercing" @@ -982,7 +972,6 @@ "magical", "reach <10 feet>" ], - "effects": [], "damage": "{@damage 2d10+10} bludgeoning", "types": [ "bludgeoning" @@ -1324,7 +1313,6 @@ "fatal ", "magical" ], - "effects": [], "damage": "{@damage 3d6+4} piercing", "types": [ "piercing" @@ -1339,7 +1327,6 @@ "magical", "thrown <20 feet>" ], - "effects": [], "damage": "{@damage 3d6+4} piercing", "types": [ "piercing" @@ -1348,7 +1335,7 @@ ], "rituals": [ { - "tradition": "Divine", + "tradition": "divine", "DC": 24, "rituals": [ { @@ -1500,7 +1487,6 @@ "reach <10 feet>", "trip" ], - "effects": [], "damage": "{@damage 2d4+10} slashing", "types": [ "slashing" @@ -1513,9 +1499,8 @@ "traits": [ "agile", "thrown <10 feet>", - "versatile s" + "versatile " ], - "effects": [], "damage": "{@damage 1d4+10} piercing", "types": [ "piercing" @@ -1528,9 +1513,8 @@ "traits": [ "agile", "thrown <10 feet>", - "versatile s" + "versatile " ], - "effects": [], "damage": "{@damage 1d4+10} piercing", "types": [ "piercing" @@ -1541,7 +1525,7 @@ { "name": "Occult Spontaneous", "type": "Spontaneous", - "tradition": "Occult", + "tradition": "occult", "DC": 28, "attack": 21, "entry": { diff --git a/data/bestiary/creatures-sot1.json b/data/bestiary/creatures-sot1.json index 04523060dd..ba209db6e4 100644 --- a/data/bestiary/creatures-sot1.json +++ b/data/bestiary/creatures-sot1.json @@ -142,7 +142,7 @@ { "name": "Arcane Innate", "type": "Innate", - "tradition": "Arcane", + "tradition": "arcane", "DC": 23, "entry": { "0": { @@ -378,7 +378,6 @@ "finesse", "trip" ], - "effects": [], "damage": "{@damage 1d6+3} slashing", "types": [ "slashing" @@ -389,7 +388,7 @@ { "name": "Arcane Innate", "type": "Innate", - "tradition": "Arcane", + "tradition": "arcane", "DC": 20, "entry": { "0": { @@ -606,7 +605,6 @@ "range increment <50 feet>", "reload <1>" ], - "effects": [], "damage": "{@damage 1d6} bludgeoning", "types": [ "bludgeoning" @@ -617,7 +615,7 @@ { "name": "Arcane Innate", "type": "Innate", - "tradition": "Arcane", + "tradition": "arcane", "DC": 17, "entry": { "0": { @@ -825,7 +823,6 @@ "reach <10 feet>", "shove" ], - "effects": [], "damage": "{@damage 1d12+4} bludgeoning", "types": [ "bludgeoning" @@ -941,7 +938,6 @@ "traits": [ "deadly " ], - "effects": [], "damage": "{@damage 1d6+4} piercing", "types": [ "piercing" @@ -954,7 +950,6 @@ "traits": [ "agile" ], - "effects": [], "damage": "{@damage 1d6+4} piercing", "types": [ "piercing" @@ -1047,7 +1042,6 @@ "range": "Melee", "name": "mandibles", "attack": 8, - "effects": [], "damage": "{@damage 1d6+2} piercing", "types": [ "piercing" @@ -1291,7 +1285,6 @@ "deadly ", "finesse" ], - "effects": [], "damage": "{@damage 1d4+2} piercing", "types": [ "piercing" @@ -1305,7 +1298,6 @@ "agile", "finesse" ], - "effects": [], "damage": "{@damage 1d4+2} piercing", "types": [ "piercing" @@ -1417,7 +1409,6 @@ "traits": [ "agile" ], - "effects": [], "damage": "{@damage 1d6+4} bludgeoning", "types": [ "bludgeoning" @@ -1431,7 +1422,6 @@ "agile", "thrown <20 feet>" ], - "effects": [], "damage": "{@damage 1d6+4} bludgeoning", "types": [ "bludgeoning" @@ -1442,7 +1432,7 @@ { "name": "Primal Innate", "type": "Innate", - "tradition": "Primal", + "tradition": "primal", "DC": 16, "entry": { "0": { @@ -1643,9 +1633,8 @@ "agile", "finesse", "magical", - "versatile s" + "versatile " ], - "effects": [], "damage": "{@damage 1d6+4} piercing", "types": [ "piercing" @@ -1661,7 +1650,6 @@ "range increment <60 feet>", "reload <0>" ], - "effects": [], "damage": "{@damage 1d6} piercing", "types": [ "piercing" @@ -1672,7 +1660,7 @@ { "name": "Primal Innate", "type": "Innate", - "tradition": "Primal", + "tradition": "primal", "DC": 20, "entry": { "0": { @@ -1970,9 +1958,8 @@ "name": "wooden sword", "attack": 11, "traits": [ - "versatile p" + "versatile

" ], - "effects": [], "damage": "{@damage 1d8+4} slashing", "types": [ "slashing" @@ -2100,7 +2087,6 @@ "finesse", "trip" ], - "effects": [], "damage": "{@damage 1d4+1} slashing", "types": [ "slashing" @@ -2318,7 +2304,6 @@ "agile", "finesse" ], - "effects": [], "damage": "{@damage 1d6+1} slashing", "types": [ "slashing" @@ -2480,9 +2465,8 @@ "attack": 15, "traits": [ "magical", - "versatile p" + "versatile

" ], - "effects": [], "damage": "{@damage 1d6+7} bludgeoning", "types": [ "bludgeoning" @@ -2497,7 +2481,6 @@ "range increment <50 feet>", "reload <1>" ], - "effects": [], "damage": "{@damage 1d6+5} bludgeoning", "types": [ "bludgeoning" @@ -2508,7 +2491,7 @@ { "name": "Primal Prepared", "type": "Prepared", - "tradition": "Primal", + "tradition": "primal", "DC": 22, "attack": 14, "entry": { @@ -2728,7 +2711,6 @@ "traits": [ "two-hand " ], - "effects": [], "damage": "{@damage 1d4+1} bludgeoning", "types": [ "bludgeoning" @@ -2739,7 +2721,7 @@ { "name": "Arcane Prepared", "type": "Prepared", - "tradition": "Arcane", + "tradition": "arcane", "DC": 21, "attack": 13, "entry": { @@ -3070,7 +3052,6 @@ "fatal ", "shove" ], - "effects": [], "damage": "{@damage 2d6+5} piercing", "types": [ "piercing" @@ -3099,7 +3080,6 @@ "agile", "finesse" ], - "effects": [], "damage": "{@damage 1d4+5} slashing", "types": [ "slashing" @@ -3110,7 +3090,7 @@ { "name": "Primal Innate", "type": "Innate", - "tradition": "Primal", + "tradition": "primal", "DC": 21, "attack": 13, "entry": { diff --git a/data/bestiary/creatures-sot2.json b/data/bestiary/creatures-sot2.json index 0b75b07096..862fc90cf5 100644 --- a/data/bestiary/creatures-sot2.json +++ b/data/bestiary/creatures-sot2.json @@ -203,7 +203,6 @@ "traits": [ "magical" ], - "effects": [], "damage": "{@damage 2d6+3} piercing", "types": [ "piercing" @@ -217,7 +216,6 @@ "range increment <20 feet>", "splash" ], - "effects": [], "damage": "{@damage 2d8+2} fire plus 4 {@condition persistent damage ||persistent fire} plus 6 fire splash", "types": [ "fire", @@ -232,7 +230,6 @@ "magical", "range increment <20 feet>" ], - "effects": [], "damage": "{@damage 2d6+3} piercing", "types": [ "piercing" @@ -243,7 +240,7 @@ { "name": "Primal Spontaneous", "type": "Spontaneous", - "tradition": "Primal", + "tradition": "primal", "DC": 26, "attack": 18, "entry": { @@ -443,7 +440,7 @@ "deadly ", "finesse", "magical", - "versatile s" + "versatile " ], "effects": [ "knife fighter" @@ -460,7 +457,6 @@ "traits": [ "magical" ], - "effects": [], "damage": "{@damage 2d6+5} bludgeoning", "types": [ "bludgeoning" @@ -475,7 +471,7 @@ "deadly ", "magical", "thrown <10 feet>", - "versatile s" + "versatile " ], "effects": [ "knife fighter" @@ -642,7 +638,6 @@ "agile", "reach <10 feet>" ], - "effects": [], "damage": "{@damage 2d6+13} slashing", "types": [ "slashing" @@ -656,7 +651,6 @@ "backswing", "reach <15 feet>" ], - "effects": [], "damage": "{@damage 2d10+13} bludgeoning", "types": [ "bludgeoning" @@ -817,7 +811,6 @@ "range": "Melee", "name": "jaws", "attack": 18, - "effects": [], "damage": "{@damage 2d10+9} piercing", "types": [ "piercing" @@ -845,7 +838,6 @@ "traits": [ "range increment <60 feet>" ], - "effects": [], "damage": "{@damage 4d6} bludgeoning plus Push 10 feet", "types": [ "bludgeoning" @@ -856,7 +848,7 @@ { "name": "Primal Spontaneous", "type": "Spontaneous", - "tradition": "Primal", + "tradition": "primal", "DC": 25, "entry": { "5": { @@ -1050,7 +1042,7 @@ { "name": "Occult Spontaneous", "type": "Spontaneous", - "tradition": "Occult", + "tradition": "occult", "DC": 24, "attack": 16, "entry": { @@ -1466,7 +1458,6 @@ "range": "Melee", "name": "jaws", "attack": 16, - "effects": [], "damage": "{@damage 2d10+6} piercing", "types": [ "piercing" @@ -1480,7 +1471,6 @@ "agile", "finesse" ], - "effects": [], "damage": "{@damage 2d6+6} slashing", "types": [ "slashing" @@ -1652,7 +1642,7 @@ "traits": [ "agile", "finesse", - "versatile s" + "versatile " ], "effects": [ "knife jab" @@ -1669,7 +1659,7 @@ "traits": [ "agile", "thrown <10 feet>", - "versatile s" + "versatile " ], "effects": [ "knife jab" @@ -1796,9 +1786,8 @@ "name": "longsword", "attack": 17, "traits": [ - "versatile p" + "versatile

" ], - "effects": [], "damage": "{@damage 1d8+6} slashing", "types": [ "slashing" @@ -1812,7 +1801,6 @@ "range increment <60 feet>", "reload <1>" ], - "effects": [], "damage": "{@damage 1d10} piercing", "types": [ "piercing" @@ -1938,7 +1926,6 @@ "range": "Melee", "name": "beak", "attack": 17, - "effects": [], "damage": "{@damage 2d10+8} piercing", "types": [ "piercing" @@ -1951,7 +1938,6 @@ "traits": [ "agile" ], - "effects": [], "damage": "{@damage 2d6+8} slashing plus", "types": [ "slashing" @@ -2086,7 +2072,6 @@ "magical", "shove" ], - "effects": [], "damage": "{@damage 1d10+6} bludgeoning", "types": [ "bludgeoning" @@ -2096,7 +2081,6 @@ "range": "Melee", "name": "tail (agile)", "attack": 16, - "effects": [], "damage": "{@damage 1d8+6} bludgeoning", "types": [ "bludgeoning" @@ -2106,7 +2090,6 @@ "range": "Melee", "name": "jaws", "attack": 16, - "effects": [], "damage": "{@damage 1d6+6} piercing", "types": [ "piercing" @@ -2119,7 +2102,6 @@ "traits": [ "range increment <10 feet>" ], - "effects": [], "damage": "{@damage 1d4+6} bludgeoning", "types": [ "bludgeoning" @@ -2232,9 +2214,8 @@ "name": "longsword", "attack": 15, "traits": [ - "versatile p" + "versatile

" ], - "effects": [], "damage": "{@damage 1d8+6} slashing", "types": [ "slashing" @@ -2248,7 +2229,6 @@ "range increment <60 feet>", "reload <1>" ], - "effects": [], "damage": "{@damage 1d6} piercing", "types": [ "piercing" @@ -2374,9 +2354,8 @@ "traits": [ "electricity", "reach <10 feet>", - "versatile p" + "versatile

" ], - "effects": [], "damage": "{@damage 2d6+8} bludgeoning plus {@damage 1d6} electricity", "types": [ "bludgeoning", @@ -2391,7 +2370,6 @@ "agile", "reach <15 feet>" ], - "effects": [], "damage": "{@damage 2d6+8} bludgeoning", "types": [ "bludgeoning" @@ -2525,9 +2503,8 @@ "agile", "deadly ", "finesse", - "versatile s" + "versatile " ], - "effects": [], "damage": "{@damage 2d8+5} bludgeoning plus {@damage 1d4} acid and {@damage 1d4} {@condition persistent damage ||persistent acid}", "types": [ "acid", @@ -2672,7 +2649,6 @@ "agile", "reach <10 feet>" ], - "effects": [], "damage": "{@damage 2d6+8} bludgeoning", "types": [ "bludgeoning" @@ -2807,7 +2783,6 @@ "range": "Melee", "name": "jaws", "attack": 16, - "effects": [], "damage": "{@damage 1d6+5} piercing", "types": [ "piercing" @@ -2817,7 +2792,6 @@ "range": "Melee", "name": "tail (agile)", "attack": 16, - "effects": [], "damage": "{@damage 1d4+5} bludgeoning", "types": [ "bludgeoning" @@ -2832,7 +2806,6 @@ "range increment <60 feet>", "reload <1>" ], - "effects": [], "damage": "{@damage 1d6+2} piercing plus {@damage 3d8} precision", "types": [ "piercing", @@ -3008,9 +2981,8 @@ "magical", "reach <10 feet>", "sweep", - "versatile p" + "versatile

" ], - "effects": [], "damage": "{@damage 3d10+8} slashing", "types": [ "slashing" @@ -3021,7 +2993,7 @@ { "name": "Arcane Prepared", "type": "Prepared", - "tradition": "Arcane", + "tradition": "arcane", "DC": 28, "attack": 20, "entry": { @@ -3112,7 +3084,7 @@ { "name": "Occult Innate", "type": "Innate", - "tradition": "Occult", + "tradition": "occult", "DC": 28, "entry": { "1": { @@ -3307,7 +3279,6 @@ "traits": [ "reach" ], - "effects": [], "damage": "{@damage 2d8+6} piercing", "types": [ "piercing" @@ -3332,7 +3303,6 @@ "traits": [ "range increment <30 feet>" ], - "effects": [], "damage": "{@damage 2d6+4} piercing", "types": [ "piercing" @@ -3560,7 +3530,7 @@ { "name": "Arcane Spontaneous", "type": "Spontaneous", - "tradition": "Arcane", + "tradition": "arcane", "DC": 25, "attack": 17, "entry": { @@ -3645,7 +3615,7 @@ { "name": "Occult Innate", "type": "Innate", - "tradition": "Occult", + "tradition": "occult", "DC": 25, "entry": { "1": { diff --git a/data/bestiary/creatures-sot3.json b/data/bestiary/creatures-sot3.json index 72df59b629..e359b38ce4 100644 --- a/data/bestiary/creatures-sot3.json +++ b/data/bestiary/creatures-sot3.json @@ -354,7 +354,7 @@ "spellcasting": [ { "name": "Divine Prepared", - "tradition": "Divine", + "tradition": "divine", "type": "Prepared", "DC": 30, "attack": 22, @@ -1508,7 +1508,7 @@ "spellcasting": [ { "name": "Occult Innate", - "tradition": "Occult", + "tradition": "occult", "type": "Innate", "DC": 26, "entry": { @@ -1755,7 +1755,7 @@ "spellcasting": [ { "name": "Primal Spontaneous", - "tradition": "Primal", + "tradition": "primal", "type": "Spontaneous", "DC": 28, "attack": 20, @@ -2001,7 +2001,7 @@ "spellcasting": [ { "name": "Divine Spontaneous", - "tradition": "Divine", + "tradition": "divine", "type": "Spontaneous", "DC": 30, "attack": 22, @@ -2376,7 +2376,7 @@ "spellcasting": [ { "name": "Primal Innate", - "tradition": "Primal", + "tradition": "primal", "type": "Innate", "DC": 29, "entry": { @@ -2590,7 +2590,7 @@ "spellcasting": [ { "name": "Occult Innate", - "tradition": "Occult", + "tradition": "occult", "type": "Innate", "DC": 21, "entry": { @@ -2767,7 +2767,7 @@ "spellcasting": [ { "name": "Occult Innate", - "tradition": "Occult", + "tradition": "occult", "type": "Innate", "DC": 30, "entry": { @@ -3132,7 +3132,7 @@ "spellcasting": [ { "name": "Arcane Prepared", - "tradition": "Arcane", + "tradition": "arcane", "type": "Prepared", "DC": 26, "attack": 18, @@ -3474,7 +3474,7 @@ "spellcasting": [ { "name": "Primal Innate", - "tradition": "Primal", + "tradition": "primal", "type": "Innate", "DC": 29, "entry": { @@ -3917,7 +3917,7 @@ "spellcasting": [ { "name": "Primal Innate", - "tradition": "Primal", + "tradition": "primal", "type": "Innate", "DC": 24, "attack": 16, @@ -4083,7 +4083,7 @@ "spellcasting": [ { "name": "Occult Spontaneous", - "tradition": "Occult", + "tradition": "occult", "type": "Spontaneous", "DC": 25, "attack": 17, diff --git a/data/bestiary/creatures-sot4.json b/data/bestiary/creatures-sot4.json index 4a5509b196..63a5615c75 100644 --- a/data/bestiary/creatures-sot4.json +++ b/data/bestiary/creatures-sot4.json @@ -101,7 +101,7 @@ "spellcasting": [ { "name": "Divine Innate", - "tradition": "Divine", + "tradition": "divine", "type": "Innate", "DC": 36, "attack": 28, @@ -630,7 +630,7 @@ "spellcasting": [ { "name": "Primal Innate", - "tradition": "Primal", + "tradition": "primal", "type": "Innate", "DC": 26, "entry": { @@ -817,7 +817,7 @@ "spellcasting": [ { "name": "Primal Innate", - "tradition": "Primal", + "tradition": "primal", "type": "Innate", "DC": 49, "attack": 41, @@ -1362,7 +1362,7 @@ "spellcasting": [ { "name": "Primal Innate", - "tradition": "Primal", + "tradition": "primal", "type": "Innate", "DC": 30, "entry": { @@ -2324,7 +2324,7 @@ "spellcasting": [ { "name": "Innate Divine", - "tradition": "Divine", + "tradition": "divine", "type": "Innate", "DC": 33, "attack": 25, @@ -2704,7 +2704,7 @@ "deadly ", "reach <15 feet>", "sweep", - "versatile P" + "versatile

" ], "name": "frond", "attack": 30, @@ -3140,7 +3140,7 @@ "spellcasting": [ { "name": "Occult Spontaneous", - "tradition": "Occult", + "tradition": "occult", "type": "Spontaneous", "DC": 34, "attack": 26, @@ -3428,7 +3428,7 @@ "spellcasting": [ { "name": "Divine Innate", - "tradition": "Divine", + "tradition": "divine", "type": "Innate", "DC": 27, "attack": 19, @@ -3669,7 +3669,7 @@ "spellcasting": [ { "name": "Divine Innate", - "tradition": "Divine", + "tradition": "divine", "type": "Innate", "DC": 30, "attack": 22, @@ -3703,7 +3703,7 @@ }, { "name": "Primal Spontaneous", - "tradition": "Primal", + "tradition": "primal", "type": "Spontaneous", "DC": 30, "attack": 22, @@ -4003,7 +4003,7 @@ "spellcasting": [ { "name": "Divine Innate", - "tradition": "Divine", + "tradition": "divine", "type": "Innate", "DC": 27, "attack": 19, @@ -4186,7 +4186,7 @@ "spellcasting": [ { "name": "Divine Innate", - "tradition": "Divine", + "tradition": "divine", "type": "Innate", "DC": 30, "entry": { @@ -4370,7 +4370,7 @@ "spellcasting": [ { "name": "Divine Spontaneous", - "tradition": "Divine", + "tradition": "divine", "type": "Spontaneous", "DC": 29, "attack": 21, @@ -4779,7 +4779,7 @@ "spellcasting": [ { "name": "Divine Spontaneous", - "tradition": "Divine", + "tradition": "divine", "type": "Spontaneous", "DC": 34, "attack": 26, diff --git a/data/bestiary/creatures-sot5.json b/data/bestiary/creatures-sot5.json index 73de50a78f..9b9837eabb 100644 --- a/data/bestiary/creatures-sot5.json +++ b/data/bestiary/creatures-sot5.json @@ -241,7 +241,7 @@ "spellcasting": [ { "name": "Occult Innate", - "tradition": "Occult", + "tradition": "occult", "type": "Innate", "DC": 18, "attack": 10, @@ -407,7 +407,7 @@ "spellcasting": [ { "name": "Occult Innate", - "tradition": "Occult", + "tradition": "occult", "type": "Innate", "DC": 39, "attack": 29, @@ -644,7 +644,7 @@ "spellcasting": [ { "name": "Occult Innate", - "tradition": "Occult", + "tradition": "occult", "type": "Innate", "DC": 43, "attack": 33, @@ -1099,7 +1099,7 @@ "spellcasting": [ { "name": "Arcane Prepared", - "tradition": "Arcane", + "tradition": "arcane", "type": "Prepared", "DC": 39, "attack": 29, @@ -1667,7 +1667,7 @@ "spellcasting": [ { "name": "Primal Innate", - "tradition": "Primal", + "tradition": "primal", "type": "Innate", "DC": 38, "attack": 30, @@ -2327,7 +2327,7 @@ "spellcasting": [ { "name": "Arcane Prepared", - "tradition": "Arcane", + "tradition": "arcane", "type": "Prepared", "DC": 33, "attack": 25, @@ -2671,7 +2671,7 @@ "spellcasting": [ { "name": "Occult Spontaneous", - "tradition": "Occult", + "tradition": "occult", "type": "Spontaneous", "DC": 44, "attack": 34, @@ -3083,7 +3083,7 @@ "spellcasting": [ { "name": "Arcane Prepared", - "tradition": "Arcane", + "tradition": "arcane", "type": "Prepared", "DC": 37, "attack": 28, @@ -3330,7 +3330,7 @@ "spellcasting": [ { "name": "Occult Innate", - "tradition": "Occult", + "tradition": "occult", "type": "Innate", "DC": 40, "attack": 32, @@ -3530,7 +3530,7 @@ "traits": [ "magical", "reach <10 feet>", - "versatile P" + "versatile

" ], "name": "greatsword", "attack": 31, @@ -4194,7 +4194,7 @@ "range": "Melee", "traits": [ "magical", - "versatile P" + "versatile

" ], "name": "Spellcutter", "attack": 31, @@ -4469,7 +4469,7 @@ "spellcasting": [ { "name": "Arcane Innate", - "tradition": "Arcane", + "tradition": "arcane", "type": "Innate", "DC": 36, "attack": 28, diff --git a/data/bestiary/creatures-sot6.json b/data/bestiary/creatures-sot6.json index c5a0ebae21..8c9de6a3dd 100644 --- a/data/bestiary/creatures-sot6.json +++ b/data/bestiary/creatures-sot6.json @@ -572,7 +572,6 @@ "mental", "reach <15 feet>" ], - "effects": [], "damage": "{@damage 2d10+16} bludgeoning plus {@damage 2d6} mental", "types": [ "bludgeoning", @@ -648,7 +647,7 @@ }, { "stage": 3, - "entry": "{@damage 2d6} poison damage and {@condition drained 2} .", + "entry": "{@damage 2d6} poison damage and {@condition drained 2}.", "duration": "1 round" } ] @@ -656,8 +655,7 @@ { "activity": { "number": 1, - "unit": "reaction", - "entry": "{@as R}" + "unit": "reaction" }, "trigger": "The Aspect of Hunger Grabs a creature.", "entries": [ @@ -1754,7 +1752,7 @@ "spellcasting": [ { "name": "Primal Innate", - "tradition": "Primal", + "tradition": "primal", "type": "Innate", "DC": 41, "attack": 33, @@ -2835,7 +2833,7 @@ "traits": [ "death", "magical", - "versatile P" + "versatile

" ], "name": "greatsword", "attack": 36, @@ -2860,7 +2858,7 @@ "spellcasting": [ { "name": "Arcane Prepared", - "tradition": "Arcane", + "tradition": "arcane", "type": "Prepared", "DC": 40, "attack": 32, @@ -2954,7 +2952,7 @@ }, { "name": "Arcane Innate", - "tradition": "Arcane", + "tradition": "arcane", "type": "Innate", "DC": 40, "entry": { @@ -3181,7 +3179,7 @@ "spellcasting": [ { "name": "Primal Innate", - "tradition": "Primal", + "tradition": "primal", "type": "Innate", "DC": 40, "attack": 32, @@ -3549,7 +3547,7 @@ "deadly <2d12>", "magical", "reach <10 feet>", - "versatile P" + "versatile

" ], "name": "caustic shears", "attack": 38, @@ -3570,7 +3568,7 @@ "spellcasting": [ { "name": "Occult Innate", - "tradition": "Occult", + "tradition": "occult", "type": "Innate", "DC": 42, "entry": { @@ -4008,7 +4006,7 @@ "spellcasting": [ { "name": "Primal Prepared", - "tradition": "Primal", + "tradition": "primal", "type": "Prepared", "DC": 40, "attack": 32, @@ -4154,7 +4152,7 @@ }, { "name": "Occult Innate", - "tradition": "Occult", + "tradition": "occult", "type": "Innate", "DC": 40, "attack": 32, @@ -4359,7 +4357,7 @@ "spellcasting": [ { "name": "Arcane Prepared", - "tradition": "Arcane", + "tradition": "arcane", "type": "Prepared", "DC": 37, "attack": 29, @@ -4508,7 +4506,7 @@ }, { "name": "Occult Innate", - "tradition": "Occult", + "tradition": "occult", "type": "Innate", "DC": 40, "attack": 32, @@ -4706,7 +4704,7 @@ "spellcasting": [ { "name": "Primal Prepared", - "tradition": "Primal", + "tradition": "primal", "type": "Prepared", "DC": 41, "attack": 33, @@ -4863,7 +4861,7 @@ }, { "name": "Occult Innate", - "tradition": "Occult", + "tradition": "occult", "type": "Innate", "DC": 41, "attack": 33, @@ -5032,7 +5030,7 @@ "spellcasting": [ { "name": "Occult Prepared", - "tradition": "Occult", + "tradition": "occult", "type": "Prepared", "DC": 40, "attack": 32, @@ -5178,7 +5176,7 @@ }, { "name": "Occult Innate", - "tradition": "Occult", + "tradition": "occult", "type": "Innate", "DC": 40, "attack": 32, @@ -5437,7 +5435,7 @@ "spellcasting": [ { "name": "Occult Spontaneous", - "tradition": "Occult", + "tradition": "occult", "type": "Spontaneous", "DC": 40, "attack": 32, @@ -5592,7 +5590,7 @@ }, { "name": "Occult Innate", - "tradition": "Occult", + "tradition": "occult", "type": "Innate", "DC": 40, "attack": 32, diff --git a/data/bestiary/creatures-tio.json b/data/bestiary/creatures-tio.json index da1172fbec..882ea203df 100644 --- a/data/bestiary/creatures-tio.json +++ b/data/bestiary/creatures-tio.json @@ -440,7 +440,6 @@ "traits": [ "agile" ], - "effects": [], "damage": "{@damage 1d6+4} bludgeoning", "types": [ "bludgeoning" @@ -1907,7 +1906,7 @@ { "name": "Divine Innate", "type": "Innate", - "tradition": "Divine", + "tradition": "divine", "DC": 21, "entry": { "1": { @@ -2962,7 +2961,7 @@ { "name": "Divine Innate", "type": "Innate", - "tradition": "Divine", + "tradition": "divine", "DC": 20, "entry": { "0": { diff --git a/data/bestiary/fluff-creatures-b1.json b/data/bestiary/fluff-creatures-b1.json index 25b5e39b8a..ac4d799aa2 100644 --- a/data/bestiary/fluff-creatures-b1.json +++ b/data/bestiary/fluff-creatures-b1.json @@ -507,62 +507,6 @@ "https://2e.aonprd.com/Images/Monsters/Aeon_Pleroma.png" ] }, - { - "name": "Skum", - "source": "B1", - "images": [ - "https://2e.aonprd.com/Images/Monsters/Alghollthu_Skum.png" - ] - }, - { - "name": "Faceless Stalker", - "source": "B1", - "images": [ - "https://2e.aonprd.com/Images/Monsters/Alghollthu_FacelessStalker.png" - ] - }, - { - "name": "Alghollthu Master", - "source": "B1", - "images": [ - "https://2e.aonprd.com/Images/Monsters/Alghollthu_AlghollthuMaster.png" - ] - }, - { - "name": "Veiled Master", - "source": "B1", - "images": [ - "https://2e.aonprd.com/Images/Monsters/Alghollthu_VeiledMaster.png" - ] - }, - { - "name": "Cassisian", - "source": "B1", - "images": [ - "https://2e.aonprd.com/Images/Monsters/Angel_Cassisian.png" - ] - }, - { - "name": "Choral", - "source": "B1", - "images": [ - "https://2e.aonprd.com/Images/Monsters/Angel_Choral.png" - ] - }, - { - "name": "Balisse", - "source": "B1", - "images": [ - "https://2e.aonprd.com/Images/Monsters/Angel_Balisse.png" - ] - }, - { - "name": "Astral Deva", - "source": "B1", - "images": [ - "https://2e.aonprd.com/Images/Monsters/Angel_AstralDeva.png" - ] - }, { "name": "Animated Broom", "source": "B1", @@ -1030,34 +974,6 @@ "https://2e.aonprd.com/Images/Monsters/Azata_Ghaele.png" ] }, - { - "name": "Lyrakien", - "source": "B1", - "images": [ - "https://2e.aonprd.com/Images/Monsters/Azata_Lyrakien.png" - ] - }, - { - "name": "Gancanagh", - "source": "B1", - "images": [ - "https://2e.aonprd.com/Images/Monsters/Azata_Gancanagh.png" - ] - }, - { - "name": "Lillend", - "source": "B1", - "images": [ - "https://2e.aonprd.com/Images/Monsters/Azata_Lillend.png" - ] - }, - { - "name": "Ghaele", - "source": "B1", - "images": [ - "https://2e.aonprd.com/Images/Monsters/Azata_Ghaele.png" - ] - }, { "name": "Banshee", "source": "B1", @@ -9719,7 +9635,15 @@ { "type": "pf2-h2", "name": "Shadow", + "collapsible": true, "entries": [ + { + "type": "pf2-sidebar", + "name": "SHADOW LOCATIONS", + "entries": [ + "Shadows might lurk in any dimly lit area\u2014a corner in a crumbling ruin, a room lit by flickering candles, or a shaded forest at dusk. They travel to and from the Shadow Plane, though it is unclear if they do so via their own magic or by aligning themselves with a more powerful being capable of such planar shifting." + ] + }, "The mysterious undead known as shadows lurk in dark places and feed on those who stray too far from the light. Those who parley with shadows, typically by keeping them at bay with a glowing weapon, may learn great secrets, for they are ideal spies." ] } @@ -9962,7 +9886,7 @@ "name": "halberd", "attack": 10, "traits": [ - "versatile s", + "versatile ", "reach <10 feet>" ], "damage": "{@dice 1d10+4} piercing" @@ -14044,27 +13968,6 @@ } ] }, - { - "name": "Shadow", - "source": "B1", - "entries": [ - { - "type": "pf2-h2", - "name": "Shadow", - "collapsible": true, - "entries": [ - { - "type": "pf2-sidebar", - "name": "SHADOW LOCATIONS", - "entries": [ - "Shadows might lurk in any dimly lit area\u2014a corner in a crumbling ruin, a room lit by flickering candles, or a shaded forest at dusk. They travel to and from the Shadow Plane, though it is unclear if they do so via their own magic or by aligning themselves with a more powerful being capable of such planar shifting." - ] - }, - "The mysterious undead known as shadows lurk in dark places and feed on those who stray too far from the light. Those who parley with shadows, typically by keeping them at bay with a glowing weapon, may learn great secrets, for they are ideal spies." - ] - } - ] - }, { "name": "Shark", "source": "B1", diff --git a/data/bestiary/index.json b/data/bestiary/index.json index 47b55e5a2c..b1899021a1 100644 --- a/data/bestiary/index.json +++ b/data/bestiary/index.json @@ -4,6 +4,7 @@ "B3": "creatures-b3.json", "GMG": "creatures-gmg.json", "LOME": "creatures-lome.json", + "LOIL": "creatures-loil.json", "CRB": "creatures-crb.json", "AoA1": "creatures-aoa1.json", "AoA2": "creatures-aoa2.json", diff --git a/data/book/book-crb.json b/data/book/book-crb.json index 054c445836..848cf84e49 100644 --- a/data/book/book-crb.json +++ b/data/book/book-crb.json @@ -496,7 +496,7 @@ "{@i Casting this spell is an activity that requires two actions to complete, and it has two components. The complex gestures needed to invoke the spell are the somatic component, and Kyra's prayers to her deity are the verbal component.}", "{@b Erik:} Okay! The ghast leaps from the casket straight toward Merisiel. The stench of its rotting body is absolutely horrific up close. Attempt a Fortitude save!", "{@i James rolls an 8, for a total of 14.}", - "{@b Erik:} Not quite enough\u2014you gain the {@condition sickened} 1 condition, which is going to give you a \u20131 penalty to most of your d20 rolls. Next, it lunges at you, trying to bite you!", + "{@b Erik:} Not quite enough\u2014you gain the {@condition sickened 1} condition, which is going to give you a \u20131 penalty to most of your d20 rolls. Next, it lunges at you, trying to bite you!", "{@b James:} Oh no! I use my reaction to nimbly dodge out of the way.", "{@i Erik rolls an attack roll for the ghast, getting an 9 on the die. Looking at the monster's statistics, he adds 11 for a total of 20. Merisiel's AC is normally 19, but the Nimble Dodge feat lets her use her reaction to increase her AC by 2 against a single attack. In this case, it turns the ghast's attack into a miss.}", "{@b Erik:} Does a 20 hit you?", @@ -2178,6 +2178,9 @@ "type": "pf2-h4", "page": 219, "name": "Spellcasting Archetypes", + "alias": [ + "Spellcasting Benefits" + ], "entries": [ "Some archetypes grant you a substantial degree of spellcasting, albeit delayed compared to a character from a spellcasting class. In this book, the spellcasting archetypes are bard, cleric, druid, sorcerer, and wizard, the multiclass archetypes for the five main spellcasting classes, but future books might introduce spellcasting archetypes that aren't multiclass archetypes.", "A spellcasting archetype allows you to use scrolls, staves, and wands in the same way that a member of a spellcasting class can.", @@ -2238,7 +2241,7 @@ "name": "Skill Actions", "entries": [ "The actions you can perform with a given skill are sorted into those you can use untrained and those that require you to be trained in the skill, as shown on {@table Skills, Key Abilities, and Actions||Table 4\u20131: Skills, Key Abilities, and Actions}. The untrained and trained actions of each skill appear in separate sections within the skill's description.", - "Anyone can use a skill's untrained actions, but you can use trained actions only if you have a proficiency rank of trained or better in that skill. A circumstance, condition, or effect might bar you from a skill action regardless of your proficiency rank, and sometimes using a skill in a specific situation might require you to have a higher proficiency rank than what is listed on the table. For instance, even though a barbarian untrained in {@skill Arcana} could identify a construct with a lucky roll using {@skill Arcana} to Recall Knowledge, the GM might decide that Recalling Knowledge to determine the spells used to create such a construct is beyond the scope of the barbarian's anecdotal knowledge. The GM decides whether a task requires a particular proficiency rank." + "Anyone can use a skill's untrained actions, but you can use trained actions only if you have a proficiency rank of trained or better in that skill. A circumstance, condition, or effect might bar you from a skill action regardless of your proficiency rank, and sometimes using a skill in a specific situation might require you to have a higher proficiency rank than what is listed on the table. For instance, even though a barbarian untrained in {@skill Arcana} could identify a construct with a lucky roll using {@skill Arcana} to {@action Recall Knowledge}, the GM might decide that Recalling Knowledge to determine the spells used to create such a construct is beyond the scope of the barbarian's anecdotal knowledge. The GM decides whether a task requires a particular proficiency rank." ] }, { @@ -2573,14 +2576,14 @@ "page": 238, "name": "Recall Knowledge (Untrained)", "entries": [ - "To remember useful information on a topic, you can attempt to Recall Knowledge. You might know basic information about something without needing to attempt a check, but {@action Recall Knowledge} requires you to stop and think for a moment so you can recollect more specific facts and apply them. You might even need to spend time investigating first. For instance, to use {@skill Medicine} to learn the cause of death, you might need to conduct a forensic examination before attempting to Recall Knowledge.", + "To remember useful information on a topic, you can attempt to {@action Recall Knowledge}. You might know basic information about something without needing to attempt a check, but {@action Recall Knowledge} requires you to stop and think for a moment so you can recollect more specific facts and apply them. You might even need to spend time investigating first. For instance, to use {@skill Medicine} to learn the cause of death, you might need to conduct a forensic examination before attempting to {@action Recall Knowledge}.", { "type": "data", "name": "Recall Knowledge", "tag": "action", "source": "CRB" }, - "The following skills can be used to Recall Knowledge, getting information about the listed topics. In some cases, you can get the GM's permission to use a different but related skill, usually against a higher DC than normal. Some topics might appear on multiple lists, but the skills could give different information. For example, {@skill Arcana} might tell you about the magical defenses of a golem, whereas {@skill Crafting} could tell you about its sturdy resistance to physical attacks.", + "The following skills can be used to {@action Recall Knowledge}, getting information about the listed topics. In some cases, you can get the GM's permission to use a different but related skill, usually against a higher DC than normal. Some topics might appear on multiple lists, but the skills could give different information. For example, {@skill Arcana} might tell you about the magical defenses of a golem, whereas {@skill Crafting} could tell you about its sturdy resistance to physical attacks.", { "type": "list", "items": [ @@ -3774,7 +3777,7 @@ "page": 272, "name": "Encumbered", "entries": [ - "You are carrying more weight than you can manage. While you're {@condition encumbered}, you're {@condition clumsy} 1 and take a \u201310-foot penalty to all your Speeds. As with all penalties to your Speed, this can't reduce your Speed below 5 feet." + "You are carrying more weight than you can manage. While you're {@condition encumbered}, you're {@condition clumsy 1} and take a \u201310-foot penalty to all your Speeds. As with all penalties to your Speed, this can't reduce your Speed below 5 feet." ] } ] @@ -4535,8 +4538,8 @@ "{@b Snare Kit:} This kit contains tools and materials for creating snares. A snare kit allows you to Craft snares using the {@skill Crafting} skill. A specialist snare kit gives you a +1 item bonus to the check.", "{@b Spellbook:} A spellbook holds the written knowledge necessary to learn and prepare various spells, a necessity for wizards (who typically get one for free) and a useful luxury for other spellcasters looking to learn additional spells. Each spellbook can hold up to 100 spells. The Price listed is for a blank spellbook.", "{@b Spyglass:} A typical spyglass lets you see eight times farther than normal. A fine spyglass adds a +1 item bonus to {@skill Perception} checks to notice details at a distance.", - "{@b Survey Map:} Maps are uncommon.", - "Most maps you can find are simple and functional. A survey map details a single location in excellent detail. One of these maps gives you a +1 item bonus to {@skill Survival} checks and any skill checks to Recall Knowledge, provided the checks are related to the location detailed on the map.", + "{@b Survey Map:} Maps are {@trait uncommon}.", + "Most maps you can find are simple and functional. A survey map details a single location in excellent detail. One of these maps gives you a +1 item bonus to {@skill Survival} checks and any skill checks to {@action Recall Knowledge}, provided the checks are related to the location detailed on the map.", "Maps sometimes come in atlases, containing a number of maps of the same quality, often on similar topics. An atlas costs five times as much as a single map and requires both hands to use. The GM determines what maps are available in any location.", "{@b Tack:} Tack includes all the gear required to outfit a riding animal, including a saddle, bit and bridle, and stirrups if necessary. Especially large or oddly shaped animals might require specialty saddles. These can be more expensive or hard to find, as determined by the GM. The Bulk value given is for tack worn by a creature.", "If carried, the Bulk increases to 2.", @@ -5497,7 +5500,7 @@ "name": "Identifying Spells", "entries": [ "Sometimes you need to identify a spell, especially if its effects are not obvious right away. If you notice a spell being cast, and you have prepared that spell or have it in your repertoire, you automatically know what the spell is, including the level to which it is heightened.", - "If you want to identify a spell but don't have it prepared or in your repertoire, you must spend an action on your turn to attempt to identify it using Recall Knowledge. You typically notice a spell being cast by seeing its visual manifestations or hearing its verbal casting components. Identifying long-lasting spells that are already in place requires using Identify Magic instead of {@action Recall Knowledge} because you don't have the advantage of watching the spell being cast." + "If you want to identify a spell but don't have it prepared or in your repertoire, you must spend an action on your turn to attempt to identify it using {@action Recall Knowledge}. You typically notice a spell being cast by seeing its visual manifestations or hearing its verbal casting components. Identifying long-lasting spells that are already in place requires using Identify Magic instead of {@action Recall Knowledge} because you don't have the advantage of watching the spell being cast." ], "data": { "quickref": 3 @@ -6358,7 +6361,7 @@ "Determine the degree of success and the effect." ] }, - "Checks and difficulty classes (DC) both come in many forms. When you swing your sword at that foul beast, you'll make an attack roll against its Armor Class, which is the DC to hit another creature. If you are leaping across that chasm, you'll attempt an {@skill Athletics} skill check with a DC based on the distance you are trying to jump. When calling to mind the name of the earl's second cousin, you attempt a check to Recall Knowledge. You might use either the Society skill or a Lore skill you have that's relevant to the task, and the DC depends on how common the knowledge of the cousin's name might be, or how many drinks your character had when they were introduced to the cousin the night before.", + "Checks and difficulty classes (DC) both come in many forms. When you swing your sword at that foul beast, you'll make an attack roll against its Armor Class, which is the DC to hit another creature. If you are leaping across that chasm, you'll attempt an {@skill Athletics} skill check with a DC based on the distance you are trying to jump. When calling to mind the name of the earl's second cousin, you attempt a check to {@action Recall Knowledge}. You might use either the Society skill or a Lore skill you have that's relevant to the task, and the DC depends on how common the knowledge of the cousin's name might be, or how many drinks your character had when they were introduced to the cousin the night before.", "No matter the details, for any check you must roll the d20 and achieve a result equal to or greater than the DC to succeed. Each of these steps is explained below.", { "type": "pf2-brown-box", @@ -7301,7 +7304,7 @@ "type": "list", "items": [ "You immediately move your initiative position to directly before the turn in which you were reduced to 0 HP.", - "You gain the {@condition dying} 1 condition. If the effect that knocked you out was a critical success from the attacker or the result of your critical failure, you gain the {@condition dying} 2 condition instead. If you have the {@condition wounded} condition (page 460), increase your {@condition dying} value by an amount equal to your {@condition wounded} value. If the damage was dealt by a nonlethal attack or nonlethal effect, you don't gain the dying condition; you are instead unconscious with 0 Hit Points." + "You gain the {@condition dying 1} condition. If the effect that knocked you out was a critical success from the attacker or the result of your critical failure, you gain the {@condition dying 2} condition instead. If you have the {@condition wounded} condition (page 460), increase your {@condition dying} value by an amount equal to your {@condition wounded} value. If the damage was dealt by a nonlethal attack or nonlethal effect, you don't gain the dying condition; you are instead unconscious with 0 Hit Points." ] }, { @@ -7674,36 +7677,48 @@ "page": 464, "name": "Perception", "entries": [ - "Your Perception measures your ability to notice things, search for what's hidden, and tell whether something about a situation is suspicious. This statistic is frequently used for rolling initiative to determine who goes first in an encounter, and it's also used for the {@action Seek} action .", + "Your Perception measures your ability to notice things, search for what's hidden, and tell whether something about a situation is suspicious. This statistic is frequently used for rolling initiative to determine who goes first in an encounter, and it's also used for the {@action Seek} action.", "The rules for rolling a Perception check are found on page 448. The rules below describe the effects of light and visibility on your specific senses to perceive the world, as well as the rules for sensing and locating creatures with Perception.", { "type": "pf2-h3", "page": 464, "name": "Light", + "data": { + "quickrefIndex": true + }, "entries": [ "The amount of light in an area can affect how well you see things. There are three levels of light: bright light, dim light, and darkness. The rules in this book assume that all creatures are in bright light unless otherwise noted. A source of light lists the radius in which it sheds bright light, and it sheds dim light to double that radius.", { "type": "pf2-h4", "page": 464, "name": "Bright Light", + "data": { + "quickrefIndex": true + }, "entries": [ - "In bright light, such as sunlight, creatures and objects can be observed clearly by anyone with average vision or better. Some types of creatures are dazzled or blinded by bright light." + "In bright light, such as sunlight, creatures and objects can be observed clearly by anyone with average vision or better. Some types of creatures are {@condition dazzled} or {@condition blinded} by bright light." ] }, { "type": "pf2-h4", "page": 464, "name": "Dim Light", + "data": { + "quickrefIndex": true + }, "entries": [ - "Areas in shadow or lit by weak light sources are in dim light. Creatures and objects in dim light have the {@condition concealed} condition, unless the seeker has {@ability darkvision} or {@ability low-light vision} (see Special Senses on page 465), or a precise sense other than vision." + "Areas in shadow or lit by weak light sources are in dim light. Creatures and objects in dim light have the {@condition concealed} condition, unless the seeker has {@ability darkvision} or {@ability low-light vision}, or a {@quickref precise sense|CRB|3|precise sense|0} other than vision." ] }, { "type": "pf2-h4", "page": 464, "name": "Darkness", + "data": { + "quickrefIndex": true + }, "entries": [ - "A creature or object within darkness is hidden or undetected unless the seeker has {@ability darkvision} or a precise sense other than vision (Special Senses are on page 465). A creature without {@ability darkvision} or another means of perceiving in darkness has the blinded condition while in darkness, though it might be able to see illuminated areas beyond the darkness. If a creature can see into an illuminated area, it can observe creatures within that illuminated area normally. After being in darkness, sudden exposure to bright light might make you dazzled for a short time, as determined by the GM." + "A creature or object within darkness is hidden or undetected unless the seeker has {@ability darkvision} or a {@quickref precise sense|CRB|3|precise sense|0} other than vision. A creature without {@ability darkvision} or another means of perceiving in darkness has the {@condition blinded} condition while in darkness, though it might be able to see illuminated areas beyond the darkness. If a creature can see into an illuminated area, it can observe creatures within that illuminated area normally. After being in darkness, sudden exposure to bright light might make you {@condition dazzled} for a short time, as determined by the GM." ] } ] @@ -7712,12 +7727,18 @@ "type": "pf2-h3", "page": 464, "name": "Senses", + "data": { + "quickrefIndex": true + }, "entries": [ "The ways a creature can use {@skill Perception} depend on what senses it has. The primary concepts you need to know for understanding senses are precise senses, imprecise senses, and the three states of detection a target can be in: observed, hidden, or undetected. Vision, hearing, and scent are three prominent senses, but they don't have the same degree of acuity.", { "type": "pf2-h4", "page": 464, "name": "Precise Senses", + "data": { + "quickrefIndex": true + }, "entries": [ "Average vision is a precise sense\u2014a sense that can be used to perceive the world in nuanced detail. The only way to target a creature without having drawbacks is to use a precise sense. You can usually detect a creature automatically with a precise sense unless that creature is hiding or obscured by the environment, in which case you can use the Seek basic action to better detect the creature." ] @@ -7726,18 +7747,24 @@ "type": "pf2-h4", "page": 464, "name": "Imprecise Senses", + "data": { + "quickrefIndex": true + }, "entries": [ - "Hearing is an imprecise sense\u2014it cannot detect the full range of detail that a precise sense can. You can usually sense a creature automatically with an imprecise sense, but it has the hidden condition instead of the observed condition. It might be undetected by you if it's using {@skill Stealth} or is in an environment that distorts the sense, such as a noisy room in the case of hearing. In those cases, you have to use the Seek basic action to detect the creature. At best, an imprecise sense can be used to make an undetected creature (or one you didn't even know was there) merely hidden\u2014it can't make the creature observed." + "Hearing is an imprecise sense\u2014it cannot detect the full range of detail that a {@quickref precise sense|CRB|3|precise sense|0} can. You can usually sense a creature automatically with an imprecise sense, but it has the {@condition hidden} condition instead of the {@condition observed} condition. It might be {@condition undetected} by you if it's using {@skill Stealth} or is in an environment that distorts the sense, such as a noisy room in the case of hearing. In those cases, you have to use the {@action Seek} basic action to detect the creature. At best, an imprecise sense can be used to make an {@condition undetected} creature (or one you didn't even know was there) merely {@condition hidden}\u2014it can't make the creature {@condition observed}." ] }, { "type": "pf2-h4", "page": 465, "name": "Vague Senses", + "data": { + "quickrefIndex": true + }, "entries": [ - "A character also has many vague senses\u2014ones that can alert you that something is there but aren't useful for zeroing in on it to determine exactly what it is. The most useful of these for a typical character is the sense of smell. At best, a vague sense can be used to detect the presence of an unnoticed creature, making it undetected. Even then, the vague sense isn't sufficient to make the creature hidden or observed.", - "When one creature might detect another, the GM almost always uses the most precise sense available.", - "Pathfinder's rules assume that a given creature has vision as its only precise sense and hearing as its only imprecise sense. Some characters and creatures, however, have precise or imprecise senses that don't match this assumption. For instance, a character with poor vision might treat that sense as imprecise, an animal with the {@ability scent} ability can use its sense of smell as an imprecise sense, and a creature with echolocation or a similar ability can use hearing as a precise sense. Such senses are often given special names and appear as \"echolocation (precise),\" \"scent (imprecise) 30 feet,\" or the like." + "A character also has many vague senses\u2014ones that can alert you that something is there but aren't useful for zeroing in on it to determine exactly what it is. The most useful of these for a typical character is the sense of smell. At best, a vague sense can be used to detect the presence of an {@condition unnoticed} creature, making it {@condition undetected}. Even then, the vague sense isn't sufficient to make the creature {@condition hidden} or {@condition observed}.", + "When one creature might detect another, the GM almost always uses the most {@quickref precise sense|CRB|3|precise sense|0} available.", + "Pathfinder's rules assume that a given creature has vision as its only {@quickref precise sense|CRB|3|precise sense|0} and hearing as its only {@quickref imprecise sense|CRB|3|imprecise sense|0}. Some characters and creatures, however, have {@quickref precise|CRB|3|precise sense|0} or {@quickref imprecise senses|CRB|3|imprecise sense|0} that don't match this assumption. For instance, a character with poor vision might treat that sense as {@quickref imprecise|CRB|3|imprecise sense|0}, an animal with the {@ability scent} ability can use its sense of smell as an {@quickref imprecise sense|CRB|3|imprecise sense|0}, and a creature with echolocation or a similar ability can use hearing as a {@quickref precise|CRB|3|precise sense|0} sense. Such senses are often given special names and appear as \"echolocation (precise),\" \"scent (imprecise) 30 feet,\" or the like." ] } ] @@ -7746,9 +7773,12 @@ "type": "pf2-h3", "page": 465, "name": "Special Senses", + "data": { + "quickrefIndex": true + }, "entries": [ "While a human might have a difficult time making creatures out in dim light, an elf can see those creatures just fine. And though elves have no problem seeing on a moonlit night, their vision cannot penetrate complete darkness, whereas a dwarf's can.", - "Special senses grant greater awareness that allows a creature with these senses to either ignore or reduce the effects of the undetected, hidden, or concealed conditions (described in Detecting Creatures below) when it comes to situations that foil average vision. The following are a few examples of common special senses.", + "Special senses grant greater awareness that allows a creature with these senses to either ignore or reduce the effects of the undetected, hidden, or concealed conditions (described in {@quickref Detecting Creatures|CRB|3|Detecting Creatures|0} below) when it comes to situations that foil average vision. The following are a few examples of common special senses.", { "type": "pf2-h4", "page": 465, @@ -7802,17 +7832,20 @@ "type": "pf2-h3", "page": 465, "name": "Detecting Creatures", + "data": { + "quickrefIndex": true + }, "entries": [ - "There are three conditions that measure the degree to which you can sense a creature: observed, hidden, and undetected. However, the concealed and invisible conditions can partially mask a creature, and the unnoticed condition indicates you have no idea a creature is around. In addition to the descriptions here, you can find these conditions in the Conditions Appendix on pages 618\u2013623.", + "There are three conditions that measure the degree to which you can sense a creature: observed, hidden, and undetected. However, the concealed and invisible conditions can partially mask a creature, and the unnoticed condition indicates you have no idea a creature is around. In addition to the descriptions here, you can find these conditions in the {@pf2etools Conditions|conditions.html} page.", "With the exception of {@condition invisible}, these conditions are relative to the viewer\u2014it's possible for a creature to be observed to you but hidden from your ally. When you're trying to target a creature that's hard to see or otherwise sense, various drawbacks apply. Most of these rules apply to objects you're trying to detect as well as creatures.", "Typically, the GM tracks how well creatures detect each other, since neither party has perfect information. For example, you might think a creature is in the last place you sensed it, but it was able to Sneak away. Or you might think a creature can't see you in the dark, but it has {@ability darkvision}.", - "You can attempt to avoid detection by using the {@skill Stealth} skill (page 251) to Avoid Notice, Hide, or Sneak, or by using {@skill Deception} to Create a Diversion (page 245).", + "You can attempt to avoid detection by using the {@skill Stealth} skill to {@action Avoid Notice}, {@action Hide}, or {@action Sneak}, or by using {@skill Deception} to {@action Create a Diversion}.", { "type": "pf2-h4", "page": 466, "name": "Observed", "entries": [ - "In most circumstances, you can sense creatures without difficulty and target them normally. Creatures in this state are observed. Observing requires a precise sense, which for most creatures means sight, but see the Detecting with Other Senses sidebar (page 465) for advice regarding creatures that don't use sight as their primary sense. If you can't observe the creature, it's either hidden, undetected, or unnoticed, and you'll need to factor in the targeting restrictions. Even if a creature is observed, it might still be concealed." + "In most circumstances, you can sense creatures without difficulty and target them normally. Creatures in this state are observed. Observing requires a precise sense, which for most creatures means sight, but see the Detecting with Other Senses sidebar for advice regarding creatures that don't use sight as their primary sense. If you can't observe the creature, it's either {@condition hidden}, {@condition undetected}, or {@condition unnoticed}, and you'll need to factor in the targeting restrictions. Even if a creature is {@condition observed}, it might still be {@condition concealed}." ] }, { @@ -8052,9 +8085,7 @@ "name": "SPEAKING", "entries": [ "As long as you can act, you can also speak. You don't need to spend any type of action to speak, but because a round represents 6 seconds of time, you can usually speak at most a single sentence or so per round. Special uses of speech, such as attempting a {@skill Deception} skill check to Lie, require spending actions and follow their own rules.", - "All speech has the auditory trait. If you communicate in some way other than speech, other rules might apply. For instance, using sign language is visual instead of auditory.", - "not trigger reactions that can be triggered by actions with the manipulate trait (such as Attack of Opportunity).", - "If you want to prepare to Release something outside of your turn, use the Ready activity." + "All speech has the {@trait auditory} trait. If you communicate in some way other than speech, other rules might apply. For instance, using sign language is {@trait visual} instead of {@trait auditory}." ] }, { @@ -8981,7 +9012,7 @@ "If an effect raises or lowers chances of success, grant a +1 circumstance bonus or a \u20131 circumstance penalty.", "If you're not sure how difficult a significant challenge should be, use the DC for the party's level.", "If you're making up an effect, creatures should be incapacitated or killed on only a critical success (or for a saving throw, on a critical failure).", - "If you don't know what check to use, pick the most appropriate skill. If no other skill applies to a check to Recall Knowledge, use an appropriate Lore skill (usually at an untrained proficiency rank).", + "If you don't know what check to use, pick the most appropriate skill. If no other skill applies to a check to {@action Recall Knowledge}, use an appropriate {@skill Lore} skill (usually at an untrained proficiency rank).", "Use the characters' daily preparations as the time to reset anything that lasts roughly a day.", "When a character accomplishes something noteworthy that doesn't have rules for XP, award them XP for an accomplishment (10 to 30 XP, as described {@quickref here||4|rewards|1}).", "When the PCs fail at a task, look for a way they might fail forward, meaning the story moves forward with a negative consequence rather than the failure halting progress entirely." @@ -9575,7 +9606,7 @@ "name": "Simple DCs", "entries": [ "Sometimes you need to quickly set a Difficulty Class. The easiest method is to select a simple DC from Table 10\u20134 by estimating which proficiency rank best matches the task (that rank is usually not required to succeed at the task).", - "If it's something pretty much anyone would have a decent chance at, use the untrained DC. If it would require a degree of training, use the DC listed for trained, expert, master, or legendary proficiency, as appropriate to the complexity of the task. For example, say a PC was trying to uncover the true history behind a fable. You determine this requires a check to Recall Knowledge, and that only someone with master proficiency in Folktale Lore would know the information, so you'd set the DC at 30\u2014the simple master DC.", + "If it's something pretty much anyone would have a decent chance at, use the untrained DC. If it would require a degree of training, use the DC listed for trained, expert, master, or legendary proficiency, as appropriate to the complexity of the task. For example, say a PC was trying to uncover the true history behind a fable. You determine this requires a check to {@action Recall Knowledge}, and that only someone with master proficiency in Folktale Lore would know the information, so you'd set the DC at 30\u2014the simple master DC.", "Simple DCs work well when you need a DC on the fly and there's no level associated with the task. They're most useful for skill checks. Because there isn't much gradation between the simple DCs, they don't work as well for hazards or combatants, where the PCs' lives are on the line; you're better off using level-based DCs for such challenges.", { "type": "data", @@ -12544,8 +12575,13 @@ "name": "DEATH AND DYING RULES" }, "The {@condition doomed}, {@condition dying}, {@condition unconscious}, and {@condition wounded} conditions all relate to the process of coming closer to death. The full rules are on pages 459\u2013461. The most significant information not contained in the conditions themselves is this: When you're reduced to 0 Hit Points, you're knocked out with the following effects:", - "directly before the creature or effect that reduced you to 0 Hit Points.", - "knocked you out was a critical success from the attacker or the result of your critical failure, you gain the {@condition dying} 2 condition instead. If you have the {@condition wounded} condition, increase these values by your {@condition wounded} value. If the damage came from a nonlethal attack or effect, you don't gain the {@condition dying} condition\u2014you are instead {@condition unconscious} with 0 Hit Points.", + { + "type": "list", + "items": [ + "You immediately move your initiative position to directly before the creature or effect that reduced you to 0 Hit Points.", + "You gain the {@condition dying 1} condition. If the effect that knocked you out was a critical success from the attacker or the result of your critical failure, you gain the {@condition dying 2} condition instead. If you have the {@condition wounded} condition, increase these values by your {@condition wounded} value. If the damage came from a nonlethal attack or effect, you don't gain the {@condition dying} condition\u2014you are instead {@condition unconscious} with 0 Hit Points." + ] + }, { "type": "pf2-title", "name": "PERSISTENT DAMAGE RULES" @@ -12588,13 +12624,13 @@ "name": "REDUNDANT CONDITIONS" }, "You can have a given condition only once at a time. If an effect would impose a condition you already have, you now have that condition for the longer of the two durations. The shorter-duration condition effectively ends, though other conditions caused by the original, shorter-duration effect might continue.", - "For example, let's say you have been hit by a monster that drains your vitality; your wound causes you to be {@condition enfeebled} 2 and {@condition flat-footed} until the end of the monster's next turn. Before the end of that creature's next turn, a trap poisons you, making you {@condition enfeebled} 2 for 1 minute. In this case, the {@condition enfeebled} 2 that lasts for 1 minute replaces the {@condition enfeebled} 2 from the monster, so you would be {@condition enfeebled} 2 for the longer duration. You would remain {@condition flat-footed}, since nothing replaced that condition, and it still lasts only until the end of the monster's next turn.", + "For example, let's say you have been hit by a monster that drains your vitality; your wound causes you to be {@condition enfeebled 2} and {@condition flat-footed} until the end of the monster's next turn. Before the end of that creature's next turn, a trap poisons you, making you {@condition enfeebled 2} for 1 minute. In this case, the {@condition enfeebled 2} that lasts for 1 minute replaces the {@condition enfeebled 2} from the monster, so you would be {@condition enfeebled 2} for the longer duration. You would remain {@condition flat-footed}, since nothing replaced that condition, and it still lasts only until the end of the monster's next turn.", "Any ability that removes a condition removes it entirely, no matter what its condition value is or how many times you've been affected by it. In the example above, a spell that removes the {@condition enfeebled} condition from you would remove it entirely\u2014the spell wouldn't need to remove it twice.", { "type": "pf2-title", "name": "Redundant Conditions with Values" }, - "Conditions with different values are considered different conditions. If you're affected by a condition with a value multiple times, you apply only the highest value, although you might have to track both durations if one has a lower value but lasts longer. For example, if you had a {@condition slowed} 2 condition that lasts 1 round and a {@condition slowed} 1 condition that lasts for 6 rounds, you'd be {@condition slowed} 2 for the first round, and then you'd change to {@condition slowed} 1 for the remaining 5 rounds of the second effect's duration. If something reduces the condition value, it reduces it for all conditions of that name affecting you. For instance, in this example above, if something reduced your {@condition slowed} value by 1, it would reduce the first condition from the example to {@condition slowed} 1 and reduce the second to {@condition slowed} 0, removing it." + "Conditions with different values are considered different conditions. If you're affected by a condition with a value multiple times, you apply only the highest value, although you might have to track both durations if one has a lower value but lasts longer. For example, if you had a {@condition slowed 2} condition that lasts 1 round and a {@condition slowed 1} condition that lasts for 6 rounds, you'd be {@condition slowed 2} for the first round, and then you'd change to {@condition slowed 1} for the remaining 5 rounds of the second effect's duration. If something reduces the condition value, it reduces it for all conditions of that name affecting you. For instance, in this example above, if something reduced your {@condition slowed} value by 1, it would reduce the first condition from the example to {@condition slowed 1} and reduce the second to {@condition slowed 0}, removing it." ] } ] diff --git a/data/book/book-gmg.json b/data/book/book-gmg.json index 2bad225f24..22da590ead 100644 --- a/data/book/book-gmg.json +++ b/data/book/book-gmg.json @@ -299,7 +299,7 @@ "page": 10, "name": "Rewinding", "entries": [ - "Though \"rewinding\" can happen in any mode of play, it's usually most troublesome in encounters. Rewinding happens when a player forgot to add in a certain bonus or take a certain action, or wishes they had used their actions in a different order, and wants to rewind to account for what they missed. The best policy is usually to let them rewind as needed within their own turn but stop them before they intrude into someone else's. This keeps interruptions within reasonable bounds. You might find some adjustments are easy enough to make outside of a turn and can be allowed. For instance, if someone forgot to add the fire damage from a {@i flaming} rune to one of their hits, it's pretty easy to reduce the monster's HP on another turn, but if they realized their attack missed only because they forgot the bonus from {@i bless}, that could be too much of an interruption. Your ruling should stand on such matters. Try to be consistent about what kinds of things you will rewind for and when." + "Though \"rewinding\" can happen in any mode of play, it's usually most troublesome in encounters. Rewinding happens when a player forgot to add in a certain bonus or take a certain action, or wishes they had used their actions in a different order, and wants to rewind to account for what they missed. The best policy is usually to let them rewind as needed within their own turn but stop them before they intrude into someone else's. This keeps interruptions within reasonable bounds. You might find some adjustments are easy enough to make outside of a turn and can be allowed. For instance, if someone forgot to add the fire damage from a {@item flaming (generic)||flaming} rune to one of their hits, it's pretty easy to reduce the monster's HP on another turn, but if they realized their attack missed only because they forgot the bonus from {@i bless}, that could be too much of an interruption. Your ruling should stand on such matters. Try to be consistent about what kinds of things you will rewind for and when." ] }, { @@ -5446,7 +5446,7 @@ "A creature that's meant to be primarily a combat threat uses high damage for its melee {@action Strike||Strikes}, or moderate for melee {@action Strike||Strikes} that have the {@trait agile} trait. Ranged attacks more typically use the moderate value, or even low. A creature that's meant to be highly damaging uses the extreme damage values, but might then have a moderate attack bonus. As with most statistics, extreme damage is more likely at higher levels. You can also use the extreme value for special attacks that the creature can use only a limited number of times or under circumstances that aren't likely to happen every round.", "More versatile creatures, such as ones that can cast some spells and aren't meant to primarily get their damage through {@action Strike||Strikes}, go one category lower: moderate for their main melee {@action Strike||Strikes}, low for agile and ranged {@action Strike||Strikes}.", "Spellcasters and other creatures that aren't meant to be competent in a direct fight might use the low damage value, or even less if they completely don't care about their {@action Strike||Strikes}.", - "On Table 2\u201310, you'll find a damage expression (a die roll or rolls plus a flat modifier) you can use as is, or you can take the damage in parentheses and build your own damage expression to hit that number. If you do the latter, remember that a d4 counts as 2.5 damage, a d6 as 3.5, a d8 as 4.5, a d10 as 5.5, and a d12 as 6.5. Usually a damage expression works best when roughly half the damage is from dice and half is from the flat modifier. If your creature deals special damage, like {@damage 1d6} fire from {@i flaming} attacks, that counts toward its total damage per {@action Strike}. Keep in mind that a creature using a weapon should have a damage value that feels right for that weapon. Extreme damage works well for two-handed weapons that uses d10s or d12s for damage. On the other hand, a dagger uses only d4s, so a dagger wielder would need something like sneak attack to deal extreme damage, or you might compensate for the dagger's lower damage per {@action Strike} by giving the creature the ability to attack more efficiently or use other tricks." + "On Table 2\u201310, you'll find a damage expression (a die roll or rolls plus a flat modifier) you can use as is, or you can take the damage in parentheses and build your own damage expression to hit that number. If you do the latter, remember that a d4 counts as 2.5 damage, a d6 as 3.5, a d8 as 4.5, a d10 as 5.5, and a d12 as 6.5. Usually a damage expression works best when roughly half the damage is from dice and half is from the flat modifier. If your creature deals special damage, like {@damage 1d6} fire from {@item flaming (generic)||flaming} attacks, that counts toward its total damage per {@action Strike}. Keep in mind that a creature using a weapon should have a damage value that feels right for that weapon. Extreme damage works well for two-handed weapons that uses d10s or d12s for damage. On the other hand, a dagger uses only d4s, so a dagger wielder would need something like sneak attack to deal extreme damage, or you might compensate for the dagger's lower damage per {@action Strike} by giving the creature the ability to attack more efficiently or use other tricks." ] }, { @@ -9796,7 +9796,8 @@ "page": 90, "name": "Specific Cursed Items", "entries": [ - "The following are a few examples of cursed items." + "The following are a few examples of cursed items.", + "{@note Please visit the {@filter items page|items||source=gmg|item=cursed} to view all cursed items.}" ] }, { @@ -9806,7 +9807,8 @@ "name": "Item Curses", "entries": [ "Most curses alter a base item. Item curses alter their base item, much like a property rune, though they can't be detected or identified unless a creature critically succeeds at a check to Identify the Item. A curse can be applied to the specific types of magic items listed in its Usage entry.", - "Curses typically can't be removed or transferred from the item, though at your discretion, either might be possible after the curse is {@condition broken}. If the PCs manage to break the curse, the newly uncursed item could be quite valuable." + "Curses typically can't be removed or transferred from the item, though at your discretion, either might be possible after the curse is {@condition broken}. If the PCs manage to break the curse, the newly uncursed item could be quite valuable.", + "{@note Please visit the {@filter items page|items||source=gmg|category=curse} to view all item curses.}" ] } ] @@ -9859,7 +9861,7 @@ "page": 95, "name": "Relic Aspects", "entries": [ - "Each relic is associated with aspects\u2014typically two\u2014that speak to its overall concept and purpose. The individual gifts each have an associated aspect. You should almost always select gifts that have an aspect matching one of those found on the relic. For example, a brass dagger recovered from the City of Brass might have the fire and mind aspects, which means that it could have the flare bolt gift (which has the fire aspect), but not the rolling geode gift (which has the earth aspect)", + "Each relic is associated with aspects\u2014typically two\u2014that speak to its overall concept and purpose. The individual gifts each have an associated aspect. You should almost always select gifts that have an aspect matching one of those found on the relic. For example, a brass dagger recovered from the City of Brass might have the fire and mind aspects, which means that it could have the {@relicGift flare bolt} gift (which has the fire aspect), but not the {@relicGift rolling geode} gift (which has the earth aspect)", "Usually you can determine at least one aspect of a relic easily by looking at the history of the item or personality of the character. For example, if a player decides that their background relic is a rusty mace wielded by the character's great grandmother in battle against rising undead hordes, the mace might have the life aspect, as it was used to slay countless undead creatures. There's no harm in letting the player choose an aspect for a background relic; through play, the item will reveal another aspect associated with it. In the previous example, the mace might reveal itself to have powers against demons as well, in which case its aspects might be celestial and life." ] }, @@ -9871,58 +9873,13 @@ "entries": [ "As a relic's bearer performs mighty deeds and advances their story, the relic gets stronger. The most basic advancement for a relic is its level, which always matches that of its owner. Weapons and armor can gain fundamental runes normally. You decide what, if any, property runes can be added to a given relic; by default, they can't have property runes, like any other specific item.", "The more complex advancement comes from gifts.", - "Table 2\u201322: Relic Gifts shows the typical number of gifts a relic should have at a given level, but relics don't follow this strictly. Rather, gifts arise according to the pace of the story, the needs of the campaign, and the relationship between the character and the relic. Generally speaking, this results in a relic gaining one gift for every 4 levels its bearer has, but this might fluctuate as the campaign progresses. For example, a relic might gain its first gift at 4th level after the bearer defeats a powerful foe. It might then gain its second at 7th, after they perform a special ritual. That same relic might not gain another gift until 13th level and then again at 16th as the player reaches other major milestones.", + "{@table Relic Gifts|GMG|Table 2\u201322: Relic Gifts} shows the typical number of gifts a relic should have at a given level, but relics don't follow this strictly. Rather, gifts arise according to the pace of the story, the needs of the campaign, and the relationship between the character and the relic. Generally speaking, this results in a relic gaining one gift for every 4 levels its bearer has, but this might fluctuate as the campaign progresses. For example, a relic might gain its first gift at 4th level after the bearer defeats a powerful foe. It might then gain its second at 7th, after they perform a special ritual. That same relic might not gain another gift until 13th level and then again at 16th as the player reaches other major milestones.", "The gift types\u2014minor, major, and grand\u2014indicate their general power level. Again, the table indicates what's generally appropriate at certain levels, but you can alter them as you see fit. You should usually avoid giving a minor gift at 10th level or higher, because it just won't be that impressive, though some of them scale well enough to be interesting at higher levels. The Gold Piece Equivalent entry for each gift helps you determine how much you should reduce treasure when using relics (see Adjusting Treasure below)", { - "type": "table", - "source": "GMG", - "page": 95, - "name": "RELIC GIFTS", - "id": "2-22", - "colStyles": [ - "text-center", - "text-center", - "text-center", - "text-center" - ], - "rows": [ - [ - "Number of Gifts", - "Minimum Level", - "Gift Type", - "Gold Piece Equivalent" - ], - [ - "1", - "1st", - "Minor", - "20 gp" - ], - [ - "2", - "5th", - "Minor", - "160 gp" - ], - [ - "3", - "9th", - "Major", - "700 gp" - ], - [ - "4", - "13th", - "Major", - "3,000 gp" - ], - [ - "5", - "17th", - "Grand", - "15,000 gp" - ] - ] + "type": "data", + "tag": "table", + "name": "Relic Gifts", + "source": "GMG" }, "You decide what gifts a relic gains, generally by either selecting a single gift or offering two paths for the relic to grow and allowing the player to choose, but this should be informed by the story and the nature of the character bearing the relic. A relic should complement the bearer, bolstering the bearer's strengths and helping to overcome their weaknesses. Within that framework, you should try to maintain a cohesive theme for the relic." ] @@ -9933,7 +9890,7 @@ "page": 95, "name": "Adjusting Treasure", "entries": [ - "When you incorporate relics into your game, you can adjust the treasure gained by the party down to account for the relics increasing in power. Essentially, some of the treasure from Table 10\u20139: Party Treasure by Level on page 509 of the {@i Core Rulebook} should be replaced with relic seeds and gifts instead. You can use the relic's minimum level, replacing a permanent item of that level, or you can use the gp equivalent. Keep in mind that relic gifts are often a little more powerful than other items with the same Price even when they start out, and they often scale without any additional costs, so PCs with relics will usually be a bit more powerful.", + "When you incorporate relics into your game, you can adjust the treasure gained by the party down to account for the relics increasing in power. Essentially, some of the treasure from {@table Party Treasure by Level||Table 10\u20139: Party Treasure by Level} on page 509 of the {@i Core Rulebook} should be replaced with relic seeds and gifts instead. You can use the relic's minimum level, replacing a permanent item of that level, or you can use the gp equivalent. Keep in mind that relic gifts are often a little more powerful than other items with the same Price even when they start out, and they often scale without any additional costs, so PCs with relics will usually be a bit more powerful.", "If you prefer, you can grant relics in addition to other rewards. This means PCs will be much more powerful, but you're rewarding their investment in the story." ] }, @@ -9947,6 +9904,15 @@ "If you want a relic to have an additional special benefit, you can design it to grant a bonus to a skill, typically a +1 item bonus for a 3rd-level relic." ] }, + { + "type": "pf2-brown-box", + "name": "Player-Driven Relics", + "page": 96, + "entries": [ + "Though these rules assume you as the GM are providing relic gifts as a form of treasure with input from the players, you can instead have the players make all the decisions for their relics. Encourage the players to choose different styles of items and aspects to match their characters' themes, rather than simply choosing the most powerful combination of options. Have players describe how their relic gets more powerful in the story. What acts from previous sessions lent the relic power? What special meditations or practices did they perform to unlock new gifts? How does it feel to have the relic grow?", + "As the item and the character level up, the player chooses which gifts the item gets from the list as a part of character advancement. You still adjust treasure as normal for incorporating relics into your game. In fact, if the player tries to optimize the combinations, they will likely be more powerful than under the standard method." + ] + }, { "type": "pf2-h2", "source": "GMG", @@ -9963,6 +9929,14 @@ "entries": [ "Many gifts allow for a saving throw or have other abilities that change as the relic goes up in level. The DC for any saving throw called for by a gift is its owner's class DC or spell DC. The spell attack modifier of a gift is 10 lower than that DC. A relic's counteract modifier is equal to its owner's counteract modifier." ] + }, + "{@note Please visit the {@filter relic gifts page|relicgifts||source=gmg} to view all relic gifts.}", + { + "type": "pf2-brown-box", + "name": "Runes as Gifts", + "entries": [ + "You can substitute runes for gifts. If you choose to allow property runes on the relic, you'll want them to take up rune slots. Otherwise, you can give as many or few as you prefer, just like any other gifts. Runes are sorted into minor, major, and grand categories, but you should use their normal level and Price when you adjust treasure, instead of the number and levels on the {@table Relic Gifts|GMG|Table 2\u201322}. If you're using the player-driven relics variant, it's recommended you do not include this option." + ] } ] } @@ -10016,7 +9990,8 @@ "page": 106, "name": "Artifacts", "entries": [ - "Countless artifacts have been created over the ages, only a few of which are described here." + "Countless artifacts have been created over the ages, only a few of which are described here.", + "{@note Please visit the {@filter items page|items||source=gmg|item=artifact} to view all artifacts.}" ] } ] @@ -16387,7 +16362,7 @@ "entries": [ "With this variant, you can ignore as much of {@table Party Treasure by Level|CRB|Table 10\u20139: Party Treasure by Level} on page 509 of the Core Rulebook as you want, though you'll usually want to provide consistent currency. The main area your choice will impact is in spellcasting items, such as scrolls and wands.", "Remove all potency runes, striking runes, and resilient runes. Items that normally grant an item bonus to statistics or damage dice no longer do, other than the base item bonus to AC from armor. Apex items do not increase ability scores. If your world still includes magic items, a safe bet is to continue to give out consumable items at roughly the rate on {@table Party Treasure by Level|CRB|Table 10\u20139} of the Core Rulebook.", - "If you choose to eliminate runes entirely, this can reduce the PCs' damage since they won't have runes like flaming or holy. If you've removed nearly all treasure, challenges might become more difficult, even with automatic bonuses." + "If you choose to eliminate runes entirely, this can reduce the PCs' damage since they won't have runes like {@item flaming (generic)||flaming} or {@item holy}. If you've removed nearly all treasure, challenges might become more difficult, even with automatic bonuses." ] } ] diff --git a/data/book/book-som.json b/data/book/book-som.json index 7b7f15819a..0def075c5f 100644 --- a/data/book/book-som.json +++ b/data/book/book-som.json @@ -1585,7 +1585,7 @@ "style": "pf2-stat pf2-stat__section--wide", "entries": [ "{@b Catharsis Trigger} An enemy makes you {@condition frightened}.", - "{@b Catharsis Activation} Increase your {@condition frightened} value by 1, to a maximum of {@condition frightened} 4.", + "{@b Catharsis Activation} Increase your {@condition frightened} value by 1, to a maximum of {@condition frightened 4}.", "{@b Emotional Fervor} You don't take the status penalty from the {@condition frightened} condition to your spell DCs or spell attack bonus. Instead, you gain a status bonus to spell attack rolls equal to the penalty you would've taken, and your foes take the same status penalty to their saving throws against your spells. Any other statistic takes the status penalty as normal. Spell: {@spell fear}", "{@b Emotional Fallout} You are {@condition fleeing} for 2 rounds, running from the source of the {@condition frightened} condition that triggered your Catharsis. If that source is no longer present, you instead flee from the position where you were at the start of your emotional fallout.", "{@b Focus Spell} {@spell waking nightmare}" @@ -1608,7 +1608,7 @@ "{@b Catharsis Trigger} You start your first turn in an encounter against your emotional focus or one of their followers. If the encounter includes multiple eligible followers and doesn't include your actual emotional focus, choose one of the followers to act as your emotional focus for this encounter (or until your actual emotional focus shows up).", "{@b Catharsis Activation} You can {@action Step} or {@action Stride}. You must end this movement closer to your emotional focus.", "{@b Emotional Fervor} Your emotional focus is {@condition flat-footed} to you and takes a \u20132 status penalty to saves against your spells. You're {@condition flat-footed} to your emotional focus and take a \u20132 status penalty to saves against it. Spell: {@spell blood vendetta|APG}", - "{@b Emotional Fallout} You become {@condition stunned} 2.", + "{@b Emotional Fallout} You become {@condition stunned 2}.", "{@b Focus Spell} {@spell cry of destruction}" ] } @@ -1713,7 +1713,7 @@ "{@b Catharsis Trigger} An ally within 30 feet drops to 0 Hit Points.", "{@b Catharsis Activation} You {@action Step} or {@action Stride}. You must end this movement closer to the triggering ally", "{@b Emotional Fervor} Any spell you cast that restores Hit Points to the triggering ally gets a status bonus to the Hit Points healed equal to the spell's level, or double the spell's level if the ally is at 0 Hit Points. Spell: {@spell warrior's regret|SoM}", - "{@b Emotional Fallout} Your emotional weight crushes you, leaving you {@condition stupefied} 2 until you Settle your Emotions.", + "{@b Emotional Fallout} Your emotional weight crushes you, leaving you {@condition stupefied 2} until you Settle your Emotions.", "{@b Focus Spell} {@spell healer's blessing}" ] } @@ -2175,7 +2175,7 @@ "type": "successDegree", "entries": { "Benefit": "When you {@action Cast a Spell}, alter the spell as if you had just used your choice of either {@feat Reach Spell (Sorcerer)||Reach Spell} or {@feat Widen Spell (Sorcerer)||Widen Spell}.", - "Backlash": "The magical energy overwhelms your mind. You become {@condition stupefied} 1 until the end of your next turn." + "Backlash": "The magical energy overwhelms your mind. You become {@condition stupefied 1} until the end of your next turn." } } ] @@ -2236,7 +2236,7 @@ "type": "successDegree", "entries": { "Benefit": "You gain a Focus Point, which is separate from your focus pool and doesn't count toward the cap on your focus pool. You can gain this benefit only if you have a focus pool. If you don't use this focus point before the benefit of the ley line runs out, it's lost. You become temporarily immune to the benefits of this ley line for 24 hours.", - "Backlash": "Your entire being becomes overwhelmed with magical energy. You become {@condition stupefied} 3 for 1 minute, and you can't {@action Refocus} for 1 hour." + "Backlash": "Your entire being becomes overwhelmed with magical energy. You become {@condition stupefied 3} for 1 minute, and you can't {@action Refocus} for 1 hour." } } ] @@ -3137,7 +3137,7 @@ "page": 230, "entries": [ "{@b Rarity:} {@trait Rare}", - "Soul seeds are a special type of intangible relic (Gamemastery Guide 94), though because they bind to the soul of the creature that carries them, they can't be removed from the creature they're bonded with except on that creature's death (at which point the soul seed might manifest nearby or might be lost along with the bearer). Since soul seeds aren't physical objects, they never have Interact activations.", + "Soul seeds are a special type of intangible {@book relic|gmg|3|Relics}, though because they bind to the soul of the creature that carries them, they can't be removed from the creature they're bonded with except on that creature's death (at which point the soul seed might manifest nearby or might be lost along with the bearer). Since soul seeds aren't physical objects, they never have {@action Interact} activations.", { "type": "pf2-sample-box", "name": "Using Soul Seeds", @@ -3160,445 +3160,8 @@ "source": "SoM", "page": 230, "entries": [ - "The GM should follow the same guidelines and rules for granting soul seeds as for relics (Gamemastery Guide 94). They can have any aspect or gift that a normal relic has, and their DCs, spell attack rolls, and counteract modifiers are determined identically. The following gifts are particularly appropriate for soul seeds, though they might apply to relics in the right circumstances. Dragon gifts are often connected to the souls of ancient dragons, and soul gifts are prevalent across all sorts of soul seeds.", - { - "type": "pf2-h3", - "name": "Dragon Gifts", - "entries": [ - { - "type": "data", - "tag": "generic", - "data": { - "aspect": "dragon", - "name": "Breath of Dragons", - "category": "Minor Gift", - "traits": [ - "evocation" - ], - "sections": [ - [ - [ - { - "type": "ability", - "activity": { - "entry": "{@as 2}", - "number": 2, - "unit": "action" - }, - "components": [ - "command", - "envision" - ], - "frequency": { - "unit": "day", - "freq": 1 - }, - "entries": [ - "You breathe out a cone or line of energy. You deal {@damage 2d6} damage for every 2 levels of the soul seed to all creatures in either a 30-foot cone or an 80-foot line, with a basic Reflex save. The shape is whichever is appropriate for the soul seed's draconic origin, as is the damage type. This ability has the trait matching the damage type." - ] - } - ] - ] - ] - } - }, - { - "type": "data", - "tag": "generic", - "data": { - "aspect": "dragon", - "name": "Draconic Resistance", - "category": "Minor Gift", - "traits": [ - "abjuration" - ], - "sections": [ - [ - [ - "You grow scales that guard against draconic attacks. You gain a +1 status bonus to AC against attacks from dragons and resistance to an energy type corresponding to the soul seed's draconic origin (such as fire resistance from a red dragon) equal to half the relic's level (minimum resistance 1)." - ] - ] - ] - } - }, - { - "type": "data", - "tag": "generic", - "data": { - "aspect": "dragon", - "name": "Dragon Strike", - "category": "Minor Gift", - "traits": [ - "evocation" - ], - "sections": [ - [ - [ - { - "type": "ability", - "activity": { - "entry": "{@as 1}", - "number": 1, - "unit": "action" - }, - "components": [ - "command" - ], - "frequency": { - "unit": "hour", - "freq": 1 - }, - "entries": [ - "Ghostly images of draconic claws form around your hands and linger in the air when you attack. For 1 minute, when you make a successful unarmed melee {@action Strike}, you deal an additional {@damage 1d6} slashing damage.", - "At 11th level, you can use the ability once per 10 minutes instead of once per hour." - ] - } - ] - ] - ] - } - }, - { - "type": "data", - "tag": "generic", - "data": { - "aspect": "dragon", - "name": "Draconic Arrogance", - "category": "Major Gift", - "traits": [ - "enchantment", - "fortune" - ], - "sections": [ - [ - [ - { - "type": "ability", - "activity": { - "entry": "{@as R}", - "number": 1, - "unit": "reaction" - }, - "components": [ - "command" - ], - "trigger": "You're about to roll a saving throw", - "frequency": { - "unit": "day", - "freq": 1 - }, - "entries": [ - "You laugh at fate and revel in your draconic arrogance. If you roll a critical success on the saving throw, you can attempt to {@action Demoralize} the creature that created the effect that forced you to roll the saving throw (if any). If you roll a success, you critically succeed instead. If you roll a failure (but not a critical failure), you succeed instead. If you roll a critical failure, however, you're forced to face your own hubris and become {@condition frightened} 2." - ] - } - ] - ] - ] - } - }, - { - "type": "data", - "tag": "generic", - "data": { - "aspect": "dragon", - "name": "Wyrm's Flight", - "category": "Major Gift", - "traits": [ - "transmutation" - ], - "sections": [ - [ - [ - { - "type": "ability", - "activity": { - "entry": "{@as 2}", - "number": 2, - "unit": "action" - }, - "components": [ - "command", - "envision" - ], - "frequency": { - "unit": "day", - "freq": 1 - }, - "entries": [ - "Ghostly draconic wings grant you a fly Speed equal to your Speed or 20 feet, whichever is greater. This lasts for 10 minutes or until you {@action Dismiss} the effect.", - "At 17th level, you can {@action Activate an Item||Activate} and {@action Dismiss} the ability as often as you want, and it has unlimited duration." - ] - } - ] - ] - ] - } - }, - { - "type": "data", - "tag": "generic", - "data": { - "aspect": "dragon", - "name": "Draconic Ascendance", - "category": "Grand Gift", - "traits": [ - "transmutation" - ], - "sections": [ - [ - [ - { - "type": "ability", - "activity": { - "entry": "{@as 2}", - "number": 2, - "unit": "action" - }, - "components": [ - "command", - "envision" - ], - "frequency": { - "unit": "hour", - "freq": 1 - }, - "entries": [ - "The soul seed casts 8th-level {@spell dragon form} targeting you; you must take the dragon form corresponding to the soul seed's draconic origin." - ] - } - ] - ] - ] - } - } - ] - }, - { - "type": "pf2-h3", - "name": "Soul Gifts", - "entries": [ - { - "type": "data", - "tag": "generic", - "data": { - "aspect": "soul", - "name": "Absorb Injury", - "category": "Minor Gift", - "traits": [ - "necromancy" - ], - "sections": [ - [ - [ - { - "type": "ability", - "activity": { - "entry": "{@as R}", - "number": 1, - "unit": "reaction" - }, - "components": [ - "envision" - ], - "trigger": "an ally within 30 feet takes damage", - "frequency": { - "unit": "day", - "freq": 1 - }, - "entries": [ - "You forge a conduit to your ally's soul and absorb the injury to protect them. You receive the damage instead of your ally; you also take any additional effects associated with the transferred damage, such as poison on the blade, conditions, or persistent fire damage from a critical hit with a {@item flaming} rune." - ] - } - ] - ] - ] - } - }, - { - "type": "data", - "tag": "generic", - "data": { - "aspect": "soul", - "name": "Force Blast", - "category": "Minor Gift", - "traits": [ - "evocation" - ], - "sections": [ - [ - [ - { - "type": "ability", - "activity": { - "entry": "{@as 2}", - "number": 2, - "unit": "action" - }, - "components": [ - "command", - "envision" - ], - "entries": [ - "A blast of force envelops a creature of your choosing within 30 feet. This blast deals {@damage 1d6} force damage, with a basic Fortitude save.", - "The damage increases by {@damage 1d6} at 3rd level and every 2 levels thereafter." - ] - } - ] - ] - ] - } - }, - { - "type": "data", - "tag": "generic", - "data": { - "aspect": "soul", - "name": "Soul Puppet", - "category": "Minor Gift", - "traits": [ - "necromancy" - ], - "sections": [ - [ - [ - { - "type": "ability", - "activity": { - "entry": "{@as 3}", - "number": 3, - "unit": "action" - }, - "components": [ - "command", - "envision" - ], - "frequency": { - "unit": "day", - "freq": 1 - }, - "entries": [ - "You bind loose souls, briefly animating an undead creature. The soul seed casts {@spell animate dead|apg} at a level equal to half the soul seed's level rounded up. You can {@action Sustain an Activation||Sustain this Activation} as you would the spell." - ] - } - ] - ] - ] - } - }, - { - "type": "data", - "tag": "generic", - "data": { - "aspect": "soul", - "name": "Cleanse Soul", - "category": "Major Gift", - "traits": [ - "necromancy" - ], - "sections": [ - [ - [ - { - "type": "ability", - "activity": { - "entry": "1 minute", - "number": 1, - "unit": "minute" - }, - "components": [ - "command", - "envision" - ], - "frequency": { - "unit": "day", - "freq": 1 - }, - "entries": [ - "You cleanse a soul of curses. The soul seed attempts to counteract all curses on you or another creature you touch throughout the activation. The target's soul is bolstered against further curses, and they gain a +2 status bonus to saving throws against curses for 1 hour." - ] - } - ] - ] - ] - } - }, - { - "type": "data", - "tag": "generic", - "data": { - "aspect": "soul", - "name": "Spirit Blink", - "category": "Major Gift", - "traits": [ - "conjuration", - "teleportation" - ], - "sections": [ - [ - [ - { - "type": "ability", - "activity": { - "entry": "{@as 2}", - "number": 2, - "unit": "action" - }, - "components": [ - "command", - "envision" - ], - "frequency": { - "unit": "day", - "freq": 1 - }, - "entries": [ - "You blink between the realm of mortals and the Ethereal Plane. This grants you the effects of {@spell blink}, except the resistance is equal to the soul seed's level instead of 5." - ] - } - ] - ] - ] - } - }, - { - "type": "data", - "tag": "generic", - "data": { - "aspect": "soul", - "name": "Soul Magic", - "category": "Grand Gift", - "traits": [ - "enchantment", - "mental" - ], - "sections": [ - [ - [ - { - "type": "ability", - "activity": { - "entry": "{@as 1}", - "number": 1, - "unit": "action" - }, - "components": [ - "envision" - ], - "frequency": { - "unit": "day", - "freq": 1 - }, - "entries": [ - "You infuse yourself or a willing creature that you touch with spiritual energy. This has the effect of {@spell divine inspiration}." - ] - } - ] - ] - ] - } - } - ] - } + "The GM should follow the same {@book guidelines and rules|gmg|3|Relics} for granting soul seeds as for relics. They can have any aspect or gift that a normal relic has, and their DCs, spell attack rolls, and counteract modifiers are determined identically. The following gifts are particularly appropriate for soul seeds, though they might apply to relics in the right circumstances. Dragon gifts are often connected to the souls of ancient dragons, and soul gifts are prevalent across all sorts of soul seeds.", + "{@note Please visit the {@filter relic gifts page|relicgifts||source=som} to view all soul seed gifts.}" ] } ] @@ -4078,7 +3641,7 @@ ], [ "8", - "{@b Oppressive Voice} ({@trait divination}, {@trait mental}, {@trait nonlethal}) The voice of your muse, your deity, an ancestor, or another appropriate entity suddenly overwhelms your mind. You must attempt a Will saving throw. You take {@scaledice 1d4|1-10|1d4} mental damage per spell level with a basic Will save. On a failure, you're also {@condition stunned} 1 ({@condition stunned} 2 on a critical failure)." + "{@b Oppressive Voice} ({@trait divination}, {@trait mental}, {@trait nonlethal}) The voice of your muse, your deity, an ancestor, or another appropriate entity suddenly overwhelms your mind. You must attempt a Will saving throw. You take {@scaledice 1d4|1-10|1d4} mental damage per spell level with a basic Will save. On a failure, you're also {@condition stunned 1} ({@condition stunned 2} on a critical failure)." ], [ "9", @@ -4098,7 +3661,7 @@ ], [ "13", - "{@b Tinge of Terror} ({@trait emotion}, {@trait enchantment}, {@trait fear}, {@trait mental}) All creatures within 20 feet are affected by powerful fright. They attempt a Will save, becoming {@condition frightened} 1 on a failure or {@condition frightened} 2 on a critical failure." + "{@b Tinge of Terror} ({@trait emotion}, {@trait enchantment}, {@trait fear}, {@trait mental}) All creatures within 20 feet are affected by powerful fright. They attempt a Will save, becoming {@condition frightened 1} on a failure or {@condition frightened 2} on a critical failure." ], [ "14", @@ -4106,7 +3669,7 @@ ], [ "15", - "{@b Life Sap} ({@trait necromancy}) The surge drains your life force and strength. You become {@condition drained} 1 and {@condition doomed} 1, and you are {@condition enfeebled} 2 for 1 minute." + "{@b Life Sap} ({@trait necromancy}) The surge drains your life force and strength. You become {@condition drained 1} and {@condition doomed 1}, and you are {@condition enfeebled 2} for 1 minute." ], [ "16", diff --git a/data/changelog.json b/data/changelog.json index 4a1690a263..967d704a60 100644 --- a/data/changelog.json +++ b/data/changelog.json @@ -231,7 +231,12 @@ { "ver": "0.7.4", "date": "2022-11-17", - "txt": "- Rewritten how subclasses in spells are written, so now any subclass can be added and rendered\n- Fixed inability to add creatures in GM Screen's Initiative Tracker\n- (Typos/Tags)" + "txt": "- Rewritten how subclasses in spells are written, so now any subclass can be added and rendered\n- Fixed inability to add creatures in GM Screen's Initiative Tracker\n- Added Events page\n- (Typos/Tags)" + }, + { + "ver": "0.7.5", + "date": "2022-12-05", + "txt": "- Added Lost Omens: Impossible Lands\n- Added Hero Points deck (contributed by Spappz)\n- Added Gifts and Relics page (contributed by Spappz)\n- Made indexes a little smaller in size and more consistent\n- Added \"Found In\" bestiary filter\n- Added the original name to search results of aliases, ex. Action: Push -> Action: Push (Shove)\n- Added 5e aliases to certain actions, ex. Strike = Attack\n- Recoloured LOTG, LOGM, LOCG, LOWG, LOL, LOPSG, and LOAG sources\n- ([Lots of] Typos/Tags)" } ] } diff --git a/data/class/class-barbarian.json b/data/class/class-barbarian.json index 613f3db19e..bb93eda27a 100644 --- a/data/class/class-barbarian.json +++ b/data/class/class-barbarian.json @@ -998,7 +998,7 @@ "type": "pf2-h4", "name": "Titan Mauler (Instinct Ability)", "entries": [ - "You can use a weapon built for a Large creature if you are Small or Medium (both normally and when raging). If you're not Small or Medium, you can use a weapon built for a creature one size larger than you. You gain access to this larger weapon, which can be of any weapon type otherwise available at character creation. It has the normal Price and Bulk for a weapon of its size. When wielding such a weapon in combat, increase your additional damage from {@action Rage} from 2 to 6, but you have the {@condition clumsy} 1 condition because of the weapon's unwieldy size. You can't remove this {@condition clumsy} condition or ignore its penalties by any means while wielding the weapon." + "You can use a weapon built for a Large creature if you are Small or Medium (both normally and when raging). If you're not Small or Medium, you can use a weapon built for a creature one size larger than you. You gain access to this larger weapon, which can be of any weapon type otherwise available at character creation. It has the normal Price and Bulk for a weapon of its size. When wielding such a weapon in combat, increase your additional damage from {@action Rage} from 2 to 6, but you have the {@condition clumsy 1} condition because of the weapon's unwieldy size. You can't remove this {@condition clumsy} condition or ignore its penalties by any means while wielding the weapon." ] } ] diff --git a/data/class/class-gunslinger.json b/data/class/class-gunslinger.json index 2287501e6b..2094067fc3 100644 --- a/data/class/class-gunslinger.json +++ b/data/class/class-gunslinger.json @@ -187,6 +187,18 @@ "Advanced Deed|Gunslinger|G&G|Vanguard|G&G|9", "Greater Deed|Gunslinger|G&G|Vanguard|G&G|15" ] + }, + { + "name": "Triggerbrand", + "type": "Gunslinger Way", + "shortName": "Triggerbrand", + "source": "LOIL", + "page": 107, + "subclassFeatures": [ + "Gunslinger's Way|Gunslinger|G&G|Triggerbrand|LOIL|1", + "Advanced Deed|Gunslinger|G&G|Triggerbrand|LOIL|9", + "Greater Deed|Gunslinger|G&G|Triggerbrand|LOIL|15" + ] } ], "classFeaturesIntro": [ @@ -1074,6 +1086,109 @@ "source": "G&G" } ] + }, + { + "name": "Gunslinger's Way", + "source": "LOIL", + "page": 108, + "className": "Gunslinger", + "classSource": "G&G", + "subclassShortName": "Triggerbrand", + "subclassSource": "LOIL", + "level": 1, + "entries": [ + { + "type": "pf2-h3", + "name": "Way of the Triggerbrand", + "entries": [ + "You prefer firearms that work well as weapons in both melee and ranged combat, particularly those that allow you to exercise a bit of style and flair. You might be a survivor who cobbled your weapon together from the City of Smog's street scrap or a noble wielder of a master smith's bespoke commission for duels among Alkenstar's elite. In addition to {@filter combination weapons|items||weapon=combination}, you gain access to the triggerbrand combination weapon presented below.", + { + "type": "pf2-options", + "style": "", + "items": [ + { + "type": "item", + "entries": [ + "{@b Slinger's Reload} {@action Touch and Go|LOIL}" + ] + }, + { + "type": "item", + "entries": [ + "{@b Deeds} {@i Initial} {@action Spring the Trap|LOIL}; {@i Advanced} {@action Wind Them Up|LOIL}; {@i Greater} {@action Drive Them Down|LOIL}" + ] + }, + { + "type": "item", + "entries": [ + "{@b Way Skill} {@skill Thievery}" + ] + } + ] + }, + { + "type": "pf2-h4", + "name": "Slinger's Reload", + "entries": [ + { + "type": "data", + "tag": "action", + "name": "Touch and Go", + "source": "LOIL" + } + ] + }, + { + "type": "pf2-h4", + "name": "Initial Deed", + "entries": [ + { + "type": "data", + "tag": "action", + "name": "Spring the Trap", + "source": "LOIL" + } + ] + } + ] + } + ] + }, + { + "name": "Advanced Deed", + "source": "LOIL", + "page": 108, + "className": "Gunslinger", + "classSource": "G&G", + "subclassShortName": "Triggerbrand", + "subclassSource": "LOIL", + "level": 9, + "entries": [ + { + "type": "data", + "tag": "action", + "name": "Wind Them Up", + "source": "LOIL" + } + ] + }, + { + "name": "Greater Deed", + "source": "LOIL", + "page": 108, + "className": "Gunslinger", + "classSource": "G&G", + "subclassShortName": "Triggerbrand", + "subclassSource": "LOIL", + "level": 15, + "entries": [ + { + "type": "data", + "tag": "action", + "name": "Break Them Down", + "source": "LOIL" + } + ] } ] } diff --git a/data/class/class-oracle.json b/data/class/class-oracle.json index a5f6547787..85f99244c2 100644 --- a/data/class/class-oracle.json +++ b/data/class/class-oracle.json @@ -1002,8 +1002,8 @@ "level": 17, "entries": [ "You have mastered a perilous balance between the conflicting divine powers of your mystery, gaining the power to change your fate, but straining both body and soul. When you cast a revelation spell while affected by your major curse, your curse intensifies to an extreme effect instead of overwhelming you. All mysteries share the same effects for their extreme curse.", - "When affected by your extreme curse, you become {@condition doomed} 2 (or increase your {@condition doomed} condition by 2 if you were already {@condition doomed}). Once every 10 minutes, when you fail an attack roll, skill or {@skill Perception} check, or saving throw, you can reroll it and use the second result. The reroll has the {@trait fortune} trait and doesn't require you to spend an action, meaning you can use the reroll even if you can't act. These effects are in addition to all the effects of your major curse, and they can't be removed by any means until you {@action Refocus} to reduce your curse to its minor effect.", - "If you cast a revelation spell while under the effects of this extreme curse, you are overwhelmed by your curse, and you remain {@condition doomed} 2 even if you {@action Refocus}.", + "When affected by your extreme curse, you become {@condition doomed 2} (or increase your {@condition doomed} condition by 2 if you were already {@condition doomed}). Once every 10 minutes, when you fail an attack roll, skill or {@skill Perception} check, or saving throw, you can reroll it and use the second result. The reroll has the {@trait fortune} trait and doesn't require you to spend an action, meaning you can use the reroll even if you can't act. These effects are in addition to all the effects of your major curse, and they can't be removed by any means until you {@action Refocus} to reduce your curse to its minor effect.", + "If you cast a revelation spell while under the effects of this extreme curse, you are overwhelmed by your curse, and you remain {@condition doomed 2} even if you {@action Refocus}.", "Additionally, if you spend at least 3 Focus Points before you again {@action Refocus}, you recover 3 Focus Points when you {@action Refocus} instead of 1." ] }, @@ -1286,7 +1286,7 @@ "page": 74, "name": "Battle", "entries": [ - "Your body proves capable of truly heroic feats, but doing so interferes with your mental focus. Your moderate curse's fast healing is equal to your level, and its damage bonus is +6. You gain a +1 status bonus to weapon and unarmed attack rolls, but you are {@condition stupefied} 2." + "Your body proves capable of truly heroic feats, but doing so interferes with your mental focus. Your moderate curse's fast healing is equal to your level, and its damage bonus is +6. You gain a +1 status bonus to weapon and unarmed attack rolls, but you are {@condition stupefied 2}." ] } ] @@ -1358,7 +1358,7 @@ "entries": [ "Your body is slowly decaying even though you are alive, and using your powers furthers this unnatural living death. You carry a touch of the grave about you, manifesting as bloodless pallor, a faint smell of earth, or deathly cold skin.", "{@b Minor Curse} Bones protrude through your skin and your flesh rots, combining with a stench of decay and an unearthly chill. Non-magical effects that would restore your Hit Points only grant you half as many HP as normal.", - "{@b Moderate Curse} Your dead flesh continues to rot, affecting your health. You become {@condition drained} 1, and this {@condition drained} condition is cumulative with any other {@condition drained} conditions you gain. This {@condition drained} condition is removed only when you {@action Refocus}; effects that normally remove the {@condition drained} condition reduce your {@condition drained} condition to {@condition drained} 1 instead. In addition, you gain resistance to poison equal to half your level. You gain a +4 status bonus to saves against diseases, poisons, and death effects, and if you roll a success on such a save, you get a critical success instead." + "{@b Moderate Curse} Your dead flesh continues to rot, affecting your health. You become {@condition drained 1}, and this {@condition drained} condition is cumulative with any other {@condition drained} conditions you gain. This {@condition drained} condition is removed only when you {@action Refocus}; effects that normally remove the {@condition drained} condition reduce your {@condition drained} condition to {@condition drained 1} instead. In addition, you gain resistance to poison equal to half your level. You gain a +4 status bonus to saves against diseases, poisons, and death effects, and if you roll a success on such a save, you get a critical success instead." ] } ] @@ -1378,7 +1378,7 @@ "page": 74, "name": "Bones", "entries": [ - "You stand just steps from the grave. You become {@condition wounded} 1. This {@condition wounded} condition is removed only when you {@action Refocus}; effects that normally remove the {@condition wounded} condition reduce your {@condition wounded} condition to {@condition wounded} 1 instead. When you would attempt a recovery check, you can choose to get an automatic success instead of rolling, and if you roll a critical failure on a save against a disease, poison, or death effect, you get a failure instead." + "You stand just steps from the grave. You become {@condition wounded 1}. This {@condition wounded} condition is removed only when you {@action Refocus}; effects that normally remove the {@condition wounded} condition reduce your {@condition wounded} condition to {@condition wounded 1} instead. When you would attempt a recovery check, you can choose to get an automatic success instead of rolling, and if you roll a critical failure on a save against a disease, poison, or death effect, you get a failure instead." ] } ] @@ -1449,8 +1449,8 @@ "name": "Curse of the Sky's Call", "entries": [ "You have your head in the clouds\u2014and not just figuratively. Your body is drawn toward the heavens, making you lighter and less substantial than you should be. Your eyes glow with starry light, and your hair and clothing float and drift around you.", - "{@b Minor Curse} Your unnatural lightness makes it hard to keep your footing and interact with other physical objects. You are {@condition enfeebled} 1 and take a \u20132 penalty to saves and DCs against {@action Grapple}, {@action Shove}, and other forms of {@quickref forced movement||3|forced movement}.", - "{@b Moderate Curse} Your body is drawn further skyward. You are {@condition enfeebled} 2, and the penalty from your minor curse increases to \u20133. You are treated as one size smaller for wind effects. You gain a +2 status bonus against {@action Trip} attempts, you only take half as much damage from falls, and you gain the effects of the {@feat Powerful Leap} and {@feat Quick Jump} skill feats. You weigh only half as much, and your Bulk, should someone need to carry you, is also half as much." + "{@b Minor Curse} Your unnatural lightness makes it hard to keep your footing and interact with other physical objects. You are {@condition enfeebled 1} and take a \u20132 penalty to saves and DCs against {@action Grapple}, {@action Shove}, and other forms of {@quickref forced movement||3|forced movement}.", + "{@b Moderate Curse} Your body is drawn further skyward. You are {@condition enfeebled 2}, and the penalty from your minor curse increases to \u20133. You are treated as one size smaller for wind effects. You gain a +2 status bonus against {@action Trip} attempts, you only take half as much damage from falls, and you gain the effects of the {@feat Powerful Leap} and {@feat Quick Jump} skill feats. You weigh only half as much, and your Bulk, should someone need to carry you, is also half as much." ] } ] @@ -1470,7 +1470,7 @@ "page": 74, "name": "Cosmos", "entries": [ - "As your body rises, you float just above the ground beneath you. You become {@condition enfeebled} 4, and the penalty from your minor curse increases to \u20134. You can walk on liquids as if they were solid; you gain the effects of the {@feat Cloud Jump} skill feat; and you don't leave tracks, trigger weight-sensitive pressure plates, or otherwise connect with the ground below you." + "As your body rises, you float just above the ground beneath you. You become {@condition enfeebled 4}, and the penalty from your minor curse increases to \u20134. You can walk on liquids as if they were solid; you gain the effects of the {@feat Cloud Jump} skill feat; and you don't leave tracks, trigger weight-sensitive pressure plates, or otherwise connect with the ground below you." ] } ] diff --git a/data/class/class-summoner.json b/data/class/class-summoner.json index 4b7df56010..de36c73c9c 100644 --- a/data/class/class-summoner.json +++ b/data/class/class-summoner.json @@ -459,7 +459,7 @@ "collapsible": true, "name": "Lost and Altered Actions", "entries": [ - "If you or your eidolon becomes {@condition slowed}, {@condition stunned}, {@condition quickened}, or otherwise affected by something that changes the actions you gain at the start of each turn, it affects your shared actions. However, if you are both subject to such an effect, apply only the more severe one. For instance, if you or your eidolon were {@condition slowed} 1, you would start your turn with one fewer action, but if you were both {@condition slowed} 1, you would still lose only one action, rather than adding the two slowed effects together. However, if you were {@condition slowed} 1 and your eidolon {@condition slowed} 2, you'd have two fewer actions, because that's the more severe effect. If only one of you becomes restricted in how you can spend your actions, that restriction doesn't automatically extend to the other; for example, if your eidolon became {@condition immobilized} or {@condition petrified}, it wouldn't be able to move, but you could still use your actions to move. The GM resolves any situation that's unclear.", + "If you or your eidolon becomes {@condition slowed}, {@condition stunned}, {@condition quickened}, or otherwise affected by something that changes the actions you gain at the start of each turn, it affects your shared actions. However, if you are both subject to such an effect, apply only the more severe one. For instance, if you or your eidolon were {@condition slowed 1}, you would start your turn with one fewer action, but if you were both {@condition slowed 1}, you would still lose only one action, rather than adding the two slowed effects together. However, if you were {@condition slowed 1} and your eidolon {@condition slowed 2}, you'd have two fewer actions, because that's the more severe effect. If only one of you becomes restricted in how you can spend your actions, that restriction doesn't automatically extend to the other; for example, if your eidolon became {@condition immobilized} or {@condition petrified}, it wouldn't be able to move, but you could still use your actions to move. The GM resolves any situation that's unclear.", "You, as the player, control both your summoner and your eidolon, and the two are generally considered to cooperate unless you decide for them not to. While a summoner's link with an eidolon is a partnership, ultimately the eidolon is linked to you, not the other way around. If there's ever a conflict of who should act, you win out over your eidolon. This means that if the eidolon comes under an effect that would take its actions out of your control, such as the {@condition confused} or {@condition controlled} condition, you can use all of your shared actions so your eidolon doesn't have any actions remaining to cause trouble (as long as you are able to act). However, if you came under such an effect, you would simply use all of your shared actions, preventing your eidolon from acting." ] } diff --git a/data/class/class-wizard.json b/data/class/class-wizard.json index a210a5fab0..e46336535d 100644 --- a/data/class/class-wizard.json +++ b/data/class/class-wizard.json @@ -389,7 +389,7 @@ "classSource": "CRB", "level": 1, "entries": [ - "Through dedicated study and practice, you can harness arcane power to cast spells. You can cast arcane spells using the {@action Cast a Spell} activity, and you can supply material, somatic, and verbal components when casting spells .", + "Through dedicated study and practice, you can harness arcane power to cast spells. You can cast arcane spells using the {@action Cast a Spell} activity, and you can supply material, somatic, and verbal components when casting spells.", "At 1st level, you can prepare up to two 1st-level spells and five cantrips each morning from the spells in your spellbook (see below), plus one extra cantrip and spell of your chosen school of each level you can cast if you are a specialist wizard. Prepared spells remain available to you until you cast them or until you prepare your spells again. The number of spells you can prepare is called your spell slots.", "As you increase in level as a wizard, your number of spell slots and the highest level of spells you can cast from spell slots increase, shown in Table 3\u201319: Wizard Spells per Day below.", "Some of your spells require you to attempt a spell attack roll to see how effective they are, or have your enemies roll against your spell DC (typically by attempting a saving throw). Since your key ability is Intelligence, your spell attack rolls and spell DCs use your Intelligence modifier.", diff --git a/data/companionsfamiliars.json b/data/companionsfamiliars.json index a2facbe8f4..056a9cae54 100644 --- a/data/companionsfamiliars.json +++ b/data/companionsfamiliars.json @@ -1,5 +1,61 @@ { "companion": [ + { + "name": "Water Wraith", + "source": "LOIL", + "page": 107, + "type": "Companion", + "fluff": [ + "Though they originate in the Mwangi Expanse, reptiles known as water wraiths migrated to the Impossible Lands in ages past. Driven to local extinction in the Nex-Geb war, they recently returned to lurk in the mighty Ustradi river. Alkenstar reconnaissance teams venturing into the inhospitable Mana Wastes value water wraiths both for their sharp instincts in finding water sources as well as their color-changing abilities that can transmit visual signals clearly over long distances\u2014a valuable tactical asset for Alkenstar's military intelligence efforts." + ], + "size": [ + "small" + ], + "attacks": [ + { + "range": "Melee", + "name": "jaws", + "damage": "{@damage 1d8} piercing" + }, + { + "range": "Melee", + "name": "claw", + "traits": [ + "agile" + ], + "damage": "{@damage 1d6} slashing" + } + ], + "abilityMods": { + "str": 3, + "dex": 2, + "con": 2, + "int": -4, + "wis": 1, + "cha": 0 + }, + "hp": 6, + "skill": "survival", + "special": "The water wraith can hold its breath for about 2 hours.", + "speed": { + "walk": 20, + "swim": 25 + }, + "support": "Your water wraith hisses and changes colors swiftly in an iridescent clash, overwhelming your foes in an avalanche of shades and hues. Until the start of your next turn, each time you hit a creature within your water wraith's reach, the creature is {@condition dazzled} for 1 round.", + "maneuver": { + "name": "Gulp Blood", + "source": "LOIL", + "page": 107, + "activity": { + "number": 1, + "unit": "action" + }, + "requirements": "The water wraith's last action was a successful jaws attack against a foe.", + "entries": [ + "The water wraith gains {@dice 2d8} temporary Hit Points that last for 1 round, and the foe takes {@dice 2d8} {@condition persistent damage||persistent bleed damage}. If the water wraith has a specialization, the water wraith instead gains {@dice 3d8} temporary Hit Points, and the target takes 3d6 {@condition persistent damage||persistent bleed damage}. If the targeted creature has absolutely no vital fluids, this ability might not function, at the GM's discretion." + ] + } + }, { "name": "Ape", "source": "APG", @@ -37,7 +93,7 @@ "walk": 25, "climb": 25 }, - "support": "Your ape threatens your foes with menacing growls. Until the start of your next turn, if you hit and deal damage to a creature in your ape's reach, the creature becomes {@condition frightened} 1.", + "support": "Your ape threatens your foes with menacing growls. Until the start of your next turn, if you hit and deal damage to a creature in your ape's reach, the creature becomes {@condition frightened 1}.", "maneuver": { "name": "Frightning Display", "source": "APG", @@ -1026,7 +1082,7 @@ "speed": { "walk": 40 }, - "support": "The hyena mockingly yowls at your enemies and bites at them when you create an opening. Until the start of your next turn, each time you hit a creature in the hyena's reach with a {@action Strike}, the creature becomes {@condition frightened} 1.", + "support": "The hyena mockingly yowls at your enemies and bites at them when you create an opening. Until the start of your next turn, each time you hit a creature in the hyena's reach with a {@action Strike}, the creature becomes {@condition frightened 1}.", "maneuver": { "name": "Gnaw", "source": "AoA5", @@ -1615,7 +1671,7 @@ "walk": 10, "fly": 45 }, - "support": "The vulture retches and vomits onto a foe within 10 feet. Until the start of your next turn, if you hit and deal damage to the target, the target must succeed at a Fortitude save or become {@condition sickened} 1 ({@condition sickened} 2 on a critical failure). The DC of the Fortitude save is 12 (or 14, if the vulture is a {@quickref specialized animal companion||0|Specialized Animal Companions}) + your level + the vulture's Constitution modifier.", + "support": "The vulture retches and vomits onto a foe within 10 feet. Until the start of your next turn, if you hit and deal damage to the target, the target must succeed at a Fortitude save or become {@condition sickened 1} ({@condition sickened 2} on a critical failure). The DC of the Fortitude save is 12 (or 14, if the vulture is a {@quickref specialized animal companion||0|Specialized Animal Companions}) + your level + the vulture's Constitution modifier.", "maneuver": { "name": "Feast on the Fallen", "source": "AoA5", @@ -1845,6 +1901,69 @@ } ], "familiar": [ + { + "name": "Ceru", + "source": "LOIL", + "page": 220, + "type": "Familiar", + "traits": [ + "n", + "tiny", + "beast" + ], + "requires": 4, + "granted": [ + "{@familiarAbility cantrip connection} ({@spell guidance}, {@spell mage hand})", + "{@familiarAbility darkvision}", + "{@familiarAbility touch telepathy|APG}" + ], + "abilities": [ + { + "name": "Created Magic", + "entries": [ + "Your ceru familiar grants you the {@spell mage hand} and {@spell guidance} cantrips via the {@familiarAbility cantrip connection} granted ability. If one or more of these cantrips isn't on your spell list, you can replace the cantrip or cantrips not on your spell list with a cantrip or cantrips from your spell list instead." + ] + }, + { + "name": "Turn of Fate", + "activity": { + "number": 2, + "unit": "action" + }, + "traits": [ + "divination" + ], + "frequency": { + "freq": 1, + "unit": "day" + }, + "range": { + "unit": "feet", + "number": 30 + }, + "entries": [ + "Your ceru shifts the scales of fortune for one target's next attempt at an attack roll, saving throw, or skill check. If targeted with bad fortune, the target attempts a Will save against your class DC or spell DC, whichever is higher, with effects depending on the result of their save; this is a {@trait misfortune} effect. If targeted with good fortune, the target rolls twice and uses the better result; this is a {@trait fortune} effect. Regardless of outcome, targets are immune to Turn of Fate for one day.", + { + "type": "successDegree", + "entries": { + "Success": [ + "The target is unaffected." + ], + "Failure": [ + "The target rolls twice and uses the worse result." + ], + "Critical Failure": [ + "As failure, except the target is affected for the next three attempts." + ] + } + } + ] + } + ], + "fluff": [ + "Cerus are mortal-made creatures in the shape of tiny, blue elephants with spikes on their feet, tail, and ears. They're highly sought-after amongst circles of the affluent." + ] + }, { "name": "Polong", "source": "BotD", @@ -2500,7 +2619,7 @@ "freq": 1 }, "entries": [ - "The shadow familiar makes a melee attack with an attack roll modifier equal to your spell attack roll modifier. If the {@action Strike} is successful, the target is {@condition enfeebled} 1 and its shadow disappears. After 24 hours, the {@condition enfeebled} condition ends, and they regain their shadow once more. Any effect that reduces or removes the {@condition enfeebled} condition restores their shadow as well.", + "The shadow familiar makes a melee attack with an attack roll modifier equal to your spell attack roll modifier. If the {@action Strike} is successful, the target is {@condition enfeebled 1} and its shadow disappears. After 24 hours, the {@condition enfeebled} condition ends, and they regain their shadow once more. Any effect that reduces or removes the {@condition enfeebled} condition restores their shadow as well.", "This action has the trait matching your tradition of magic, or {@trait occult} if you aren't a spellcaster." ] } @@ -2979,7 +3098,7 @@ "page": 218, "type": "Master", "entries": [ - "Once per day, your familiar can use 2 actions with the {@trait concentrate} trait to regain 1 Focus Point, up to your usual maximum You must have a focus pool to select this." + "Once per day, your familiar can use 2 actions with the {@trait concentrate} trait to regain 1 Focus Point, up to your usual maximum. You must have a focus pool to select this." ] }, { @@ -3027,8 +3146,8 @@ "alignment": "must be good, usually neutral good", "home": "Ethereal Plane or Negative Energy Plane", "size": [ - "Medium", - "Small" + "medium", + "small" ], "suggestedAttacks": [ "claw (slashing), fist (bludgeoning), jaws (piercing)" @@ -3699,7 +3818,7 @@ "entries": { "Critical Success": "The target is unaffected.", "Success": "The target can't use reactions.", - "Failure": "The target is {@condition slowed} 1 and can't use reactions.", + "Failure": "The target is {@condition slowed 1} and can't use reactions.", "Critical Failure": "As failure, and the target is also {@condition confused} for 1 round. The confusion can't be extended, but the other effects can." } } diff --git a/data/conditions.json b/data/conditions.json index f35604eb3d..12e2d70c0e 100644 --- a/data/conditions.json +++ b/data/conditions.json @@ -109,7 +109,7 @@ "source": "CRB", "page": 619, "entries": [ - "You are carrying more weight than you can manage. While you're encumbered, you're {@condition clumsy} 1 and take a 10-foot penalty to all your Speeds. As with all penalties to your Speed, this can't reduce your Speed below 5 feet." + "You are carrying more weight than you can manage. While you're encumbered, you're {@condition clumsy 1} and take a 10-foot penalty to all your Speeds. As with all penalties to your Speed, this can't reduce your Speed below 5 feet." ] }, { diff --git a/data/creaturetemplates.json b/data/creaturetemplates.json index 364d2986cd..fce2c5dbf5 100644 --- a/data/creaturetemplates.json +++ b/data/creaturetemplates.json @@ -1,5 +1,181 @@ { "creatureTemplate": [ + { + "name": "Mana Wastes Mutant", + "type": "Template", + "hasLore": true, + "source": "LOIL", + "page": 332, + "entries": [ + "All Mana Wastes mutants gain {@ability darkvision} (replacing {@ability low-light vision} if the creature had it), and the DC to {@action Recall Knowledge} about a mutant increases by 2. The creature gains the {@trait mutant} trait. They usually have one or two of the following abilities, or potentially three if the mutant is 9th level or higher. If you apply these abilities to an existing creature, either raise the level and adjust the statistics, or remove some of the creature's abilities to make room for the new abilities. More Mana Wastes mutant abilities and creatures are on pages 84\u201385 of Pathfinder Adventure Path #179: Cradle of Quartz." + ], + "optAbilities": { + "entries": [ + { + "type": "pf2-h3", + "name": "Mana Wastes Mutant Abilities", + "entries": [ + "Select two of the following abilities, or potentially three if the Mana Wastes mutant is 9th level or higher. These abilities should relate to the manner that the base creature used magic in life or to the nature of the wild magic that caused their mutation. You can also create new abilities or adapt others from monsters or classes to fit the theme." + ] + } + ], + "abilities": [ + { + "name": "Caustic Pustules", + "entries": [ + "Whenever the mutant takes piercing or slashing damage, creatures adjacent to the mutant take {@damage 1d6} acid damage (basic Reflex save). The damage increases to {@dice 2d6} if the mutant is at least 8th level and {@dice 3d6} if the mutant is at least 15th level." + ] + }, + { + "name": "Chameleon Skin", + "entries": [ + "The mutant can change their coloration to match their surroundings.", + "They don't need cover or concealment to attempt to {@action Hide} with a {@skill Stealth} check." + ] + }, + { + "name": "Eldritch Attraction", + "traits": [ + "enchantment", + "mental" + ], + "entries": [ + "A creature who casts a spell within 30 feet of the mutant must succeed at a Will save or spend its next action to {@action Stride} toward the mutant. It can't {@action Delay} or take any reactions until it has obeyed the compulsion." + ] + }, + { + "name": "Energy Blast", + "activity": { + "number": 2, + "unit": "action" + }, + "traits": [ + "evocation", + "primal" + ], + "entries": [ + "Choose an energy type; this ability gains that energy type as {@trait a} trait. The mutant gains some sort of physical alteration to their shape that suggests how they trigger their energy blast, be it numerous pustules on their body, an extra limb, or an additional opening in their throat to exhale the blast as a breath weapon. Choose whether the mutant creates a 60-foot line of energy or a 30-foot cone of energy when they activate this ability. The energy deals {@dice 1d6} damage per level with a basic Reflex save. The mutant can't use Energy Blast again for {@dice 1d4} rounds." + ] + }, + { + "name": "Energy Resistance", + "entries": [ + "The mutant has strangely colored skin or fur and gains resistance to a single type of energy damage. The amount of energy resistance gained depends on the mutant's level.", + { + "type": "table", + "caption": "Energy Resistance", + "colLabels": [ + "Mutant's Level", + "Energy Resistance" + ], + "colStyles": [ + "col-2 text-center", + "col-10 text-center" + ], + "rows": [ + [ + "2 or lower", + "2" + ], + [ + "3\u20137", + "5" + ], + [ + "8\u201314", + "10" + ], + [ + "15+", + "15" + ] + ] + } + ] + }, + { + "name": "Grasping Tentacle", + "entries": [ + "The mutant grows a writhing, serpentine appendage, granting them a tentacle {@action Strike} (an agile unarmed attack that deals bludgeoning damage), and the Grab ability with that {@action Strike}. If they had any agile attacks, the damage dealt by their tentacle should be roughly the same as the damage dealt by those attacks. If they had only non-agile attacks, their tentacle should deal three-quarters that damage." + ] + }, + { + "name": "Hulking Form", + "entries": [ + "Increase the mutant's size by one category. Decrease their AC by 1, increase their HP by 1/10 their normal maximum HP, and increase the reach of all their melee Strikes by 5 feet." + ] + }, + { + "name": "Hungry Maw", + "entries": [ + "A mouth full of razor-sharp teeth opens somewhere on the mutant's body. They gain a maw {@action Strike} (an unarmed attack that does piercing damage roughly the same as the damage dealt by their most damaging melee attack), and they gain the Vengeful Bite reaction." + ] + }, + { + "name": "Vengeful Bite", + "activity": { + "number": 1, + "unit": "reaction" + }, + "trigger": "A creature critically hits the mutant with a melee unarmed {@action Strike} or a non-reach melee {@action Strike}", + "entries": [ + "The mutant makes a maw {@action Strike} against the triggering creature." + ] + }, + { + "name": "Increased Speed", + "entries": [ + "The mutant's limbs change, or they grow new limbs to accommodate their mutation. Either one of their existing Speeds increases by 20 feet or they gain a new Speed (such as fly or swim) of 15 feet." + ] + }, + { + "name": "Magic Hunger", + "entries": [ + "The mutant gains the ability to detect the source of any magic within 30 feet as an imprecise sense." + ] + }, + { + "name": "Mirror Thing", + "activity": { + "number": 1, + "unit": "action" + }, + "traits": [ + "arcane", + "concentrate", + "polymorph", + "transmutation" + ], + "entries": [ + "The mutant takes on the specific appearance of any Small or Medium humanoid they can currently see. This doesn't alter their statistics, but it might change the damage type of their Strikes." + ] + }, + { + "name": "Revolting Appearance", + "traits": [ + "arcane", + "aura", + "visual" + ], + "entries": [ + "Details of the mutant's appearance are disturbing and unnatural in the extreme. A non-mutant living creature who begins their turn within 60 feet of the mutant must succeed at a Fortitude save or become {@condition sickened||sickened 2}. A creature who succeeds at its save is then temporarily immune to the aura for 24 hours." + ] + }, + { + "name": "Sprouted Limb", + "entries": [ + "The mutant grows an extra leg, increasing their Speed by 10 feet." + ] + }, + { + "name": "Too Many Eyes", + "entries": [ + "Countless eyes sprout on the mutant's skin. They gain all-around vision." + ] + } + ] + } + }, { "name": "Secret Society Member", "type": "Adjustment", @@ -2751,9 +2927,9 @@ "type": "successDegree", "entries": { "Critical Success": "The creature is unaffected by the presence.", - "Success": "The creature is {@condition frightened} 1.", - "Failure": "The creature is {@condition frightened} 2.", - "Critical Failure": "The creature is {@condition frightened} 4." + "Success": "The creature is {@condition frightened 1}.", + "Failure": "The creature is {@condition frightened 2}.", + "Critical Failure": "The creature is {@condition frightened 4}." } } ] diff --git a/data/deities.json b/data/deities.json index 2e0ccb5531..acf4339471 100644 --- a/data/deities.json +++ b/data/deities.json @@ -1,5 +1,326 @@ { "deity": [ + { + "name": "Vineshvakhi", + "category": "Other Gods", + "alias": [ + "The Pain of Purity" + ], + "source": "LOIL", + "page": 319, + "areasOfConcern": [ + "guardians", + "locks", + "sacrifice", + "vaults" + ], + "alignment": { + "alignment": [ + "ln" + ], + "followerAlignment": [ + "lg", + "ln" + ] + }, + "font": [ + "harm" + ], + "divineAbility": { + "abilities": [ + "constitution", + "wisdom" + ] + }, + "divineSkill": { + "skills": [ + "intimidation" + ] + }, + "domains": [ + "duty", + "lightning", + "pain", + "protection" + ], + "alternateDomains": [ + "change", + "knowledge", + "secrecy" + ], + "spells": { + "1": [ + "mage armor" + ], + "2": [ + "enlarge" + ], + "6": [ + "chain lightning" + ] + }, + "edicts": [ + "protect holy people, places, and treasures", + "sacrifice common comforts and mortal joys for the sake of your charge" + ], + "anathema": [ + "abandon your post", + "fail to protect your charge", + "willingly suffer corruption over death or grievous harm" + ], + "favoredWeapon": { + "weapons": [ + "longsword" + ] + }, + "avatar": { + "speed": { + "walk": 70 + }, + "airWalk": true, + "shield": 15, + "immune": [ + "immobilized" + ], + "melee": [ + { + "name": "longsword", + "traits": [ + "reach <15 feet>", + "versatile

" + ], + "damage": "6d8+6", + "damageType": "slashing" + } + ] + }, + "hasLore": true + }, + { + "name": "Ravithra", + "category": "Other Gods", + "alias": [ + "The Mother of Nagas", + "The Chalice-Bearer" + ], + "otherSources": { + "Expanded": [ + "LOIL|318" + ] + }, + "source": "AoE5", + "page": 71, + "areasOfConcern": [ + "judgment", + "karma", + "law", + "vengeance" + ], + "alignment": { + "alignment": [ + "ln" + ], + "followerAlignment": [ + "lg", + "ln", + "le", + "n" + ] + }, + "font": [ + "harm" + ], + "divineAbility": { + "abilities": [ + "intelligence", + "wisdom" + ] + }, + "edicts": [ + "enforce karma's pitiless judgment", + "shame fools", + "kill traitors", + "pursue the Chalice of Amrit" + ], + "anathema": [ + "make decisions erratically or randomly", + "provide aid to Vasaghati or her followers", + "engage in treachery" + ], + "alternateDomains": [ + "ambition", + "souls" + ], + "domains": [ + "fate", + "naga", + "sorrow", + "truth" + ], + "spells": { + "1": [ + "charm" + ], + "2": [ + "animal form (snake only)" + ], + "4": [ + "clairvoyance" + ] + }, + "divineSkill": { + "skills": [ + "occultism" + ] + }, + "favoredWeapon": { + "weapons": [ + "jaws", + "light mace" + ], + "entry": "jaws or {@item light mace}" + }, + "avatar": { + "speed": { + "walk": 50 + }, + "ignoreTerrain": true, + "immune": [ + "immobilized" + ], + "melee": [ + { + "name": "jaws", + "traits": [ + "reach <15 feet>" + ], + "damage": "6d10+6", + "damageType": "piercing" + }, + { + "name": "tail swipe", + "traits": [ + "disarm", + "trip", + "reach <15 feet>" + ], + "damage": "6d8+6", + "damageType": "bludgeoning" + } + ] + }, + "hasLore": true + }, + { + "name": "Aakriti", + "alias": [ + "The Evershifting" + ], + "source": "LOIL", + "page": 310, + "areasOfConcern": [ + "discovery", + "life", + "ooze", + "potential" + ], + "alignment": { + "alignment": [ + "n" + ], + "followerAlignment": [ + "ln", + "cn", + "ng", + "cg" + ] + }, + "category": "Eldest", + "edicts": [ + "create without reservation", + "help others unlock their true potential", + "observe the mysteries of life" + ], + "anathema": [ + "fail to study a new creature if safely able", + "force a creature to live in the wrong body", + "reject creatures or information due to bigoted or rigid beliefs" + ], + "font": [ + "harm", + "heal" + ], + "divineAbility": { + "abilities": [ + "constitution", + "charisma" + ], + "entry": "Constitution or Charisma" + }, + "alternateDomains": [ + "freedom", + "knowledge" + ], + "domains": [ + "change", + "creation", + "fate", + "time" + ], + "spells": { + "1": [ + "ant haul" + ], + "3": [ + "insect form" + ], + "9": [ + "shapechange" + ] + }, + "divineSkill": { + "skills": [ + "acrobatics" + ] + }, + "favoredWeapon": { + "weapons": [ + "whip" + ] + }, + "avatar": { + "speed": { + "walk": 70 + }, + "ignoreTerrain": true, + "immune": [ + "immobilized" + ], + "melee": [ + { + "name": "tendril whip", + "traits": [ + "disarm", + "finesse", + "nonlethal", + "reach <20 feet>", + "trip" + ], + "damage": "6d6+6", + "damageType": "slashing" + } + ], + "ranged": [ + { + "name": "thorns", + "range": 100, + "damage": "6d6+6", + "damageType": "piercing" + } + ] + }, + "hasLore": true + }, { "name": "Ng", "alias": [ @@ -159,7 +480,7 @@ }, "domains": [ "decay", - "delerium", + "delirium", "fate", "time" ], @@ -290,8 +611,8 @@ { "name": "calculated countermeasures", "traits": [ - "versatile bludgeoning", - "versatile slashing" + "versatile ", + "versatile " ], "range": 60, "damage": "6d4+3", @@ -704,7 +1025,7 @@ "backswing", "finesse", "reach <15 feet>", - "versatile p" + "versatile

" ], "damage": "6d8+6", "damageType": "slashing" @@ -956,7 +1277,7 @@ "Doors jam and locks stick when you try to open them. It takes 3 Interact actions for you to open even an unlocked door, and each attempt to {@action Pick a Lock} takes you 2 rounds instead of 2 actions." ], "Moderate Curse": [ - "Crossing thresholds becomes daunting. Whenever you move through a portal, gateway, or door, you gain the {@condition sickened} 2 condition. Magical travel is even more exhausting; after traveling via {@trait teleportation}, {@spell plane shift}, or the like, you also gain the {@condition fatigued} condition until you get a full night's rest." + "Crossing thresholds becomes daunting. Whenever you move through a portal, gateway, or door, you gain the {@condition sickened 2} condition. Magical travel is even more exhausting; after traveling via {@trait teleportation}, {@spell plane shift}, or the like, you also gain the {@condition fatigued} condition until you get a full night's rest." ], "Major Curse": [ "Transportation magic no longer works for you. You cannot be transported by any magical means, nor can you transport, conjure, or summon others. Even extradimensional spaces like {@item bag of holding (generic)||bags of holding} are inaccessible and unusable to you, as using them requires magical transportation to the extradimensional space." @@ -1038,7 +1359,7 @@ "finesse", "reach <15 feet>", "thrown <40 feet>", - "versatile p" + "versatile

" ] } ], @@ -1536,7 +1857,8 @@ ], "otherSources": { "Expanded": [ - "LOKL|52" + "LOKL|52", + "LOIL|311" ] }, "source": "LOGM", @@ -1770,9 +2092,23 @@ }, { "name": "Arundhat", + "hasLore": true, "alias": [ "The Sacred Perfume" ], + "otherSources": { + "Expanded": [ + "LOIL|312" + ] + }, + "alternateDomains": [ + "passion" + ], + "areasOfConcern": [ + "blossoms", + "diplomacy", + "scent" + ], "source": "LOGM", "page": 132, "alignment": { @@ -1786,6 +2122,39 @@ "cg" ] }, + "avatar": { + "airWalk": true, + "immune": [ + "immobilized" + ], + "speed": { + "walk": 70 + }, + "melee": [ + { + "name": "thorned blossom", + "damage": "6d6+5", + "damageType": "piercing", + "traits": [ + "agile", + "finesse", + "nonlethal", + "reach <15 feet>" + ] + } + ], + "ranged": [ + { + "name": "ten thousand petals", + "damage": "6d6+3", + "damageType": "mental", + "traits": [ + "nonlethal" + ], + "range": 120 + } + ] + }, "category": "Vudrani Gods", "edicts": [ "practice herbalism", @@ -2907,7 +3276,7 @@ "You feel some of the effects of scurvy, making your wounds flow more easily. The DC of the flat check for you to remove {@condition persistent damage||persistent bleed damage} is 20 instead of 15 (or 15 instead of 10 if using extremely efficient methods to assist your recovery), and you don't recover from {@condition persistent damage||persistent bleed damage} automatically when you reach full Hit Points." ], "Moderate Curse": [ - "You get seasick, becoming {@condition sickened} 2 whenever you can see the sea or are on a boat at sea. You can't reduce this condition until you can no longer see the sea or are off the boat, though you can manage to stomach enough food and water to survive on a voyage, with extreme discomfort." + "You get seasick, becoming {@condition sickened 2} whenever you can see the sea or are on a boat at sea. You can't reduce this condition until you can no longer see the sea or are off the boat, though you can manage to stomach enough food and water to survive on a voyage, with extreme discomfort." ], "Major Curse": [ "You meet extreme financial ruin for daring to gravely offend the Pirate Queen. Besmara's agents steal all your booty and bring the spoils to Besmara's ship, Seawraith. If you want a chance to recover your lost wealth, you must parlay with the goddess and accept whatever dangerous terms she offers, usually requiring a heist she will find sufficiently amusing to watch whether you succeed or fail, and requiring you to trade your spoils from that quest for your previous belongings." @@ -3855,7 +4224,7 @@ "agile", "finesse", "reach <15 feet>", - "versatile s" + "versatile " ] } ], @@ -3887,8 +4256,19 @@ "alias": [ "The Roar of the Storm" ], + "hasLore": true, + "otherSources": { + "Expanded": [ + "LOIL|313" + ] + }, "source": "LOGM", "page": 132, + "areasOfConcern": [ + "children", + "fertility", + "wild beasts" + ], "alignment": { "alignment": [ "n" @@ -4991,7 +5371,7 @@ "Misfortune follows you in your travels and requires acts of contrition or benevolence to keep at bay. You must always roll twice and take the worst result when attempting a check. This is a {@trait misfortune} effect. You can express your remorse and ignore this effect for {@dice 1d4} rounds by spending an action, which has the {@trait concentrate} trait. If you perform a truly selfless act of compassion, you ignore this effect for 1 day." ], "Major Curse": [ - "The stars rebuke you for your ways. You are {@condition sickened} 4 and {@condition slowed} 1 whenever you are exposed to starlight." + "The stars rebuke you for your ways. You are {@condition sickened 4} and {@condition slowed 1} whenever you are exposed to starlight." ] }, "hasLore": true, @@ -5144,6 +5524,43 @@ "alias": [ "The Serpent of Eighty Blades" ], + "otherSources": { + "Expanded": [ + "LOIL|314" + ] + }, + "areasOfConcern": [ + "austerity", + "retribution", + "war" + ], + "avatar": { + "speed": { + "walk": 70, + "swim": 40, + "burrow": 40 + }, + "melee": [ + { + "name": "eighty-blade war dance", + "traits": [ + "forceful", + "versatile

", + "reach <15 feet>" + ], + "damage": "6d8+6", + "damageType": "slashing" + } + ], + "ranged": [ + { + "name": "principle of retribution", + "range": 120, + "traitNote": "damages only creatures who have previously attacked you", + "damage": "6d6+3" + } + ] + }, "source": "LOGM", "page": 132, "alignment": { @@ -6072,7 +6489,7 @@ "name": "longsword", "traits": [ "reach <15 feet>", - "versatile piercing" + "versatile " ], "damage": "6d8+6", "damageType": "slashing" @@ -6306,7 +6723,7 @@ "LOKL|55" ] }, - "areasofConcern": [ + "areasOfConcern": [ "Fangwood Forest" ], "page": 130, @@ -6385,8 +6802,8 @@ "name": "nature's wrath unbound", "traits": [ "ranged trip", - "versatile piercing", - "versatile slashing" + "versatile ", + "versatile " ], "range": 60, "damage": "6d6+3", @@ -6547,7 +6964,7 @@ "The Gossamer King's gifts seem bizarre and cruel to those outside of his following, but his faithful crave his gifts zealously and fear his punishments." ], "Minor Boon": [ - "Your commitment to filth draws a small cloud of disease-laden insects. Once, you can summon a cloud of midges, mosquitos, and flies to surround you for 1 minute. Creatures adjacent to you at any point during that time become {@condition drained} 1, {@condition sickened} 1, and exposed to a blood-borne illness. Ghlaunder typically grants this boon when you can infect a significant number of creatures." + "Your commitment to filth draws a small cloud of disease-laden insects. Once, you can summon a cloud of midges, mosquitos, and flies to surround you for 1 minute. Creatures adjacent to you at any point during that time become {@condition drained 1}, {@condition sickened 1}, and exposed to a blood-borne illness. Ghlaunder typically grants this boon when you can infect a significant number of creatures." ], "Moderate Boon": [ "Ghlaunder teaches you to bide your time, corrupting and infecting until the time is right. When you expose a creature to a {@trait disease} and it succeeds at its Fortitude save, it is still infected unless it critically succeeds. However, such a creature experiences no effects and the disease does not progress for the first 24 hours, even if the disease is normally fast-acting or someone uses another ability to progress the disease. It's very difficult to detect the infection in the first day; the DC for {@skill Medicine} checks to do so is 5 higher." @@ -6556,7 +6973,7 @@ "Ghlaunder rewards his followers with the ability to safely spread illness\u2014or on occasion, offers respite to desperate petitioners who please him. You do not take negative effects from any disease you are infected with unless or until Ghlaunder rescinds this benefit." ], "Minor Curse": [ - "Ghlaunder drains away your life force for himself. You become {@condition drained} 1 and can't reduce your {@condition drained} condition below 1." + "Ghlaunder drains away your life force for himself. You become {@condition drained 1} and can't reduce your {@condition drained} condition below 1." ], "Moderate Curse": [ "Ghlaunder leeches your energy from you as easily as blood. Any time you fail a Fortitude save, you become {@condition fatigued} in addition to all other effects." @@ -6795,7 +7212,7 @@ "Your blows become unstoppable, carrying the momentum of Gorum's thrill for battle. Your {@item greatsword} {@action Strike|CRB|Strikes} gain the {@trait forceful} trait." ], "Major Boon": [ - "Gorum feeds you the zeal of his undying warriors, allowing you to draw upon your own life force to fight on and on without falling. Whenever you would be reduced to 0 Hit Points, you are instead healed to half your maximum Hit Points and become {@condition doomed} 1 (or increase your {@condition doomed} condition by 1)." + "Gorum feeds you the zeal of his undying warriors, allowing you to draw upon your own life force to fight on and on without falling. Whenever you would be reduced to 0 Hit Points, you are instead healed to half your maximum Hit Points and become {@condition doomed 1} (or increase your {@condition doomed} condition by 1)." ], "Minor Curse": [ "Gorum rewards cowardice with frailty. Any armor you wear and shield you wield reduces its item bonus to AC by 2 (minimum 0) and its Hardness, Hit Points, and Break Threshold by half." @@ -6804,7 +7221,7 @@ "You've lost the glory of slaying a worthy opponent. All of your weapon and unarmed attacks decrease their damage dice by one step, and all your attacks are {@trait nonlethal}." ], "Major Curse": [ - "You are unable to keep up with the rigors of combat. The moment a combat breaks out, you become {@condition fatigued} and {@condition slowed} 1. At the end of each of your turns, your {@condition slowed} condition increases by 1. These conditions end only when you are no longer in combat." + "You are unable to keep up with the rigors of combat. The moment a combat breaks out, you become {@condition fatigued} and {@condition slowed 1}. At the end of each of your turns, your {@condition slowed} condition increases by 1. These conditions end only when you are no longer in combat." ] }, "hasLore": true, @@ -6852,7 +7269,7 @@ "damageType": "slashing", "name": "greatsword", "traits": [ - "versatile p", + "versatile

", "reach <15 feet>" ] } @@ -6991,7 +7408,7 @@ { "name": "wind", "traits": [ - "versatile electricity" + "versatile " ], "range": 120, "damage": "6d6+3", @@ -7035,7 +7452,7 @@ "When your pranks start going wrong, they dissolve into a string of catastrophic failures. When you roll a failure on a {@skill Deception} or {@skill Stealth} check, you get a critical failure instead." ], "Moderate Curse": [ - "Grandmother Spider weaves a web to ensnare you, and you trail webs behind you wherever you go. You become permanently {@condition slowed} 1 and take a \u201310-foot circumstance penalty to your Speeds." + "Grandmother Spider weaves a web to ensnare you, and you trail webs behind you wherever you go. You become permanently {@condition slowed 1} and take a \u201310-foot circumstance penalty to your Speeds." ], "Major Curse": [ "Grandmother Spider throws all of her might behind the underdog. Any time a creature with a level lower than yours rolls a success on a check against you, it critically succeeds instead; any time you roll a failure on a check against a creature with a level lower than yours, you critically fail instead." @@ -7130,7 +7547,7 @@ "deadly <3d8>", "finesse", "reach <15 feet>", - "versatile p" + "versatile

" ], "damage": "6d6+6", "damageType": "bludgeoning" @@ -7234,7 +7651,7 @@ "Whenever you are illuminated by a light source other than natural sunlight, your head appears to be a bare skull. The DC for your recovery checks is 12 + your {@condition dying} value, rather than 10 + your {@condition dying} value, and you don't benefit from effects that reduce the DC, such as from the {@feat Toughness} feat." ], "Moderate Curse": [ - "The horrors at the end of reality become overwhelming and constantly race through your mind. You are permanently {@condition stupefied} 2." + "The horrors at the end of reality become overwhelming and constantly race through your mind. You are permanently {@condition stupefied 2}." ], "Major Curse": [ "You bring about the end to everything around you. Every item you carry or wear gains the {@condition broken} condition after 10 minutes of exposure to you, and is destroyed after a further hour. This effect can't destroy {@trait artifact|GMG|artifacts} or items of similar power." @@ -8378,7 +8795,7 @@ { "name": "longsword", "traits": [ - "versatile p", + "versatile

", "reach <15 feet>" ], "damage": "6d8+6", @@ -8524,7 +8941,7 @@ "Irori challenges you to seek another path, rather than treat every problem as a nail just because you have a hammer. If you select a check for which you have a higher bonus when another method would have been more appropriate for the situation, such as using {@skill Deception} to lie through life because it's your highest modifier, even if it would be better to reach a compromise through {@skill Diplomacy}, you must roll twice and take the lower result." ], "Moderate Curse": [ - "Irori challenges you to adapt to adversity in order to perfect yourself. You become weighed down as if under heavy weights, becoming {@condition clumsy} 2 and {@condition encumbered} until you accomplish a challenging task of Irori's choosing." + "Irori challenges you to adapt to adversity in order to perfect yourself. You become weighed down as if under heavy weights, becoming {@condition clumsy 2} and {@condition encumbered} until you accomplish a challenging task of Irori's choosing." ], "Major Curse": [ "Irori makes all living creatures forget your existence. This can be further compounded by raising Irori's ire, resulting in your name being obliterated from all written records. In both cases, memories and writings rearrange themselves to omit you smoothly, rather than leaving obvious gaps." @@ -8578,7 +8995,7 @@ "damageType": "bludgeoning", "traits": [ "agile", - "versatile p or s", + "versatile

", "finesse", "reach <15 feet>" ] @@ -9022,7 +9439,7 @@ "Community opinion turns against you. Humanoids in your community who would normally start as {@condition indifferent} toward you start as {@condition unfriendly} instead." ], "Moderate Curse": [ - "Your strength betrays you, preventing you from taking more than your fair share. You are {@condition enfeebled} 2 and can't carry anything beyond the gear you are actively wearing or using." + "Your strength betrays you, preventing you from taking more than your fair share. You are {@condition enfeebled 2} and can't carry anything beyond the gear you are actively wearing or using." ], "Major Curse": [ "You are cursed to depend upon others for your survival. You can't eat anything, drink anything, or use any gear or magic items unless they were willingly given to you by someone who rightfully owns them. Work-arounds like having an ally strip the gear from someone's corpse and then give it to you willingly automatically fail." @@ -9727,7 +10144,7 @@ "Kurgess's displeasure breaks your competitive edge, causing you to fail at the cusp of success. If your check result exactly equals the DC, you fail instead of succeeding." ], "Major Curse": [ - "The wrath of Kurgess withers you almost to nothing. You are permanently {@condition drained} 2 and {@condition enfeebled} 4." + "The wrath of Kurgess withers you almost to nothing. You are permanently {@condition drained 2} and {@condition enfeebled 4}." ] }, "areasOfConcern": [ @@ -10081,7 +10498,7 @@ "You spread Lamashtu's nightmares everywhere you go. You can cast {@spell confusion} once per day as an {@trait divine} innate spell." ], "Major Boon": [ - "Lamashtu uses your body to birth a new monster, regardless of your gender. Once per day, you can spend 1 minute to birth a monster determined by the GM, which rips its way from your belly. The monster's level is up to your level and it does as it pleases, following Lamashtu's will, though it doesn't attack you unless you have lost her favor. You are {@condition drained} 3 from the ordeal." + "Lamashtu uses your body to birth a new monster, regardless of your gender. Once per day, you can spend 1 minute to birth a monster determined by the GM, which rips its way from your belly. The monster's level is up to your level and it does as it pleases, following Lamashtu's will, though it doesn't attack you unless you have lost her favor. You are {@condition drained 3} from the ordeal." ], "Minor Curse": [ "Horrid visions torment your mind, overlaying reality at inopportune times. You treat everything around you as if it was {@condition concealed}." @@ -10282,6 +10699,40 @@ "alias": [ "The Teller" ], + "avatar": { + "speed": { + "walk": 70 + }, + "immune": [ + "immobilized" + ], + "melee": [ + { + "name": "trunk", + "traits": [ + "disarm", + "reach <20 feet>" + ], + "note": "plus grasping trunk", + "damage": "6d6+6", + "damageType": "bludgeoning" + } + ], + "ability": [ + { + "name": "Grasping Trunk", + "entries": [ + "A Large or smaller creature hit by the avatar's trunk is {@condition grabbed}. If the avatar moves, it can bring the {@condition grabbed} creature along with it." + ] + } + ] + }, + "hasLore": true, + "otherSources": { + "Expanded": [ + "LOIL|315" + ] + }, "source": "LOGM", "page": 132, "alignment": { @@ -10496,7 +10947,7 @@ { "name": "flaming lightning", "traits": [ - "versatile fire" + "versatile " ], "range": 120, "damage": "6d6+3", @@ -10960,6 +11411,11 @@ "alias": [ "Dowager of Illusions" ], + "otherSources": { + "Expanded": [ + "LOIL|316" + ] + }, "source": "LOGM", "page": 75, "alignment": { @@ -10972,6 +11428,11 @@ "ne" ] }, + "areasOfConcern": [ + "death", + "fate", + "vanity" + ], "category": "Queens of the Night", "edicts": [ "become an arbiter of reality", @@ -11014,6 +11475,24 @@ "deception" ] }, + "avatar": { + "speed": { + "walk": 30, + "fly": 70 + }, + "ranged": [ + { + "name": "hideous vision", + "range": 120, + "traits": [ + "visual" + ], + "damage": "6d6+3", + "damageType": "mental", + "note": "Automatically succeeds at all flat checks to attack a {@condition hidden} or {@condition concealed} creature" + } + ] + }, "favoredWeapon": { "weapons": [ "bola|apg" @@ -11422,7 +11901,7 @@ { "name": "morningstar", "traits": [ - "versatile p", + "versatile

", "reach <15 feet>" ], "damage": "6d8+6", @@ -11977,7 +12456,7 @@ "You are granted supreme magical knowledge and mastery. If you are a prepared spellcaster, you can switch one of your prepared spells for another spell you could have prepared in that slot; if you are a spontaneous spellcaster, you can switch one of the spells in your spell repertoire for another spell you could have chosen for your repertoire instead. In either case, you make this switch by using a single action, which has the {@trait concentrate}. (If you are neither a prepared nor a spontaneous spellcaster, Nethys won't grant you his major boon.)" ], "Minor Curse": [ - "The secrets of magic become mentally taxing. You are permanently {@condition stupefied} 1." + "The secrets of magic become mentally taxing. You are permanently {@condition stupefied 1}." ], "Moderate Curse": [ "Your magic wars against itself like Nethys's dueling halves. Whenever you cast a spell, attempt a DC {@flatDC 11} flat check. On a failure, if your spell was harmful, you instead cast a beneficial spell of the same level on your intended targets, and if it was beneficial, you instead cast a harmful spell of the same level on your intended targets. If the spell benefited some targets and harmed others, you cast a spell of the same level that switches who benefited (for instance, changing a {@spell heal} spell that harmed undead and healed the living to a {@spell harm} spell that healed undead and harmed the living). You still lose the spell slot for the spell you were trying to cast." @@ -12048,7 +12527,7 @@ "name": "raw magic", "range": 120, "traits": [ - "versatile cold, electricity, or fire" + "versatile " ], "damage": "6d6", "damageType": "force" @@ -12502,7 +12981,7 @@ "traits": [ "agile", "finesse", - "versatile s", + "versatile ", "reach <15 feet>" ], "damage": "6d6+6", @@ -12932,7 +13411,7 @@ "Fate turns against you and reveals dire portents. Divinations such as {@spell augury} cast by you or that involve you always suggest woe. Once per day after you attempt a check, the GM can make the result of the roll a natural 1." ], "Major Curse": [ - "Pharasma wills the end of your life and your lineage. You become unable to have children (or otherwise procreate by any means, including create spawn abilities) and are permanently {@condition doomed} 2." + "Pharasma wills the end of your life and your lineage. You become unable to have children (or otherwise procreate by any means, including create spawn abilities) and are permanently {@condition doomed 2}." ] }, "hasLore": true, @@ -13330,8 +13809,10 @@ "name": "bastard sword", "traits": [ "reach <15 feet>", - "silver", - "two-handed d12" + "two-handed " + ], + "preciousMetal": [ + "silver" ], "damage": "5d8+6", "damageType": "slashing", @@ -13367,6 +13848,16 @@ "alias": [ "The Sage on the Mountain" ], + "otherSources": { + "Expanded": [ + "LOIL|317" + ] + }, + "areasOfConcern": [ + "humor", + "lessons", + "monkeys" + ], "source": "LOGM", "page": 132, "alignment": { @@ -13380,6 +13871,41 @@ "cn" ] }, + "alternateDomains": [ + "family" + ], + "hasLore": true, + "avatar": { + "speed": { + "walk": 70, + "climb": 50 + }, + "immune": [ + "immobilized" + ], + "melee": [ + { + "name": "gada", + "traits": [ + "reach <15 feet>" + ], + "damage": "6d10+6", + "damageType": "bludgeoning" + } + ], + "ranged": [ + { + "name": "mountain gust", + "range": 120, + "traits": [ + "air" + ], + "damage": "6d4+3", + "damageType": "bludgeoning", + "note": "plus pushed 5 feet in any direction" + } + ] + }, "category": "Vudrani Gods", "edicts": [ "seek enlightenment through worldly experience", @@ -13617,7 +14143,7 @@ "You can crack the surface of Gods of the Inner Sea, accelerating the release of the Rough Beast. You gain the {@feat Quaking Stomp} barbarian feat." ], "Minor Curse": [ - "Whenever you are imprisoned, you thrash and shake as your mind fills with desperation. Any time you are restrained or otherwise imprisoned (such as being sent to jail), you are also {@condition clumsy} 2 and {@condition stupefied} 2." + "Whenever you are imprisoned, you thrash and shake as your mind fills with desperation. Any time you are restrained or otherwise imprisoned (such as being sent to jail), you are also {@condition clumsy 2} and {@condition stupefied 2}." ], "Moderate Curse": [ "Your destructive rage seeks to remain unbound. Any armor you wear automatically becomes broken. Other items in your possession occasionally become broken over time." @@ -13682,7 +14208,7 @@ "name": "leg", "traits": [ "agile", - "versatile p", + "versatile

", "reach <15 feet>" ], "damage": "6d8+6", @@ -13938,7 +14464,7 @@ "You are a voice of peace and rehabilitation. When you roll a success at a check to {@action Request} something, you get a critical success instead. In addition, all creatures other than fiends, undead, and mindless creatures allow you one chance to speak your piece and make requests before entering combat. If you or an ally ever use the time from the request to gain an advantage in an ensuing combat (for example, by casting preparatory spells, positioning for combat, or waiting out your opponent's preparatory spells), Sarenrae immediately revokes this boon, or possibly curses your ally." ], "Minor Curse": [ - "The sun burns you for your transgression. You receive a sunburn that causes you to become permanently {@condition clumsy} 1." + "The sun burns you for your transgression. You receive a sunburn that causes you to become permanently {@condition clumsy 1}." ], "Moderate Curse": [ "The sun shines its light on everything you say. You become unable to tell lies, and if you attempt to do so, you instead compulsively blurt out the truth on the matter in question. You are still able to withhold information or lie by omission." @@ -14345,7 +14871,7 @@ "Your inner beauty and love surround you in an aura. As long as you bear them no ill will, all creatures other than fiends, undead, and mindless creatures start with an attitude of {@condition friendly} toward you, unless they would have been {@condition helpful} instead. This doesn't mean they are willing to change their life or plans for you, and this boon does not prevent their attitudes from worsening if you try to thwart them. This effect doesn't work against deities and similarly powerful creatures. Additionally, the love you share with your friends inspires them. You and your allies gain a +3 status bonus to saving throws and skill checks as long as you can see each other." ], "Minor Curse": [ - "You heart churns with remorse. Each day, you are {@condition sickened} 1 as a specific misdeed plays out in your mind over and over in guilt. You can't remove this condition, though it abates enough for you to quickly eat and drink when necessary. If you make amends or otherwise earnestly pursue redemption for the misdeed, the {@condition sickened} condition fades completely that day." + "You heart churns with remorse. Each day, you are {@condition sickened 1} as a specific misdeed plays out in your mind over and over in guilt. You can't remove this condition, though it abates enough for you to quickly eat and drink when necessary. If you make amends or otherwise earnestly pursue redemption for the misdeed, the {@condition sickened} condition fades completely that day." ], "Moderate Curse": [ "Others subconsciously recognize your past betrayals. Whenever you attempt a {@skill Diplomacy} check and roll a failure, you get a critical failure instead, and if you roll a critical success, you get a success instead." @@ -14541,7 +15067,7 @@ "deadly <3d8>", "two-hand ", "reach <15 feet>", - "versatile p" + "versatile

" ] } ], @@ -15727,7 +16253,7 @@ { "name": "morningstar", "traits": [ - "versatile p", + "versatile

", "reach <15 feet>" ], "damage": "6d6+6", @@ -16285,7 +16811,7 @@ "Urgathoa cuts you off from positive energy without granting you the blessing of undeath. You are harmed by positive effects and don't recover Hit Points from them, as if you were an undead or had negative healing, but you are still harmed by negative effects as normal." ], "Major Curse": [ - "Urgathoa teaches you that pointless lives in slavery to death and morality are bound to end in tragedy. You develop an incurable wasting disease that leaves you {@condition clumsy} 2, {@condition enfeebled} 2, and unable to move except by {@action Crawl|CRB|Crawling}. This disease never progresses further to kill you, but it passes to your friends and loved ones merely by sight, wasting them away unto death before your eyes and causing them to rise as undead to haunt you." + "Urgathoa teaches you that pointless lives in slavery to death and morality are bound to end in tragedy. You develop an incurable wasting disease that leaves you {@condition clumsy 2}, {@condition enfeebled 2}, and unable to move except by {@action Crawl|CRB|Crawling}. This disease never progresses further to kill you, but it passes to your friends and loved ones merely by sight, wasting them away unto death before your eyes and causing them to rise as undead to haunt you." ] }, "hasLore": true, @@ -16607,7 +17133,7 @@ "finesse", "reach <15 feet>", "thrown <40 feet>", - "versatile slashing" + "versatile " ], "damage": "5d4+6", "damageType": "piercing", @@ -16779,7 +17305,7 @@ "name": "holy spear", "traits": [ "reach <20 feet>", - "versatile fire" + "versatile " ] } ], @@ -17709,7 +18235,7 @@ "You are surrounded by spectral chains that cause you to always be {@condition encumbered} and that have the same effects as armor with the {@trait noisy} trait." ], "Moderate Curse": [ - "You share the pain of others, and even minor wounds bring you incredible pain. Whenever you see (or otherwise sense) a creature take damage, you take {@dice 1d6} mental damage. Whenever you take damage any other way than from the first part of this curse, you take {@damage 1d6} mental damage from increased pain and are {@condition sickened} 1. Mental damage from this curse ignores any resistance you have to mental damage." + "You share the pain of others, and even minor wounds bring you incredible pain. Whenever you see (or otherwise sense) a creature take damage, you take {@dice 1d6} mental damage. Whenever you take damage any other way than from the first part of this curse, you take {@damage 1d6} mental damage from increased pain and are {@condition sickened 1}. Mental damage from this curse ignores any resistance you have to mental damage." ], "Major Curse": [ "Zon-Kuthon steals away your joy, leaving you with only pain. You lose that which you cherish the most forever, and lose the ability to feel joy. You can't gain benefits from emotion effects based on positive emotions. If Zon-Kuthon feels you are ready to renounce, destroy, mutilate, or torture that which you once cherished most, he might return it to you to allow you to do so." @@ -18000,7 +18526,7 @@ { "name": "morningstar", "traits": [ - "versatile p", + "versatile

", "reach <15 feet>" ], "damage": "6d6+6", diff --git a/data/events.json b/data/events.json index f6a7f1bf9b..276342f923 100644 --- a/data/events.json +++ b/data/events.json @@ -53,7 +53,7 @@ "Critical Success": "You gain a taste for blood that invigorates you at the mere scent. Whenever a creature within 30 feet takes persistent bleed damage from one of your abilities or effects, you gain temporary Hit Points equal to the damage dealt or half your level, whichever is lower. These temporary Hit Points remain for 1 minute. You gain the temporary Hit Points whenever the creature takes the damage, not when you inflict the persistent bleed on them. This effect lasts for 1 week.", "Success": "The rain is pleasantly fortifying, giving you a sense of vigor. Creatures gain a +2 circumstance bonus to checks to {@action Treat your Wounds}. This effect lasts for 1 week.", "Failure": "Something in the rain is wrong. You feel as if your body wants to shed itself of blood. You gain weakness to persistent bleed damage equal to half your level for 1 week.", - "Critical Failure": "Your vitality appears to have been torn from you. You become {@condition drained} 2. As long as the {@condition drained} condition persists, you take a \u22122 circumstance penalty to curses, diseases, and poisons. Reducing this {@condition drained} condition by 1 requires 1 week of rest." + "Critical Failure": "Your vitality appears to have been torn from you. You become {@condition drained 2}. As long as the {@condition drained} condition persists, you take a \u22122 circumstance penalty to curses, diseases, and poisons. Reducing this {@condition drained} condition by 1 requires 1 week of rest." } } ] @@ -83,7 +83,7 @@ "Critical Success": "You gain {@spell harm} as an innate primal spell you can cast once per day, heightened to a level equal to half your level, rounded up. You lose the ability to cast the innate spell after 1 year.", "Success": "As critical success, except the spell is heightened 1 level lower (minimum 1st level). You lose the ability to cast the innate spell after 1 month.", "Failure": "The leaves slice at your body, leaving your skin raw and prone to splitting. You gain weakness to slashing damage equal to half your level for 1 week.", - "Critical Failure": "You become susceptible to forces that drain your life force. You're permanently {@condition drained} 1, and when you roll a failure against an effect with the {@trait necromancy} trait, you get a critical failure instead. This effect has the {@trait curse} trait and can be counteracted by {@spell remove curse} or similar effects." + "Critical Failure": "You become susceptible to forces that drain your life force. You're permanently {@condition drained 1}, and when you roll a failure against an effect with the {@trait necromancy} trait, you get a critical failure instead. This effect has the {@trait curse} trait and can be counteracted by {@spell remove curse} or similar effects." } } ] @@ -200,7 +200,7 @@ "Critical Success": "Static electricity suffuses your limbs, arcing electricity over objects you touch. Your {@action Strike||Strikes} with melee weapons and unarmed attacks deal {@damage 1d4} additional persistent electricity damage for 1 year.", "Success": "The practice gained from jumping between lightning bolts is surprisingly useful. You gain a +1 circumstance bonus to saves against effects with the {@trait electricity} trait.", "Failure": "The lightning strikes you, charging your body with a magnetic pull. You take a \u22122 circumstance penalty to AC against attacks made with a metal weapon, as determined by the GM. Additionally, you're considered to be wearing armor for the purpose of effects such as {@spell shocking grasp} that present additional danger to creatures wearing metal armor. Your magnetized state remains for 1 week.", - "Critical Failure": "You're struck by a particularly strong bolt of lightning, leaving you with astraphobia. Whenever you take electricity damage, you must also succeed at a Will save against the DC of the damaging effect. On a failure, you become {@condition frightened} 2 ({@condition frightened} 3 on a critical failure). It takes at least a month of downtime spent on incremental therapy to remove this effect." + "Critical Failure": "You're struck by a particularly strong bolt of lightning, leaving you with astraphobia. Whenever you take electricity damage, you must also succeed at a Will save against the DC of the damaging effect. On a failure, you become {@condition frightened 2} ({@condition frightened 3} on a critical failure). It takes at least a month of downtime spent on incremental therapy to remove this effect." } } ] diff --git a/data/feats/feats-aoe2.json b/data/feats/feats-aoe2.json index 49621f1ce3..4663b6a917 100644 --- a/data/feats/feats-aoe2.json +++ b/data/feats/feats-aoe2.json @@ -105,7 +105,7 @@ "prerequisites": "Jalmeri Heavenseeker", "requirements": "You are unarmored.", "entries": [ - "You enter a stance perfected by past champions of the Challenge of Sky and Heaven, allowing you to make jagged strikes like flashes of lightning through the sky. The only {@action Strike||Strikes} you can make are skyward slash unarmed attacks. These unarmed attacks deal {@damage 1d10} slashing damage; are in the {@group brawling}; and have the nonlethal, unarmed, and versatile P traits.", + "You enter a stance perfected by past champions of the Challenge of Sky and Heaven, allowing you to make jagged strikes like flashes of lightning through the sky. The only {@action Strike||Strikes} you can make are skyward slash unarmed attacks. These unarmed attacks deal {@damage 1d10} slashing damage; are in the {@group brawling}; and have the {@trait nonlethal}, {@trait unarmed}, and {@trait versatile

} traits.", "While in Sky and Heaven Stance, you gain resistance 2 to electricity and resistance 2 to sonic damage. These resistances increase to 5 at 12th level and to 8 at 18th level." ] }, diff --git a/data/feats/feats-apg.json b/data/feats/feats-apg.json index 369e011ff9..5784590cbb 100644 --- a/data/feats/feats-apg.json +++ b/data/feats/feats-apg.json @@ -1353,7 +1353,7 @@ ], "prerequisites": "{@feat Investigator Dedication|APG}", "entries": [ - "You gain a {@filter 1st- or 2nd-level investigator|feats||Class=investigator|level=[1;2]} of your choice." + "You gain a {@filter 1st- or 2nd-level investigator|feats||Class=investigator|level=[1;2]} feat of your choice." ], "leadsTo": [ "Advanced Deduction|APG" diff --git a/data/feats/feats-crb.json b/data/feats/feats-crb.json index e1efa5488f..503ee339d1 100644 --- a/data/feats/feats-crb.json +++ b/data/feats/feats-crb.json @@ -4033,7 +4033,7 @@ ], "requirements": "You are unarmored.", "entries": [ - "You enter the stance of a dragon and make powerful leg strikes like a lashing dragon's tail. You can make dragon tail attacks that deal {@damage 1d10} bludgeoning damage. They are in the {@group brawling} group and have the backswing, {@trait nonlethal}, and {@trait unarmed} traits.", + "You enter the stance of a dragon and make powerful leg strikes like a lashing dragon's tail. You can make dragon tail attacks that deal {@damage 1d10} bludgeoning damage. They are in the {@group brawling} group and have the {@trait backswing}, {@trait nonlethal}, and {@trait unarmed} traits.", "While in Dragon Stance, you can ignore the first square of {@quickref difficult terrain||3|terrain} while {@action Stride||Striding}." ], "leadsTo": [ diff --git a/data/feats/feats-loag.json b/data/feats/feats-loag.json index 440d636732..b4e5288e28 100644 --- a/data/feats/feats-loag.json +++ b/data/feats/feats-loag.json @@ -3695,8 +3695,7 @@ "fleshwarp" ], "entries": [ - "Your stomach is particularly durable. When you succeed at a Fortitude save to reduce your {@condition sickened} value, you reduce it by 2 (or by 3 on a critical success)", - "Lady Kedley: A wealthy noble in Spinhead Vanluk: This Mana Wastes." + "Your stomach is particularly durable. When you succeed at a Fortitude save to reduce your {@condition sickened} value, you reduce it by 2 (or by 3 on a critical success)." ] }, { diff --git a/data/feats/feats-locg.json b/data/feats/feats-locg.json index 58314e9032..66df970518 100644 --- a/data/feats/feats-locg.json +++ b/data/feats/feats-locg.json @@ -888,7 +888,7 @@ ], "prerequisites": "{@feat Magaambyan Attendant Dedication|LOCG}, Emerald Boughs affiliation", "entries": [ - "You use Emerald Bough techniques to create a small extradimensional space called a hideaway that lasts as long as you are conscious. The hideaway functions as a type I bag of holding, but has no Bulk and takes no hands; it holds one object with a maximum Bulk equal to your highest mental ability score modifier; as you open the hideaway with pure thought, activating it to retrieve an item is a free action with the envision component instead of a single action with the {@action Interact} component. The hideaway's access point appears as an obviously magical gap within 1 foot of your body. Only you can access the hideaway; you can you use an {@action Interact} action each round to physically hold it open for another person. A successful {@spell dispel magic} spell or similar effect against your spell DC and the hideaway's counteract level of 2 expels the object; the object is also expelled if you become {@condition unconscious}. After a successful {@spell dispel magic} spell or when you become conscious again, the hideaway immediately reforms with no additional action from you. You can also dismiss the hideaway (if it is empty) or re-form it using a single action with the envision component." + "You use Emerald Bough techniques to create a small extradimensional space called a hideaway that lasts as long as you are conscious. The hideaway functions as a {@item bag of holding (type I)||type I bag of holding}, but has no Bulk and takes no hands; it holds one object with a maximum Bulk equal to your highest mental ability score modifier; as you open the hideaway with pure thought, activating it to retrieve an item is a free action with the envision component instead of a single action with the {@action Interact} component. The hideaway's access point appears as an obviously magical gap within 1 foot of your body. Only you can access the hideaway; you can you use an {@action Interact} action each round to physically hold it open for another person. A successful {@spell dispel magic} spell or similar effect against your spell DC and the hideaway's counteract level of 2 expels the object; the object is also expelled if you become {@condition unconscious}. After a successful {@spell dispel magic} spell or when you become conscious again, the hideaway immediately reforms with no additional action from you. You can also dismiss the hideaway (if it is empty) or re-form it using a single action with the envision component." ] }, { @@ -1879,7 +1879,7 @@ ], "prerequisites": "trained in {@skill Crafting}", "entries": [ - "You can jury-rig your weapons to perform in unexpected ways. When you use this ability, add one of the following weapon traits to a melee weapon you wield: {@trait deadly }, {@trait disarm}, {@trait nonlethal}, {@trait shove}, {@trait trip}, {@trait versatile B}, {@trait versatile P}, or {@trait versatile S}. You cannot add a trait that the weapon already has. The weapon retains this trait until you a successfully hit and deal damage with the weapon. The weapon retains this trait only while you wield it, and you can have only one weapon modified in this way at any time.", + "You can jury-rig your weapons to perform in unexpected ways. When you use this ability, add one of the following weapon traits to a melee weapon you wield: {@trait deadly }, {@trait disarm}, {@trait nonlethal}, {@trait shove}, {@trait trip}, {@trait versatile B}, {@trait versatile

}, or {@trait versatile S}. You cannot add a trait that the weapon already has. The weapon retains this trait until you a successfully hit and deal damage with the weapon. The weapon retains this trait only while you wield it, and you can have only one weapon modified in this way at any time.", "If you have expert proficiency in {@skill Crafting}, you can use this feat as a 2-action activity. If you have legendary proficiency in {@skill Crafting}, you can apply two weapon traits from the list when using this feat." ] }, diff --git a/data/feats/feats-loil.json b/data/feats/feats-loil.json new file mode 100644 index 0000000000..4ff2a52c2c --- /dev/null +++ b/data/feats/feats-loil.json @@ -0,0 +1,2704 @@ +{ + "feat": [ + { + "name": "Embodied Legionary Subjectivity", + "source": "LOIL", + "page": 29, + "level": 1, + "traits": [ + "uncommon", + "fleshwarp" + ], + "prerequisites": "cataphract fleshwarp heritage", + "access": "You're from Nex.", + "entries": [ + "Nex's Fleshforges shaped you not to achieve individual greatness at arms, but rather to become a part of a legion, a modular piece integral to the combined arms stratagems of Nexian battlemages. You become trained in {@skill Arcana} and {@skill Athletics}. If you would automatically become trained in one of those skills, you instead gain the trained rank in another skill of your choice. You also become trained in {@skill Lore||Warfare Lore}." + ] + }, + { + "name": "Embodied Dreadnought Subjectivity", + "source": "LOIL", + "page": 29, + "level": 5, + "traits": [ + "uncommon", + "fleshwarp" + ], + "prerequisites": "cataphract fleshwarp heritage", + "access": "You're from Nex.", + "entries": [ + "Your colossal might marks you as a behemoth, the pride of Nex's Fleshforges, and the heaviest ordnance is a child's toy in your monumental grasp. You're a dreadnought, a living siege weapon, albeit one that wields other siege weapons in battle as your endoskeleton and flesh toughens. You gain the {@feat Hefty Hauler} skill feat, and your maximum Bulk limit further increases by 3, for a total of 2 to your {@condition encumbered} limit and 5 to your maximum limit." + ] + }, + { + "name": "Transposable Compliance", + "source": "LOIL", + "page": 29, + "level": 5, + "traits": [ + "fleshwarp" + ], + "entries": [ + "Your protean vitality is fecund and many-succoring: your veins run with life-giving ichor that adapts to the blood and physiology of any body, and your skin molts on command, creating wound-stanching sheaths of tissue for yourself and others. You become trained in {@skill Medicine}. If you were already trained in {@skill Medicine}, you instead become trained in a skill of your choice. You can {@action Administer First Aid} without healer's tools by using your physiology instead, but you must take 1 damage to make the attempt. Similarly, you can {@action Treat Wounds} without healer's tools but take {@dice 2d8} damage. You gain a +1 circumstance bonus on all {@skill Medicine} checks to {@action Administer First Aid} and {@action Treat Wounds} using your own physiology." + ] + }, + { + "name": "Embodied Dragoon Subjectivity", + "source": "LOIL", + "page": 29, + "level": 9, + "traits": [ + "fleshwarp" + ], + "entries": [ + "When your allies call for swift reinforcements or lightning raids, you're ready to answer. Your titanic form encompasses both cavalry and rider so that you're able to traverse vast distances and exploit opportunities in the theater of war. Your pores distend and extrude copious amounts of blood, subcutaneous fat, and lymphatic fluid for you to harden and flash-sculpt into gliding wings or a swift-hurtling mount.", + "You can cast {@spell feather fall} and phantom steed each once per day as innate occult spells. When you cast {@spell feather fall} in this way, gliding wings slow your fall, and when you cast {@spell phantom steed} in this way, the steed physically protrudes from your own lower body. Neither of these cosmetic changes alter the spells' effects; for example, foes can still attack the phantom steed as normal." + ] + }, + { + "name": "Molten Wit", + "source": "LOIL", + "page": 30, + "level": 1, + "traits": [ + "ifrit" + ], + "entries": [ + "Your elemental soul has sparked not just your body but also your mind. You either become trained in {@skill Deception} and gain the {@feat Charming Liar} skill feat, or you become trained in {@skill Diplomacy} and gain the {@feat Group Impression} skill feat. If you're already trained in one of these skills, you must take the other and can choose from either skill feat. If you're trained in both skills, you become trained in a different skill of your choice instead and can choose from either skill feat." + ] + }, + { + "name": "Native Waters", + "source": "LOIL", + "page": 31, + "level": 1, + "traits": [ + "undine" + ], + "entries": [ + "You were born with or obtained a special connection to either fresh water or salt water. Once made, this decision can't be changed. Whenever you take your full rest in a natural body of water of the type corresponding to your connection, you recover additional Hit Points equal to your level, and if you have the {@condition doomed} or {@condition fatigued} conditions, you reduce them by 2 instead of 1." + ] + }, + { + "name": "Silent Stone", + "source": "LOIL", + "page": 31, + "level": 1, + "traits": [ + "oread" + ], + "entries": [ + "You've lived in the shadow of the Shattered Range, and the patience of those ancient mountains expresses itself in your stillness. Your body might have veins of granite, sandstone, or similar sedimentary rocks that make it easier for you to camouflage yourself in certain regions. You become trained in {@skill Stealth}, and you gain the {@feat Terrain Stalker} skill feat. If you're already trained in {@skill Stealth} from another source, you become trained in a skill of your choice instead." + ] + }, + { + "name": "Wind Pillow", + "source": "LOIL", + "page": 31, + "level": 1, + "traits": [ + "sylph" + ], + "entries": [ + "The winds have whispered to you all your life, and the essence of air itself helps you at times, making you somewhat buoyant when you're suspended in space. Treat all falls as though they were 10 feet less than the actual distance traveled. You also gain the {@feat Powerful Leap} skill feat, even if you don't meet that feat's prerequisites." + ] + }, + { + "name": "Noble Resolve", + "source": "LOIL", + "page": 31, + "level": 5, + "traits": [ + "ifrit", + "oread", + "suli", + "sylph", + "undine" + ], + "entries": [ + "Once, genies ruled vast kingdoms, and a remnant of that confidence and power is reflected in your strong will. You gain a +1 circumstance bonus to Will saves against effects with the {@trait mental} trait. Regardless of success or failure, you become aware of the person who used the effect on you if they were visible to you at the time of use." + ] + }, + { + "name": "Miraculous Repair", + "source": "LOIL", + "page": 31, + "activity": { + "number": 3, + "unit": "action" + }, + "level": 9, + "traits": [ + "arcane", + "concentrate", + "ifrit", + "oread", + "suli", + "sylph", + "transmutation", + "undine" + ], + "frequency": { + "freq": 1, + "unit": "day" + }, + "entries": [ + "Geniekin can't grant magical wishes, but some echo of power lingers within you.", + "Faced with a mechanism that is damaged but not destroyed, you can wish it back into a functional state for a period of 10 minutes. The object must be mundane and no larger than 5 Bulk, such as a disabled locking mechanism in a door. For 10 minutes, the object functions as it should, ignoring any damage to its mechanism.", + "This doesn't grant you any knowledge of what a device might do or how it ought to function. Once the 10 minutes are up, the object falls back into disrepair and is temporarily immune to Miraculous {@action Repair} for 1 day" + ] + }, + { + "name": "Planar Sidestep", + "source": "LOIL", + "page": 31, + "activity": { + "number": 1, + "unit": "reaction" + }, + "level": 13, + "traits": [ + "arcane", + "concentrate", + "conjuration", + "ifrit", + "oread", + "suli", + "sylph", + "undine" + ], + "frequency": { + "freq": 1, + "unit": "day" + }, + "trigger": "A creature hits you with a melee {@action Strike}.", + "entries": [ + "You shift your body briefly between planes, reducing the damage from your foe's attack. You gain resistance 25 to all damage against the triggering attack.", + "Observers simply see you shimmer with elemental energy for a moment, just as the attack lands." + ] + }, + { + "name": "Faultspawn", + "source": "LOIL", + "page": 32, + "level": 1, + "traits": [ + "lineage", + "tiefling" + ], + "entries": [ + "You bear a grudge, inherited from a blasphemous asura forebear in your bloodline, against a particular deity and their works. You also have some vestigial signs of your previous incarnation, such as a second set of shoulder blades without usable arms, a set of mostly closed eyes where no eyes belong, or strange scarring reminiscent of a mouth. You gain the Find Fault reaction.", + { + "name": "Find Fault", + "activity": { + "number": 1, + "unit": "reaction" + }, + "traits": [ + "concentrate" + ], + "trigger": "You attempt a saving throw against a spell or magic effect but haven't rolled yet", + "entries": [ + "You find some kind of fault with the magic, using that flaw to protect yourself from the effect. You gain a +1 circumstance bonus to your saving throw against the triggering effect, which increases to a +2 circumstance bonus if the effect is divine and originates from a worshipper of the deity you chose for your grudge." + ], + "type": "ability" + } + ] + }, + { + "name": "Reveal Hidden Self", + "source": "LOIL", + "page": 32, + "activity": { + "number": 3, + "unit": "action" + }, + "level": 5, + "traits": [ + "concentrate", + "divine", + "illusion", + "tiefling" + ], + "prerequisites": "Beastbrood (Ancestry Guide 61)", + "frequency": { + "freq": 1, + "unit": "day" + }, + "requirements": "You're {@condition hidden} to at least one enemy.", + "entries": [ + "While {@condition hidden}, you manifest a version of your animalistic nature.", + "You create an illusion of a Large or smaller creature within 60 feet of your location with the effects of the {@spell illusory creature} spell.", + "The creature shares your animalistic beastbrood features. Unlike most actions taken while {@condition hidden}, using Reveal {@condition Hidden} Self and Sustaining the Spell don't automatically end your {@condition hidden} condition. Use the higher of your class DC or spell DC against attempts to disbelieve the illusion. If a creature observes you, it automatically disbelieves the illusion, and if you're no longer {@condition hidden} to at least one enemy, the effect ends." + ] + }, + { + "name": "Towering Presence", + "source": "LOIL", + "page": 33, + "activity": { + "number": 1, + "unit": "action" + }, + "level": 5, + "traits": [ + "concentrate", + "divine", + "illusion", + "polymorph", + "tiefling", + "transmutation" + ], + "prerequisites": "Faultspawn", + "frequency": { + "freq": 1, + "unit": "hour" + }, + "entries": [ + "You fill an area with your force of will, towering beyond where your true form should be.", + "Increase your size to Large until the beginning of your next turn. Your equipment grows with you but returns to natural size if removed. You're {@condition clumsy||clumsy 1}. Your reach increases by 5 feet (or by 10 feet if you started out Tiny), and you gain a +2 status bonus to melee damage. Towering Presence has no effect if you were already Large or larger." + ] + }, + { + "name": "Asura Magic", + "source": "LOIL", + "page": 33, + "level": 9, + "traits": [ + "tiefling" + ], + "prerequisites": "Faultspawn", + "entries": [ + "You can cast {@spell blood vendetta|APG} and death knell once per day each as 2nd-level divine innate spells." + ] + }, + { + "name": "Jalmeri Rakshasa Magic", + "source": "LOIL", + "page": 33, + "level": 9, + "traits": [ + "tiefling" + ], + "prerequisites": "Beastbrood (Ancestry Guide 61) You can cast {@spell dispel magic} and reaper's lantern (Advanced Player's Guide 223) once per day each as 2nd-level divine innate spells. Reaper's lantern manifests as a lantern shaped like the head of your rakshasa incarnation.", + "entries": [] + }, + { + "name": "Idol Threat", + "source": "LOIL", + "page": 33, + "activity": { + "number": 1, + "unit": "action" + }, + "level": 13, + "traits": [ + "tiefling" + ], + "prerequisites": "Beastbrood (Ancestry Guide 61)", + "requirements": "You're holding something sacred or precious to a creature, such as a relic or personal depiction of their deity or a precious personal memento.", + "entries": [ + "You brandish the precious object you're holding menacingly, at once mocking it and threatening its safety. Attempt to {@action Demoralize} the creature whose precious item you threaten. You gain a +2 circumstance bonus to the {@skill Intimidation} check to {@action Demoralize}, and on a success, the creature is {@condition flat-footed} for 1 round out of distraction for the object's safety and is {@condition stupefied||stupefied 1} for 1 minute (or {@condition stupefied||stupefied 2} on a critical success). These conditions are both in addition to the normal effects of {@action Demoralize}. The creature is then temporarily immune to any Idol Threat using that specific object for 1 day." + ] + }, + { + "name": "Dominion Aura", + "source": "LOIL", + "page": 33, + "activity": { + "number": 2, + "unit": "action" + }, + "level": 17, + "traits": [ + "aura", + "divine", + "evocation", + "force", + "tiefling" + ], + "prerequisites": "Faultspawn", + "frequency": { + "freq": 1, + "unit": "day" + }, + "entries": [ + "For a short time, you fully manifest the expectations of the god destroyer within you.", + "All creatures within a 10-foot emanation take {@damage 8d6} force damage with a basic Fortitude save. A creature that fails this save is also knocked {@condition prone}. For 1 minute, any creature who ends its turn within the 10-foot emanation takes {@damage 5d6} force damage with a basic Fortitude save. If you aren't {@condition drained}, you can choose to become {@condition drained||drained 2} when you use Dominion Aura to increase the radius of the emanation from 10 feet to 20 feet." + ] + }, + { + "name": "Ancient Memories", + "source": "LOIL", + "page": 37, + "level": 1, + "traits": [ + "ghoran" + ], + "entries": [ + "In the long years since Ghorus's day, you've done pretty much everything at one time or another. During your daily preparations, you can explore your memories of your past lives to become trained in one skill of your choice.", + "This proficiency lasts until you prepare again. Since this proficiency is temporary, you can't use it as a prerequisite for a skill increase or a permanent character option like a feat." + ] + }, + { + "name": "Flexible Form", + "source": "LOIL", + "page": 37, + "level": 1, + "traits": [ + "ghoran" + ], + "prerequisites": "any heritage except strong oak", + "entries": [ + "Your body is as supple as a sapling, capable of bending without breaking.", + "You become trained in {@skill Acrobatics}, and if you roll a success to {@action Squeeze}, you get a critical success instead. If you would automatically become trained in {@skill Acrobatics} (from your background or class, for example), you instead become trained in a skill of your choice." + ] + }, + { + "name": "Ghoran Lore", + "source": "LOIL", + "page": 37, + "level": 1, + "traits": [ + "ghoran" + ], + "entries": [ + "The very first memories ghorans have are those of their creation, and even after thousands of years, those memories have never faded for you. You become trained in {@skill Arcana} and {@skill Nature}. If you would automatically become trained in one of those skills (from your background or class, for example), you instead become trained in a skill of your choice. You also become trained in {@skill Lore||Ghoran Lore}." + ] + }, + { + "name": "Ghoran Weapon Familiarity", + "source": "LOIL", + "page": 37, + "level": 1, + "traits": [ + "ghoran" + ], + "entries": [ + "Over the course of your long, long existence, you've had a chance to practice with traditional ghoran weapons. You're trained with the glaive, greatclub, hatchet, scythe, and sickle. In addition, you gain access to all uncommon ghoran weapons.", + "For the purpose of determining your proficiency, martial ghoran weapons are simple weapons and advanced ghoran weapons are martial weapons." + ] + }, + { + "name": "Hidden Thorn", + "source": "LOIL", + "page": 37, + "level": 1, + "traits": [ + "ghoran" + ], + "entries": [ + "Some flowers can hide their thorns, and yours happen to be {@condition hidden} along your arms. You gain a thorns unarmed attack that deals {@damage 1d6} piercing damage.", + "Your thorns are in the knife weapon group and have the {@trait finesse} and {@trait unarmed} traits." + ] + }, + { + "name": "Ghoran Weapon Practice", + "source": "LOIL", + "page": 38, + "level": 5, + "traits": [ + "ghoran" + ], + "prerequisites": "Ghoran Weapon Familiarity", + "entries": [ + "With plenty of practice, the memories of previous fights from previous lives come flooding back. Whenever you critically hit using a glaive, greatclub, hatchet, scythe, sickle, or ghoran weapon, you apply the weapon's critical specialization effect." + ] + }, + { + "name": "Murderous Thorns", + "source": "LOIL", + "page": 38, + "level": 5, + "traits": [ + "ghoran" + ], + "prerequisites": "{@condition Hidden} Thorn or thorned rose", + "entries": [ + "Your thorns are many, vicious, and sharp. If you have the {@condition Hidden} Thorn feat, your thorn attack gains the deadly d6 trait. If you have the thorned rose heritage, you can use the {@action Wicked Thorns|LOIL} reaction once every hour." + ] + }, + { + "name": "Speak with Flowers", + "source": "LOIL", + "page": 38, + "level": 5, + "traits": [ + "ghoran" + ], + "entries": [ + "At your very heartwood, you're a flower animated by elder magic, and with a little effort, you can speak to your kindred. You can ask questions of, receive answers from, and use the {@skill Diplomacy} skill with flowering plants of all types." + ] + }, + { + "name": "Tree's Ward", + "source": "LOIL", + "page": 38, + "level": 5, + "traits": [ + "ghoran" + ], + "entries": [ + "You've lived among trees for so long they recognize your presence and seek to protect you from harm. You can cast {@spell protector tree|SoM} (Pathfinder Secrets of Magic 123) as a primal innate spell once per day." + ] + }, + { + "name": "Endless Memories", + "source": "LOIL", + "page": 38, + "level": 9, + "traits": [ + "ghoran" + ], + "prerequisites": "Ancient Memories", + "entries": [ + "You've lived a thousand lives and done a hundred-thousand things. When you choose a skill in which to become trained with Ancient Memories, you can also choose a skill in which you're already trained and become an expert in that skill. This lasts until your Ancient Memories expires. When the effects of Ancient Memories and Endless Memories expire, you can retrain one of your skill increases. The skill increase you gain from this retraining must either make you trained in the skill you chose with Ancient Memories or make you an expert in the skill you chose with Endless Memories." + ] + }, + { + "name": "Flower Magic", + "source": "LOIL", + "page": 38, + "level": 9, + "traits": [ + "ghoran" + ], + "entries": [ + "Certain magics in the world flow easily through your sap. You can cast {@spell barkskin} and tree shape as 2nd-level arcane innate spells once per day each. A {@spell tree shape} spell you cast this way transforms you into a Large flowering plant like a rosebush or lilac bush instead of a tree." + ] + }, + { + "name": "Perfume Cloud", + "source": "LOIL", + "page": 38, + "activity": { + "number": 2, + "unit": "action" + }, + "level": 9, + "traits": [ + "disease", + "ghoran" + ], + "frequency": { + "freq": 1, + "unit": "hour" + }, + "entries": [ + "You issue a cloud of your fragrance like a full-body sneeze\u2014but one that might save your life as the powerful perfume makes your attackers' eyes sting and water. Plants and fungi are immune to this effect, but all other creatures in a 10-foot emanation must attempt a Fortitude save against your class DC or spell DC (whichever is higher) with the following results.", + { + "type": "successDegree", + "entries": { + "Critical Success": [ + "No effect." + ], + "Success": [ + "The creature is {@condition dazzled} for 1 round." + ], + "Failure": [ + "The creature is {@condition dazzled} and can see only 10 feet away for 1 round." + ], + "Critical Failure": [ + "The creature is {@condition blinded} for 1 round." + ] + } + } + ] + }, + { + "name": "Solar Rejuvenation", + "source": "LOIL", + "page": 39, + "level": 9, + "traits": [ + "ghoran" + ], + "entries": [ + "The warmth and light of the sun gives you life. If you rest outdoors for 10 minutes during the day, you regain Hit Points equal to your Constitution modifier × half your level. You gain this benefit in addition to any healing from {@action Treat Wounds}." + ] + }, + { + "name": "Eternal Memories", + "source": "LOIL", + "page": 39, + "activity": { + "number": 1, + "unit": "action" + }, + "level": 13, + "traits": [ + "ghoran" + ], + "prerequisites": "Endless Memories", + "frequency": { + "freq": 1, + "unit": "day" + }, + "entries": [ + "You have lived longer than most realize, and due to your many lifetimes of practice you remember almost everything from your previous incarnations now. You examine your memories, changing the skills you selected with Ancient Memories and Endless Memories." + ] + }, + { + "name": "Ghoran Weapon Expertise", + "source": "LOIL", + "page": 39, + "level": 13, + "traits": [ + "ghoran" + ], + "prerequisites": "Ghoran Weapon Familiarity", + "entries": [ + "It's as if you've been training for a thousand years. Whenever you gain a class feature that grants you expert or greater proficiency in a given weapon or weapons, you also gain that proficiency in the glaive, greatclub, hatchet, scythe, sickle, and ghoran weapons in which you're trained." + ] + }, + { + "name": "Look but Don't Touch", + "source": "LOIL", + "page": 39, + "activity": { + "number": 2, + "unit": "action" + }, + "level": 13, + "traits": [ + "ghoran", + "poison" + ], + "frequency": { + "freq": 1, + "unit": "day" + }, + "entries": [ + "Many flowers are beautiful to look upon but deadly to touch\u2014and you're one of them. For 1 minute, any creature that touches you or damages you with a melee weapon without the {@trait reach} trait or with a melee unarmed attack takes {@damage 3d6} poison damage." + ] + }, + { + "name": "Violent Vines", + "source": "LOIL", + "page": 39, + "level": 13, + "traits": [ + "ghoran" + ], + "entries": [ + "When angered, you can imbue nearby vines with your wrath, provoking them into a murderous rampage. Once per hour, you can cast {@spell murderous vine|SoM} (Secrets of Magic 117) as a primal innate spell." + ] + }, + { + "name": "Ghoran's Wrath", + "source": "LOIL", + "page": 39, + "level": 17, + "traits": [ + "ghoran" + ], + "entries": [ + "You have such a strong connection to the natural world that you can inspire it to attack at those who threaten you. You can cast nature's reprisal (Secrets of Magic 117) once per hour as a primal innate spell." + ] + }, + { + "name": "Community Knowledge", + "source": "LOIL", + "page": 42, + "activity": { + "number": 1, + "unit": "reaction" + }, + "level": 1, + "traits": [ + "concentrate", + "divination", + "kashrishi", + "occult" + ], + "frequency": { + "freq": 1, + "unit": "hour" + }, + "trigger": "You attempt a skill check requiring 3 actions or fewer.", + "entries": [ + "You commune with the psychic echoes of your ancestors and community, channeling their experiences into yourself. You gain a +2 status bonus on the triggering skill check." + ] + }, + { + "name": "Crystal Luminescence", + "source": "LOIL", + "page": 43, + "activity": { + "number": 1, + "unit": "action" + }, + "level": 1, + "traits": [ + "concentrate", + "kashrishi", + "light" + ], + "entries": [ + "Your horn glows with bioluminescent color, casting bright light in a 20-foot emanation (and dim light for the next 20 feet). This light can be any color. The most common colors are blue and purple, except for trogloshi, who normally shed white light. The light shuts off when you take this action again or fall {@condition unconscious}.", + "If a spell or ability would activate your glowing horn while Crystal Luminescence is active, it instead increases the radius of the bright light and dim light by 10 feet each until the start of your next turn. This isn't cumulative, so using another such ability doesn't increase the radius again." + ], + "special": [ + "If you have the trogloshi heritage, you can select this feat a second time (in addition to gaining it automatically from your heritage). If you do, you increase the area to a 40-foot emanation (and dim light for the next 40 feet). In addition, you can use Crystal Luminescence as a free action the first time you use it on each of your turns." + ] + }, + { + "name": "Emotional Partitions", + "source": "LOIL", + "page": 43, + "level": 1, + "traits": [ + "kashrishi" + ], + "entries": [ + "You have created strong mental partitions in your mind to filter out negative emotional influences. You gain a +1 circumstance bonus on saving throws against {@trait emotion} effects. If you roll a success on a saving throw against an {@trait emotion} effect, you get a critical success instead." + ] + }, + { + "name": "Mental Sustenance", + "source": "LOIL", + "page": 43, + "level": 1, + "traits": [ + "kashrishi" + ], + "entries": [ + "You can sustain yourself with the power of your mind. You need only a single serving of food and water each week to avoid starvation or dehydration. You can hold your breath for an additional 5 rounds before running out of air." + ] + }, + { + "name": "Open Mind", + "source": "LOIL", + "page": 43, + "level": 1, + "traits": [ + "kashrishi" + ], + "entries": [ + "You have inherent psychic abilities that allow you to tap into the power of your mind. Choose one cantrip from the occult spell list. You can cast this spell as an occult innate spell at will. A cantrip is heightened to a spell level equal to half your level rounded up." + ] + }, + { + "name": "Puncturing Horn", + "source": "LOIL", + "page": 43, + "level": 1, + "traits": [ + "kashrishi" + ], + "entries": [ + "While many kashrishi never use their horns for more than cracking open hard-shelled fruits or amplifying their psychic powers, you've practiced using yours offensively. You gain a horn unarmed attack that deals {@damage 1d6} piercing damage. Your horn is in the brawling group and has the {@trait finesse} and {@trait unarmed} traits." + ], + "special": [ + "If you have the xyloshi heritage, your horn instead deals {@damage 1d8} piercing damage." + ] + }, + { + "name": "Scuttle Up", + "source": "LOIL", + "page": 43, + "level": 1, + "traits": [ + "kashrishi" + ], + "prerequisites": "athamasi or xyloshi", + "entries": [ + "Your environment requires you to climb cave walls or tree trunks with great regularity. You gain a {@action Climb} speed of 10 feet." + ] + }, + { + "name": "Tough Skin", + "source": "LOIL", + "page": 44, + "level": 1, + "traits": [ + "kashrishi" + ], + "prerequisites": "lethoci heritage or xyloshi heritage", + "entries": [ + "Your skin is medium armor in the plate armor group that grants a +4 item bonus to AC, and has a Dex cap of +1, a check penalty of \u20132, a Speed penalty of \u20135 feet, a Strength value of 16, and the {@trait comfort} trait. You can never wear other armor or remove your hide. You can etch armor runes onto your hide.", + "If you're a lethoci kashrishi who takes this feat, your modifications also make you more buoyant, allowing you to {@action Swim} across the surface of even turbulent bodies of water without needing to make an {@skill Athletics} check." + ], + "special": [ + "You can take this feat only at 1st level, and you can't retrain into this feat." + ] + }, + { + "name": "Empathic Calm", + "source": "LOIL", + "page": 44, + "level": 5, + "traits": [ + "kashrishi" + ], + "entries": [ + "Once per day, you can cast either calm emotions or sanctuary as an innate occult spell, heightened to half your level rounded up." + ] + }, + { + "name": "Fighting Horn", + "source": "LOIL", + "page": 44, + "level": 5, + "traits": [ + "kashrishi" + ], + "prerequisites": "Puncturing Horn or xyloshi", + "entries": [ + "You can modify the size and shape of your horn over time using your mental powers.", + "Choose two of the following weapon traits: disarm, grapple, shove, and trip. Your horn gains the chosen traits." + ], + "special": [ + "You can take this feat a second time, adding the traits you didn't choose when you first took it." + ] + }, + { + "name": "Skilled Climber", + "source": "LOIL", + "page": 44, + "level": 5, + "traits": [ + "kashrishi" + ], + "prerequisites": "athamasi or xyloshi", + "entries": [ + "You can navigate vertical surfaces with ease. You gain a climb Speed of 10 feet. If you also have the Scuttle Up ancestry feat, your climb Speed increases to your land Speed when climbing trees or cavern walls." + ] + }, + { + "name": "Unlock Secret", + "source": "LOIL", + "page": 44, + "level": 5, + "traits": [ + "kashrishi" + ], + "prerequisites": "Open Mind", + "entries": [ + "You delve deeper into your psychic potential. Choose a 1st-level occult spell, either a common spell or another to which you have access. You can cast that spell once per day as an innate occult spell." + ] + }, + { + "name": "Well of Potential", + "source": "LOIL", + "page": 44, + "activity": { + "number": 1, + "unit": "action" + }, + "level": 5, + "traits": [ + "kashrishi" + ], + "prerequisites": "focus pool, at least one innate spell from a kashrishi heritage or ancestry feat that shares a tradition with at least one of your focus spells", + "frequency": { + "freq": 1, + "unit": "day" + }, + "entries": [ + "Your mind is a deep well of psychic potential. You regain 1 Focus Point, up to your usual maximum." + ] + }, + { + "name": "Fortified Mind", + "source": "LOIL", + "page": 44, + "level": 9, + "traits": [ + "kashrishi" + ], + "entries": [ + "Your mind is unusually resilient and resistant to influence. When you would gain the {@condition fascinated} or {@condition stupefied} condition, you can attempt a DC {@flatDC 17} flat check. On a success, you don't gain the {@condition fascinated} or {@condition stupefied} condition." + ] + }, + { + "name": "Telekinetic Slip", + "source": "LOIL", + "page": 45, + "activity": { + "number": 1, + "unit": "reaction" + }, + "level": 9, + "traits": [ + "evocation", + "kashrishi", + "occult" + ], + "frequency": { + "freq": 1, + "unit": "day" + }, + "trigger": "Your turn begins, and you're {@condition grabbed} or {@condition restrained}.", + "entries": [ + "A thin shell of telekinetic energy pushes from your skin, widening your enemy's grasp enough for you to slip free. You gain a +2 status bonus to checks to {@action Escape} from whatever has you {@condition grabbed} or {@condition restrained}. This bonus lasts until either you're no longer {@condition grabbed} or {@condition restrained}, or you fall {@condition unconscious}." + ] + }, + { + "name": "Transcendent Realization", + "source": "LOIL", + "page": 45, + "level": 9, + "traits": [ + "kashrishi" + ], + "prerequisites": "Unlock Secret", + "entries": [ + "You've unleashed even more of your mind's limitless potential. Choose a 3rd-level occult spell, either a common spell or another to which you have access, including a lower-level spell heightened to 3rd level if you wish. You can cast that spell once per day as an innate occult spell." + ] + }, + { + "name": "Kashrishi Revivification", + "source": "LOIL", + "page": 45, + "activity": { + "number": 1, + "unit": "free" + }, + "level": 13, + "traits": [ + "kashrishi" + ], + "frequency": { + "freq": 1, + "unit": "day" + }, + "trigger": "You have the {@condition dying} condition and are about to attempt a recovery check.", + "entries": [ + "You can use Kashrishi Revivification even if you're otherwise unable to act.", + "The well of psychic energy held within your mind can exceed the limitations of your physical body. You're restored to 1 Hit Point, lose the {@condition dying} and {@condition unconscious} conditions, and can act normally on this turn. You gain or increase the {@condition wounded} condition as normal for losing the {@condition dying} condition." + ] + }, + { + "name": "Reimagine", + "source": "LOIL", + "page": 45, + "level": 13, + "traits": [ + "kashrishi" + ], + "prerequisites": "Transcendent Realization", + "entries": [ + "You can cast {@spell dreaming potential} as an innate occult spell. You can cast this spell targeting yourself as your last activity before falling asleep to receive its normal benefits and effects." + ] + }, + { + "name": "Bend Space", + "source": "LOIL", + "page": 45, + "level": 17, + "traits": [ + "uncommon", + "kashrishi" + ], + "prerequisites": "Transcendent Realization", + "entries": [ + "Not even space itself is a match for the unleashed power of your mind. You can cast {@spell teleport} as an innate occult spell. You don't need to touch creatures to target them with this innate spell as long as they're in range of your empathic sense." + ] + }, + { + "name": "Cleansing Light", + "source": "LOIL", + "page": 45, + "activity": { + "number": 2, + "unit": "action" + }, + "level": 17, + "traits": [ + "concentrate", + "kashrishi", + "light", + "necromancy", + "occult" + ], + "frequency": { + "freq": 1, + "unit": "day" + }, + "entries": [ + "A burst of light from your horn cleanses your allies of ailments and sends your foes reeling. You and all allies in a 20-foot emanation benefit from a 4th-level {@spell restoration} spell. All enemies within the emanation are {@condition dazzled} until the end of your next turn." + ] + }, + { + "name": "Cold Minded", + "source": "LOIL", + "page": 48, + "level": 1, + "traits": [ + "nagaji" + ], + "entries": [ + "The subtle strands of beguiling magic leave little impression on your mind. You gain a +1 circumstance bonus to saving throws against {@trait emotion} effects, and whenever you roll a success on a saving throw against an {@trait emotion} effect, you get a critical success instead." + ] + }, + { + "name": "Nagaji Lore", + "source": "LOIL", + "page": 49, + "level": 1, + "traits": [ + "nagaji" + ], + "entries": [ + "You're the vassal or apprentice of a learned naga, and you've studied the secrets of naga magic and concocting intricate poisons. You gain the trained proficiency rank in {@skill Crafting} and {@skill Occultism}. If you would automatically become trained in one of those skills (from your background or class, for example), you become trained in a skill of your choice. You also become trained in your choice of {@skill Lore||Nagaji Lore} or {@skill Lore||Naga Lore}." + ] + }, + { + "name": "Nagaji Spell Familiarity", + "source": "LOIL", + "page": 49, + "level": 1, + "traits": [ + "nagaji" + ], + "entries": [ + "Either through study, exposure, or familial devotion, you have the magic of nagas bubbling in your blood. During your daily preparations, choose daze, detect magic, or mage hand. Until your next daily preparations, you can cast the chosen spell as an occult innate cantrip. A cantrip is heightened to a spell level equal to half your level rounded up." + ] + }, + { + "name": "Serpent's Tongue", + "source": "LOIL", + "page": 49, + "level": 1, + "traits": [ + "nagaji" + ], + "entries": [ + "You subconsciously flick your tongue through the air to taste the world around you.", + "You gain imprecise scent with a range of 30 feet." + ] + }, + { + "name": "Water Nagaji", + "source": "LOIL", + "page": 49, + "level": 1, + "traits": [ + "nagaji" + ], + "entries": [ + "Much like a water naga, you've formed a connection to a sacred or pristine body of water, either as a home or a place to protect. You gain the {@feat Breath Control} general feat as a bonus feat and a swim Speed of 10 feet." + ] + }, + { + "name": "Hypnotic Lure", + "source": "LOIL", + "page": 49, + "activity": { + "number": 2, + "unit": "action" + }, + "level": 5, + "traits": [ + "concentrate", + "enchantment", + "mental", + "nagaji", + "occult", + "visual" + ], + "frequency": { + "freq": 1, + "unit": "hour" + }, + "entries": [ + "Your unblinking gaze is so intense it can befuddle the mind of others, drawing your victims toward you even against their better judgment. You stare at a creature within 30 feet. The target must attempt a Will save against the higher of your class DC or spell DC.", + { + "type": "successDegree", + "entries": { + "Success": [ + "The target is unaffected." + ], + "Failure": [ + "On its turn, the target must spend its first action to approach you. It can't {@action Delay} or take reactions until it has done so." + ], + "Critical Failure": [ + "The target must use all its actions on its next turn to approach you. It can't {@action Delay} or take any reactions until it has reached a space that's adjacent to you (or as close to you as possible if it reaches an impassable barrier)." + ] + } + } + ] + }, + { + "name": "Nagaji Spell Mysteries", + "source": "LOIL", + "page": 49, + "level": 5, + "traits": [ + "nagaji" + ], + "prerequisites": "at least one innate spell from a nagaji heritage or ancestry feat", + "entries": [ + "You've learned more naga magic. During your daily preparations, choose charm, fleet step, or heal. You can cast the chosen spell as a 1st-level occult innate spell once that day." + ] + }, + { + "name": "Skin Split", + "source": "LOIL", + "page": 49, + "activity": { + "number": 2, + "unit": "action" + }, + "level": 5, + "traits": [ + "nagaji" + ], + "frequency": { + "freq": 1, + "unit": "day" + }, + "entries": [ + "You claw open the top layer of your scales and peel off the premature shed in order to remove harmful substances from your skin.", + "You immediately end all {@condition persistent damage} from effects that coat your skin (such as fire and most {@condition persistent damage ||persistent acid damage}). If you're suffering from an effect other than {@condition persistent damage} that depends on continuous contact with your skin, and if that effect allows a saving throw, immediately attempt a new saving throw against that effect." + ] + }, + { + "name": "Venom Spit", + "source": "LOIL", + "page": 50, + "level": 5, + "traits": [ + "nagaji" + ], + "entries": [ + "You've learned the art of lobbing toxic spittle at vulnerable spots on your foes, especially the eyes. You gain a venomous spit ranged unarmed attack with a range increment of 10 feet that deals {@damage 1d4} poison damage. On a critical hit, the target takes {@condition persistent damage ||persistent poison damage} equal to the number of weapon damage dice. Your spit doesn't have a weapon group, nor a critical specialization effect." + ], + "special": [ + "If you have the hooded nagaji heritage, in addition to your venomous spit's normal critical hit effect, the target is also {@condition dazzled} until the start of your next turn." + ] + }, + { + "name": "Envenom Strike", + "source": "LOIL", + "page": 50, + "activity": { + "number": 1, + "unit": "action" + }, + "level": 9, + "traits": [ + "nagaji" + ], + "prerequisites": "you possess a {@action Strike} from a nagaji heritage or ancestry feat that deals poison damage", + "frequency": { + "freq": 1, + "interval": 10, + "unit": "minute" + }, + "entries": [ + "You spit venom onto a weapon you're holding or a weapon held by a willing creature within 30 feet; you can also use this ability to envenom your nagaji fangs unarmed attack. If the next {@action Strike} with the chosen weapon before the start of your next turn hits and deals damage, the {@action Strike} deals an additional {@damage 2d6} poison damage." + ] + }, + { + "name": "Guarded Thoughts", + "source": "LOIL", + "page": 50, + "level": 9, + "traits": [ + "nagaji" + ], + "entries": [ + "Your mind, like a dark naga's, foils attempts to read your thoughts.", + "Any effect that specifically attempts to read your mind to glean information must succeed at a counteract check against the higher of your class DC or your spell DC to do so successfully; otherwise, it gains no information. The counteract level is equal to half your level rounded up." + ] + }, + { + "name": "Serpentcoil Slam", + "source": "LOIL", + "page": 50, + "activity": { + "number": 1, + "unit": "action" + }, + "level": 9, + "traits": [ + "nagaji" + ], + "frequency": { + "freq": 1, + "unit": "minute" + }, + "entries": [ + "Your people's ancient and storied rivalry with garudas led you to develop special techniques against flying foes. Make a melee {@action Strike} against a flying creature up to one size larger than you; if you hit, you use your neck or coils to smash the creature into the ground. In addition to the normal effects of your {@action Strike}, the creature moves to the nearest unoccupied ground space adjacent to you and can't {@action Fly}, levitate, or otherwise leave the ground for 1 round. On a critical hit, it can't {@action Fly}, levitate, or otherwise leave the ground for 1 minute." + ] + }, + { + "name": "Serpentine Swimmer", + "source": "LOIL", + "page": 50, + "level": 9, + "traits": [ + "nagaji" + ], + "prerequisites": "Water Nagaji", + "entries": [ + "You undulate your body in a series of sinuous serpentine motions as you swim, drastically improving the speed at which you move through the water. Your swim Speed increases from 10 feet to 25 feet." + ] + }, + { + "name": "Disruptive Stare", + "source": "LOIL", + "page": 51, + "activity": { + "number": 1, + "unit": "reaction" + }, + "level": 13, + "traits": [ + "mental", + "nagaji", + "visual" + ], + "trigger": "A creature within 30 feet attempts to {@action Cast a Spell} with the {@trait concentrate} trait.", + "entries": [ + "Your frigid gaze can turn a foe's blood to ice. The triggering creature must attempt a Will save against your class DC or spell DC, whichever is higher. It then becomes temporarily immune for 24 hours.", + { + "type": "successDegree", + "entries": { + "Failure": [ + "The triggering spell takes a \u20132 status penalty to its spell attack rolls and DCs." + ], + "Critical Failure": [ + "The triggering spell is disrupted." + ] + } + } + ] + }, + { + "name": "Nagaji Spell Expertise", + "source": "LOIL", + "page": 51, + "level": 13, + "traits": [ + "nagaji" + ], + "prerequisites": "Nagaji Spell Mysteries", + "entries": [ + "Your magical skill rivals that of accomplished naga spellcasters. During your daily preparations, choose blink, control water, or subconscious suggestion. You can Cast this Spell as a 5th-level occult innate spell once that day. You become an expert in occult spell DCs and occult spell attack rolls." + ] + }, + { + "name": "Pit of Snakes", + "source": "LOIL", + "page": 51, + "activity": { + "number": 3, + "unit": "action" + }, + "level": 13, + "traits": [ + "concentrate", + "conjuration", + "manipulate", + "nagaji", + "occult" + ], + "frequency": { + "freq": 1, + "unit": "day" + }, + "entries": [ + "Mundane serpents obey your summons. You call forth a writhing mass of snakes, raising your hands to cause the snakes to emerge from the ground in a 20-foot burst within 120 feet. The snakes appear on all squares of the ground in the area and remain for 1 minute. When you use Pit of Snakes, all creatures in the area must attempt a Fortitude save against the higher of your class DC or spell DC. Any creature that fails is {@condition grabbed} by a snake and takes {@damage 3d6} bludgeoning damage. Whenever a creature ends its turn in the area, the snakes attempt to Grab that creature if they aren't already grabbing it. Any creature already {@condition grabbed} instead takes {@damage 2d6} bludgeoning damage.", + "The snakes' {@action Escape} DC is equal to the higher of your class DC or spell DC. A creature can attack a snake in an attempt to release its grip. The snake's AC is equal to the higher of your class DC or spell DC, and it's destroyed if it takes 12 or more damage. Even if a specific snake is destroyed, additional snakes continue to cavort in the area until the duration ends. You can {@action Dismiss} the effect." + ] + }, + { + "name": "Breath of Calamity", + "source": "LOIL", + "page": 51, + "level": 17, + "traits": [ + "nagaji" + ], + "entries": [ + "Your roar shakes the earth and splits the heavens. Once per day, you can cast {@spell chain lightning} as a 7th-level innate occult spell.", + "Any creature that critically fails its save against the spell is {@condition blinded} and {@condition deafened} for 1 round." + ] + }, + { + "name": "Prismatic Scales", + "source": "LOIL", + "page": 51, + "level": 17, + "traits": [ + "nagaji" + ], + "entries": [ + "You can cause your scales to glow with scintillating, many-hued colors, protecting you from energy while dazzling foes. Once per day, you can cast {@spell prismatic armor|SoM} (Secrets of Magic 122) as an occult innate spell, except the spell alters the coloration of your scales instead of causing you to be clad in armor. This difference is cosmetic, and the spell has all the same effects as normal." + ] + }, + { + "name": "Canopy Sight", + "source": "LOIL", + "page": 54, + "level": 1, + "traits": [ + "vanara" + ], + "entries": [ + "You can see equally well even in dense jungles where only a small amount of light shines through. You gain low-light vision." + ] + }, + { + "name": "Climbing Tail", + "source": "LOIL", + "page": 55, + "level": 1, + "traits": [ + "vanara" + ], + "entries": [ + "Your tail makes it much easier for you to climb. You gain a +2 circumstance bonus to {@skill Athletics} checks to {@action Climb}, you gain the {@feat Combat Climber} skill feat, and you reduce the number of free hands required to {@action Climb} or {@action Trip} by one." + ] + }, + { + "name": "Sudden Mindfulness", + "source": "LOIL", + "page": 55, + "activity": { + "number": 1, + "unit": "reaction" + }, + "level": 1, + "traits": [ + "vanara" + ], + "trigger": "You roll a success on a saving throw against an effect that would make you {@condition fascinated} or {@condition dazzled}.", + "entries": [ + "Your mind retains full awareness despite the best attempts of others, and your focus throws others off-balance. You get a critical success on the triggering saving throw, and if the triggering effect was caused by a creature, that creature is {@condition flat-footed} to you until the end of your next turn." + ] + }, + { + "name": "Vanara Lore", + "source": "LOIL", + "page": 55, + "level": 1, + "traits": [ + "vanara" + ], + "entries": [ + "You attained the cultural training of a ba-sadhak, a seeker of treasures and rare delights. You become trained in {@skill Survival} and {@skill Thievery}. If you would automatically become trained in one of those skills (from your background or class, for example), you instead become trained in a skill of your choice. You're also trained in the {@skill Lore||Vanara Lore} skill." + ] + }, + { + "name": "Vanara Weapon Familiarity", + "source": "LOIL", + "page": 55, + "level": 1, + "traits": [ + "vanara" + ], + "entries": [ + "You favor weapons steeped in vanaran tradition. You gain access to, and are trained with, the bo staff, chakram, katar, panabas, and urumi (Pathfinder Lost Omens: Gods & Magic 121). In addition, you gain access to all uncommon vanara weapons. For the purpose of determining your proficiency, martial vanara weapons are simple weapons, and advanced vanara weapons are martial weapons." + ] + }, + { + "name": "Whitecape", + "source": "LOIL", + "page": 55, + "level": 1, + "traits": [ + "vanara" + ], + "entries": [ + "You're shorter and wider than many vanaras of your heritage, and the hair on your shoulders and your head is particularly thick and luxurious, like a majestic cape. This hair grows back supernaturally quickly if shorn. You gain the {@feat Steady Balance} skill feat, even if you aren't trained in {@skill Acrobatics}, and you can {@action Step} into difficult terrain caused by uneven ground." + ], + "special": [ + "You can take this feat only at 1st level, and you can't retrain out of or into this feat." + ] + }, + { + "name": "Darting Monkey", + "source": "LOIL", + "page": 55, + "level": 5, + "traits": [ + "vanara" + ], + "entries": [ + "You have a heightened awareness in combat, and your darting strikes prevent your foes from distracting you or breaking your focus. When you hit a creature of your level or lower while that creature is flanking you, flanking doesn't make you {@condition flat-footed} to that creature. This benefit lasts until the start of your next turn or until the creature moves, whichever comes first. The creature can still help its other allies flank." + ] + }, + { + "name": "Jungle Runner", + "source": "LOIL", + "page": 55, + "level": 5, + "traits": [ + "vanara" + ], + "entries": [ + "You run through the jungle as easily as you would through an open field. You ignore difficult terrain from underbrush within forests and jungles. You can always use the {@action Take Cover} action when you're within forest or jungle terrain to gain cover, even if you aren't adjacent to an obstacle you can {@action Take Cover} behind." + ] + }, + { + "name": "Ragdya's Revelry", + "source": "LOIL", + "page": 56, + "activity": { + "number": 1, + "unit": "reaction" + }, + "level": 5, + "traits": [ + "vanara" + ], + "frequency": { + "freq": 1, + "unit": "day" + }, + "trigger": "An adjacent creature you can see fails an attack roll against you.", + "entries": [ + "You dart away from your foe's attack with a casual laugh, using the opening to cause mischief. You attempt to {@action Steal} an item from the triggering creature, ignoring the usual restriction that the creature can't be in combat." + ] + }, + { + "name": "Skillful Climber", + "source": "LOIL", + "page": 56, + "level": 5, + "traits": [ + "vanara" + ], + "entries": [ + "You can scamper up or down surfaces as nimbly as a monkey. You gain a climb Speed of 10 feet. If you have the Climber's Tail ancestry feat, your total climb Speed increases to your land Speed when climbing trees." + ] + }, + { + "name": "Tail Snatch", + "source": "LOIL", + "page": 56, + "activity": { + "number": 1, + "unit": "action" + }, + "level": 5, + "traits": [ + "vanara" + ], + "entries": [ + "You can whip your tail around to lash items from the unwary's grip. You attempt to {@action Disarm} a creature, ignoring the requirement that you must have at least one hand free. As normal, your tail can't hold the items it disarms." + ] + }, + { + "name": "Vanara Weapon Trickery", + "source": "LOIL", + "page": 56, + "level": 5, + "traits": [ + "vanara" + ], + "prerequisites": "Vanara Weapon Familiarity", + "entries": [ + "You've learned how to trick your foes using vanara weapons. Whenever you critically hit using a bo staff, chakram, katar, panabas, urumi (Gods & Magic 121), or vanara weapon, you apply the weapon's critical specialization effect." + ] + }, + { + "name": "Dangle", + "source": "LOIL", + "page": 56, + "activity": { + "number": 1, + "unit": "action" + }, + "level": 9, + "traits": [ + "move", + "vanara" + ], + "prerequisites": "Climbing Tail", + "entries": [ + "You can hang by your tail from any suitable anchor point, such as a tree branch, balcony, or rocky outcropping (subject to the GM's discretion), typically while climbing. While hanging, you have free use of all your other limbs, so you can perform tasks that require both hands, such as firing a bow or swinging a bo staff.", + "You can {@action Release} your tail to drop down, and you cease hanging if you take an action with the {@trait move} trait." + ] + }, + { + "name": "Legendary Size", + "source": "LOIL", + "page": 56, + "level": 9, + "traits": [ + "vanara" + ], + "entries": [ + "The vanaras of old were tricksters able to step across wide rivers or slip into impossibly small spaces. You can cast {@spell enlarge} and shrink once per day each as 2nd-level divine innate spells. You can target only yourself and other vanaras with these spells." + ] + }, + { + "name": "Ragdya's Dance", + "source": "LOIL", + "page": 56, + "activity": { + "number": 1, + "unit": "reaction" + }, + "level": 9, + "traits": [ + "vanara" + ], + "frequency": { + "freq": 1, + "unit": "hour" + }, + "trigger": "An adjacent {@condition observed} creature succeeds at an attack roll against you.", + "entries": [ + "Even when faced with deadly danger, you fight with the rapturous laughter of {@deity Ragdya|LOGM} in your heart and can play impossible tricks. After resolving the successful attack, the triggering creature must attempt a Will save against the higher of your class DC or your spell DC. On a failure, you and the triggering creature switch places. You and the triggering creature must each be able to fit in the new space, and your positions must be unoccupied." + ] + }, + { + "name": "Rakshasa Ravaged", + "source": "LOIL", + "page": 57, + "level": 9, + "traits": [ + "vanara" + ], + "prerequisites": "expert in {@skill Occultism}", + "entries": [ + "You and your family know well the ravages of rakshasa predations, and you know how to best defend yourself against their growing corruption in the world. You gain a +1 circumstance bonus to saving throws against occult spells." + ] + }, + { + "name": "Monkey Spirits", + "source": "LOIL", + "page": 57, + "level": 13, + "traits": [ + "vanara" + ], + "entries": [ + "Vanaras generally consider the spirits of departed monkeys to be less informative or interesting than their own ancestors traveling the cycles of existence, yet these monkey spirits can prove useful when the situation is dire. You can cast {@spell mad monkeys|APG} (Pathfinder Advanced Player's Guide 222) once per day as a 5th-level primal innate spell. You become an expert in primal spell DCs and primal spell attack rolls. If you choose flagrant burglary for this casting of mad monkeys, you can have the monkeys use your {@skill Thievery} modifier instead of your spell DC \u2013 10." + ] + }, + { + "name": "Unbound Freedom", + "source": "LOIL", + "page": 57, + "level": 13, + "traits": [ + "vanara" + ], + "entries": [ + "Your future is no other person's to control, and the cycles of your fate sometimes step in to protect you when that control would be taken from you. Whenever you would gain the {@condition controlled} condition, you can attempt a DC {@flatDC 17} flat check. On a success, you don't gain the condition." + ] + }, + { + "name": "Vanara Battle Clarity", + "source": "LOIL", + "page": 57, + "level": 13, + "traits": [ + "vanara" + ], + "entries": [ + "Your focus in combat is practically unshakable.", + "While you can act, you aren't {@condition flat-footed} to {@condition hidden}, {@condition undetected}, or flanking creatures of your level or lower, or to creatures of your level or lower using surprise attack." + ] + }, + { + "name": "Vanara Weapon Expertise", + "source": "LOIL", + "page": 57, + "level": 13, + "traits": [ + "vanara" + ], + "prerequisites": "Vanara Weapon Familiarity", + "entries": [ + "Thanks to numerous joyous practice exercises, you've become an expert in vanara weapons. Whenever you gain a class feature that grants you expert or greater proficiency in a given weapon or weapons, you also gain that proficiency in the bo staff, chakram, katar, panabas, urumi (Gods & Magic 121), and all vanara weapons in which you're trained." + ] + }, + { + "name": "Unfettering Prankster", + "source": "LOIL", + "page": 57, + "level": 17, + "traits": [ + "vanara" + ], + "entries": [ + "You can uplift all around you with your pranks, causing you and your allies to receive divine guidance in all your movements to effortlessly avoid environmental hindrances. Once per day, you can cast {@spell unfettered pack} as a divine innate spell. When you do so, you cast the spell by performing a divinely inspired prank." + ] + }, + { + "name": "Alabaster Eyes", + "source": "LOIL", + "page": 60, + "level": 1, + "traits": [ + "vishkanya" + ], + "entries": [ + "In place of the normal vishkanyan golden eyes, you were born with especially perceptive snow-white eyes. You gain darkvision." + ], + "special": [ + "You can take this feat only at 1st level, and you can't retrain out of this feat or into this feat." + ] + }, + { + "name": "Lesser Enhance Venom", + "source": "LOIL", + "page": 61, + "level": 1, + "traits": [ + "vishkanya" + ], + "prerequisites": "{@action Envenom|LOIL}", + "entries": [ + "Your venom grows deadlier and more plentiful. You upgrade the vishkanyan venom you can apply with {@action Envenom|LOIL} to lesser vishkanyan venom. {@action Envenom|LOIL}'s frequency becomes once per hour.", + { + "type": "affliction", + "name": "Lesser Vishkanyan Venom", + "note": "level 1", + "savingThrow": "Fortitude", + "maxDuration": "6 rounds", + "stages": [ + { + "stage": 1, + "entry": "{@damage 1d6} poison damage", + "duration": "1 round" + }, + { + "stage": 2, + "entry": "{@damage 1d6} poison damage", + "duration": "1 round" + }, + { + "stage": 3, + "entry": "{@damage 2d6} poison damage", + "duration": "1 round" + } + ] + } + ] + }, + { + "name": "Social Camouflage", + "source": "LOIL", + "page": 61, + "level": 1, + "traits": [ + "vishkanya" + ], + "entries": [ + "You have the uncanny ability to quickly blend into the lifestyle of whatever settlement in which you find yourself. After residing in a particular settlement for at least 1 day, you gain a +1 circumstance bonus to checks to {@action Impersonate} to pass yourself off as a resident of that settlement. Additionally, you can use {@skill Deception} in place of {@skill Diplomacy} to {@action Gather Information} while in that settlement. The GM might decide you need more time in particularly large settlements to gain these benefits, or might decide you gain the benefits only while in a specific district or part of the settlement." + ] + }, + { + "name": "Vishkanya Lore", + "source": "LOIL", + "page": 61, + "level": 1, + "traits": [ + "vishkanya" + ], + "entries": [ + "You deeply understand vishkanyan strengths and cultural traditions. You gain the trained proficiency rank in {@skill Performance} and {@skill Stealth}. If you would automatically become trained in one of those skills (from your background or class, for example), you instead become trained in a skill of your choice. You also become trained in {@skill Lore||Vishkanya Lore}." + ] + }, + { + "name": "Vishkanya Weapon Familiarity", + "source": "LOIL", + "page": 61, + "level": 1, + "traits": [ + "vishkanya" + ], + "entries": [ + "You favor weapons historically used in subtle work and in ceremony. You gain access to and are trained with the blowgun, fighting fan (Pathfinder Lost Omens: Gods & Magic 120), kris (page 221), kukri, and shuriken. In addition, you gain access to all uncommon vishkanyan weapons. For the purpose of determining your proficiency, martial vishkanyan weapons are simple weapons and advanced vishkanyan weapons are martial weapons." + ] + }, + { + "name": "Debilitating Venom", + "source": "LOIL", + "page": 61, + "level": 5, + "traits": [ + "vishkanya" + ], + "prerequisites": "{@action Envenom|LOIL}", + "entries": [ + "Your venom is particularly potent, affecting targets in different ways. When you gain this feat, select one of the following debilitations. When you use {@action Envenom|LOIL}, you can choose to apply a debilitation to your venom to adjust its effects. The changes to each stage of the venom are listed. You can apply only one debilitation to your venom.", + { + "type": "list", + "items": [ + "Hampering (level 5)" + ] + }, + { + "type": "affliction", + "stages": [ + { + "stage": 1, + "entry": "\u20135-foot status penalty to Speed" + }, + { + "stage": 2, + "entry": "\u20135-foot status penalty to Speed" + }, + { + "stage": 3, + "entry": "\u201310-foot status penalty to Speed" + } + ] + }, + { + "type": "list", + "items": [ + "Stumbling (level 5)" + ] + }, + { + "type": "affliction", + "stages": [ + { + "stage": 1, + "entry": "no adjustment" + }, + { + "stage": 2, + "entry": "{@condition flat-footed}" + }, + { + "stage": 3, + "entry": "{@condition flat-footed} and a \u20135-foot penalty to Speed" + } + ] + } + ], + "special": [ + "You can select this feat a second time to gain the other debilitation." + ] + }, + { + "name": "Restoring Blood", + "source": "LOIL", + "page": 61, + "level": 5, + "traits": [ + "vishkanya" + ], + "prerequisites": "{@action Envenom|LOIL}", + "entries": [ + "Your body can process an alternative to your venom that heals wounds. You can use your {@action Envenom|LOIL} action to produce a blood restorative instead of vishkanyan venom. You can make a blood restorative at most once per 10 minutes, even if your {@action Envenom|LOIL} action can be used more frequently. You or an adjacent creature can {@action Interact} to consume the restorative to regain {@dice 3d6} Hit Points. This is a positive {@trait healing} effect. A restorative spoils at the start of your next turn. When you reach 15th level, the restorative restores {@dice 5d6} Hit Points instead." + ] + }, + { + "name": "Vishkanya Weapon Arts", + "source": "LOIL", + "page": 62, + "level": 5, + "traits": [ + "vishkanya" + ], + "prerequisites": "Vishkanya Weapon Familiarity", + "entries": [ + "You are graceful and efficient in the use of vishkanyan weapons. Whenever you critically hit using a blowgun, fighting fan, kris, kukri, shuriken, or vishkanya weapon, you apply the weapon's critical specialization effect." + ] + }, + { + "name": "Alluring Performance", + "source": "LOIL", + "page": 62, + "activity": { + "number": 2, + "unit": "action" + }, + "level": 9, + "traits": [ + "incapacitation", + "mental", + "vishkanya", + "visual" + ], + "frequency": { + "freq": 1, + "unit": "day" + }, + "requirements": "trained in {@skill Performance}", + "entries": [ + "You command the attention of those around you with an elegant display. Attempt a {@skill Performance} check and compare it to the Will DC of each creature in a 15-foot emanation.", + { + "type": "successDegree", + "entries": { + "Critical Success": [ + "The target is {@condition fascinated} with you for as long as you perform (unless it breaks from the fascination, as normal for the condition) and is {@condition dazzled} for 1 round or as long as it's {@condition fascinated}, whichever is longer." + ], + "Success": [ + "The target is {@condition fascinated} for 1 round and is {@condition dazzled} for 1 round." + ], + "Failure": [ + "The target is {@condition dazzled} for 1 round." + ], + "Critical Failure": [ + "The target is unaffected." + ] + } + } + ] + }, + { + "name": "Moderate Enhance Venom", + "source": "LOIL", + "page": 62, + "level": 9, + "traits": [ + "vishkanya" + ], + "prerequisites": "Lesser Enhance Venom", + "entries": [ + "You upgrade the vishkanyan venom you can apply with {@action Envenom|LOIL} to moderate vishkanyan venom. {@action Envenom|LOIL}'s frequency becomes once per 10 minutes.", + { + "type": "affliction", + "name": "Moderate Vishkanyan Venom", + "freq": { + "freq": 10, + "unit": "minute" + }, + "note": "Level 9", + "savingThrow": "Fortitude", + "maxDuration": "6 rounds", + "stages": [ + { + "stage": 1, + "entry": "{@damage 3d6} poison damage", + "duration": "1 round" + }, + { + "stage": 2, + "entry": "{@damage 4d6} poison damage", + "duration": "1 round" + }, + { + "stage": 3, + "entry": "{@damage 5d6} poison damage", + "duration": "1 round" + } + ] + } + ] + }, + { + "name": "Swift Application", + "source": "LOIL", + "page": 62, + "activity": { + "number": 1, + "unit": "action" + }, + "level": 9, + "traits": [ + "vishkanya" + ], + "prerequisites": "{@action Envenom|LOIL}", + "entries": [ + "You expertly combine the motions of attacking and coating your weapon with venom. You {@action Envenom|LOIL} a weapon or piece of ammunition, and then {@action Strike} with that weapon. This counts against your uses of {@action Envenom|LOIL} normally and can't be used if your venom is exhausted." + ] + }, + { + "name": "Viper Strike", + "source": "LOIL", + "page": 62, + "activity": { + "number": 2, + "unit": "action" + }, + "level": 9, + "traits": [ + "vishkanya" + ], + "frequency": { + "freq": 1, + "unit": "minute" + }, + "entries": [ + "You move and attack with a swiftness that most can't follow. You {@action Stride} and then {@action Strike}. Your movement doesn't trigger reactions based on movement." + ] + }, + { + "name": "Stronger Debilitating Venom", + "source": "LOIL", + "page": 62, + "level": 13, + "traits": [ + "vishkanya" + ], + "prerequisites": "Debilitating Venom, Moderate Enhance Venom", + "entries": [ + "Add one of the following to the debilitations from which you can choose when you {@action Envenom|LOIL}. These debilitations reduce the damage of all stages as noted.", + { + "type": "list", + "items": [ + "Bungling (level 13) Reduce damage by 1 die" + ] + }, + { + "type": "affliction", + "stages": [ + { + "stage": 1, + "entry": "no effect" + }, + { + "stage": 2, + "entry": "{@condition clumsy||clumsy 1}" + }, + { + "stage": 3, + "entry": "{@condition clumsy||clumsy 2}" + } + ] + }, + { + "type": "list", + "items": [ + "Devitalizing (level 13) Reduce damage by 3 dice" + ] + }, + { + "type": "affliction", + "stages": [ + { + "stage": 1, + "entry": "no effect" + }, + { + "stage": 2, + "entry": "{@condition drained||drained 1}" + }, + { + "stage": 3, + "entry": "{@condition drained||drained 2}" + } + ] + }, + { + "type": "list", + "items": [ + "Nauseating (level 13) Reduce damage by 2 dice" + ] + }, + { + "type": "affliction", + "stages": [ + { + "stage": 1, + "entry": "no effect" + }, + { + "stage": 2, + "entry": "{@condition sickened||sickened 1}" + }, + { + "stage": 3, + "entry": "{@condition sickened||sickened 2}" + } + ] + }, + { + "type": "list", + "items": [ + "Weakening (level 13) Reduce damage by 1 die" + ] + }, + { + "type": "affliction", + "stages": [ + { + "stage": 1, + "entry": "{@condition enfeebled||enfeebled 1}" + }, + { + "stage": 2, + "entry": "{@condition enfeebled||enfeebled 1}" + }, + { + "stage": 3, + "entry": "{@condition enfeebled||enfeebled 2}" + } + ] + } + ], + "special": [ + "You can select this feat multiple times, choosing a different debilitation each time." + ] + }, + { + "name": "Venom Purge", + "source": "LOIL", + "page": 63, + "activity": { + "number": 1, + "unit": "action" + }, + "level": 13, + "traits": [ + "vishkanya" + ], + "prerequisites": "trained in {@skill Medicine}", + "frequency": { + "freq": 1, + "unit": "day" + }, + "entries": [ + "You produce a specialized venom that burns out other toxins and impurities in your body. For each disease or poison currently affecting you, attempt a {@skill Medicine} check to counteract that disease or poison. As normal, your counteract level is equal to half your level rounded up." + ] + }, + { + "name": "Vishkanya Weapon Expertise", + "source": "LOIL", + "page": 63, + "level": 13, + "traits": [ + "vishkanya" + ], + "prerequisites": "Vishkanya Weapon Familiarity", + "entries": [ + "Extensive training has granted you an elegant control in the use of vishkanyan weapons. Whenever you gain a class feature that grants you expert or greater proficiency in a given weapon or weapons, you also gain that proficiency in the blowgun, fighting fan, kris, kukri, shuriken, and all vishkanyan weapons in which you are trained." + ] + }, + { + "name": "Perfect Weaponry", + "source": "LOIL", + "page": 222, + "level": 4, + "traits": [ + "archetype" + ], + "prerequisites": "Student of Perfection Dedication", + "entries": [ + "You gain the Monastic Weaponry monk class feat. You can use melee monk weapons with any Student of Perfection feats or Student of Perfection focus spells that normally require unarmed attacks." + ] + }, + { + "name": "Perfect Resistance", + "source": "LOIL", + "page": 222, + "level": 8, + "traits": [ + "archetype" + ], + "prerequisites": "Student of Perfection Dedication", + "entries": [ + "You gain resistance equal to half your level to all damage from effects with the appropriate trait for your School of Perfection: fire for Unblinking Flame, water for Unbreaking Waves, air for Unfolding Wind, and earth for Untwisting Iron.", + "After using a Student of Perfection ki spell, the resistance increases to be equal to your level for 1 round." + ] + }, + { + "name": "Perfect Ki Expert", + "source": "LOIL", + "page": 222, + "level": 10, + "traits": [ + "archetype" + ], + "prerequisites": "Student of Perfection Dedication", + "entries": [ + "You gain an appropriate ki spell for your School of Perfection:", + "unblinking flame aura for Unblinking Flame, unbreaking wave vapor for Unbreaking Waves, unfolding wind buffet for Unfolding Wind, or untwisting iron roots for Untwisting Iron. Increase the number of Focus Points in your focus pool by 1. You become an expert in occult spell DCs and occult spell attack rolls." + ] + }, + { + "name": "Perfect Ki Exemplar", + "source": "LOIL", + "page": 222, + "level": 14, + "traits": [ + "archetype" + ], + "prerequisites": "Student of Perfection Dedication", + "entries": [ + "You gain an appropriate ki spell for your School of Perfection:", + "unblinking flame emblem for Unblinking Flame, unbreaking wave barrier for Unbreaking Waves, unfolding wind blitz for Unfolding Wind, or untwisting iron augmentation for Untwisting Iron. Increase the number of Focus Points in your focus pool by 1. You become an expert in occult spell DCs and occult spell attack rolls." + ] + }, + { + "name": "Perfect Ki Grandmaster", + "source": "LOIL", + "page": 222, + "level": 18, + "traits": [ + "archetype" + ], + "prerequisites": "Perfect Ki Expert or Perfect Ki Exemplar", + "entries": [ + "You gain an appropriate ki spell for your School of Perfection:", + "unblinking flame ignition for Unblinking Flame, unbreaking wave containment for Unbreaking Waves, unfolding wind crash for Unfolding Wind, or untwisting iron pillar for Untwisting Iron. Increase the number of Focus Points in your focus pool by 1. You become a master in occult spell DCs and occult spell attack rolls." + ] + }, + { + "name": "Jalmeri Heavenseeker Dedication", + "source": "LOIL", + "page": 224, + "level": 4, + "traits": [ + "uncommon", + "archetype", + "dedication" + ], + "prerequisites": "Student of Perfection Dedication, or you've trained with a champion of the Challenge of Sky and Heaven", + "entries": [ + "You become trained in either {@skill Acrobatics} or {@skill Occultism}; if you were already trained in both these skills, you become an expert in one of them instead. You gain either the Ki Rush or {@feat Ki Strike} monk feat, which grants you a ki spell and a focus pool of 1 Focus Point that you can recover using the {@action Refocus} activity as a monk does. If you already have both feats, you can instead choose a single 1st-level monk feat." + ], + "special": [ + "You can't select another dedication feat until you gain two other feats from the Jalmeri Heavenseeker or Student of Perfection archetypes." + ] + }, + { + "name": "Heaven's Thunder", + "source": "LOIL", + "page": 224, + "activity": { + "number": 1, + "unit": "action" + }, + "level": 6, + "traits": [ + "archetype", + "electricity", + "evocation", + "sonic" + ], + "prerequisites": "Jalmeri Heavenseeker Dedication", + "entries": [ + "Until the end of your next turn, your unarmed attacks and any monk weapons you wield deal additional electricity and sonic damage; the amount of each damage type is equal to the number of damage dice for the weapon or unarmed attack. Any creature who successfully Grapples you or is successfully Grappled by you takes this damage immediately after the {@action Grapple} check is resolved (using the number of damage dice of your unarmed attack to determine the damage dealt). If you also know the ki blast ki spell, you can choose to deal either electricity or sonic damage with the spell instead of force while this effect is active (ki blast loses the {@trait force} trait and gains the {@trait electricity} or {@trait sonic} trait instead)." + ] + }, + { + "name": "Sky and Heaven Stance", + "source": "LOIL", + "page": 224, + "activity": { + "number": 1, + "unit": "action" + }, + "level": 6, + "traits": [ + "archetype", + "stance" + ], + "prerequisites": "Jalmeri Heavenseeker Dedication", + "requirements": "You're unarmored.", + "entries": [ + "Your jagged blows are like lightning. The only Strikes you can make are skyward slash unarmed attacks. These unarmed attacks deal {@damage 1d10} slashing damage; are in the brawling group; and have the nonlethal, unarmed, and versatile P traits. While in Sky and Heaven Stance, you gain resistance 2 to electricity and resistance 2 to sonic damage. These resistances increase to 5 at 12th level and to 8 at 18th level." + ] + }, + { + "name": "Skyseeker", + "source": "LOIL", + "page": 225, + "activity": { + "number": 2, + "unit": "action" + }, + "level": 8, + "traits": [ + "archetype", + "electricity", + "evocation", + "sonic" + ], + "prerequisites": "Sky and Heaven Stance", + "requirements": "You're in Sky and Heaven Stance.", + "entries": [ + "You {@action Leap} toward an opponent. At any point in the {@action Leap}, you can make a single {@action Strike} against a creature within your reach. At 12th level, if you hit with this {@action Strike}, instead of finishing your {@action Leap}, you can immediately attempt a second {@action Leap} from the space where you struck the target of your {@action Strike}. You can make a single {@action Strike} against a target within your reach during this second {@action Leap} as well. At 16th level, you can attempt a third {@action Leap} if your second {@action Strike} hits, and you can attack a target at any point during this third {@action Leap}. All Leaps made during this activity gain a +10-foot status bonus to the total height or distance of your leap, and no two Strikes can target the same creature." + ] + }, + { + "name": "Cross the Final Horizon", + "source": "LOIL", + "page": 225, + "activity": { + "number": 3, + "unit": "action" + }, + "level": 20, + "traits": [ + "archetype", + "electricity", + "evocation", + "force", + "sonic" + ], + "prerequisites": "Sky and Heaven Stance", + "requirements": "You're in Sky and Heaven Stance.", + "entries": [ + "You {@action Stride} up to your Speed, and your ki enshrouds your limbs in terrifying stormy energy, increasing the reach of your Sky and Heaven Stance unarmed attacks by 5 feet. At the end of your movement, make up to three Strikes against a target you can reach, each at a \u20132 penalty. Each attack counts toward your multiple attack penalty, but the multiple attack penalty doesn't increase until after you've made all your attacks. Instead of the usual slashing or piercing damage, the damage for these Strikes is either electricity or sonic, as you choose with each {@action Strike}. If you successfully hit with all three Strikes, the target is {@condition drained||drained 3}." + ] + }, + { + "name": "Steal the Sky", + "source": "LOIL", + "page": 225, + "level": 10, + "traits": [ + "archetype" + ], + "prerequisites": "Jalmeri Heavenseeker Dedication", + "entries": [ + "You can take away the air that keeps a flying foe aloft. You gain the steal the sky ki spell. Increase the number of Focus Points in your focus pool by 1." + ] + }, + { + "name": "Speaking Sky", + "source": "LOIL", + "page": 225, + "level": 12, + "traits": [ + "archetype" + ], + "prerequisites": "Jalmeri Heavenseeker Dedication", + "entries": [ + "You gain the speaking sky ki spell. Increase the number of Focus Points in your focus pool by 1." + ] + }, + { + "name": "Greater Enhance Venom", + "source": "LOIL", + "page": 63, + "level": 17, + "traits": [ + "vishkanya" + ], + "prerequisites": "Moderate Enhance Venom", + "entries": [ + "You upgrade the vishkanyan venom you can apply with {@action Envenom|LOIL} to greater vishkanyan venom. {@action Envenom|LOIL}'s frequency becomes once per minute.", + { + "type": "affliction", + "name": "Greater Vishkanyan Venom", + "freq": { + "freq": 1, + "unit": "minute" + }, + "note": "Level 17", + "savingThrow": "Fortitude", + "maxDuration": "6 rounds", + "stages": [ + { + "stage": 1, + "entry": "{@damage 7d6} poison damage", + "duration": "1 round" + }, + { + "stage": 2, + "entry": "{@damage 9d6} poison damage", + "duration": "1 round" + }, + { + "stage": 3, + "entry": "{@damage 11d6} poison damage", + "duration": "1 round" + } + ] + } + ] + }, + { + "name": "Vicious Venom", + "source": "LOIL", + "page": 63, + "level": 17, + "traits": [ + "vishkanya" + ], + "prerequisites": "{@action Envenom|LOIL}", + "entries": [ + "The venom you produce is exceptionally potent and difficult to overcome. Your vishkanyan venom gains the {@trait virulent} trait, requiring two consecutive saves to reduce the venom's stage by 1. A critical success reduces your venom's stage by only 1 instead of by 2." + ] + }, + { + "name": "Triggerbrand Salvo", + "source": "LOIL", + "page": 108, + "activity": { + "number": 1, + "unit": "action" + }, + "level": 6, + "traits": [ + "flourish", + "gunslinger" + ], + "prerequisites": "way of the triggerbrand", + "requirements": "You're wielding a combination weapon.", + "entries": [ + "You slice, stab, or batter your opponent with the melee portion of your combination weapon before pulling the trigger at point-blank range. Make a melee {@action Strike} with your combination weapon. If the {@action Strike} is successful, you can immediately make a ranged {@action Strike} against the same target with that combination weapon, and you get a +2 circumstance bonus to the attack roll. This counts as two attacks toward your multiple attack penalty, but you don't apply the multiple attack penalty until after making both attacks." + ] + }, + { + "name": "Triggerbrand Blitz", + "source": "LOIL", + "page": 108, + "activity": { + "number": 3, + "unit": "action" + }, + "level": 14, + "traits": [ + "gunslinger" + ], + "prerequisites": "way of the triggerbrand", + "frequency": { + "freq": 1, + "unit": "minute" + }, + "requirements": "You're wielding a combination weapon.", + "entries": [ + "You dance through your foes, stabbing and shooting. You {@action Stride}, making up to three Strikes with your combination weapon at any point during your movement, each against a different target. You can make any combination of melee and ranged attacks without needing to change modes to do so, though typically you can't make more than one ranged attack because of the need to reload. This counts as three attacks toward your multiple attack penalty, but you don't apply the multiple attack penalty until after making all three attacks.", + "After using Triggerbrand Blitz, you become {@condition fatigued} for 1 minute." + ] + }, + { + "name": "Shieldmarshal Dedication", + "source": "LOIL", + "page": 109, + "level": 2, + "traits": [ + "archetype", + "dedication" + ], + "entries": [ + "Your elite shieldmarshal training makes you equally at home in the squalor of Smokeside and the splendor of Skyside. You're intimately familiar with the city's labyrinthine streets and statutes. You become trained in {@skill Society}; if you were already trained, you become an expert in {@skill Society} instead.", + "In urban environments, you can attempt {@skill Society} checks to {@action Sense Direction}. You also gain the Courtly Graces and {@feat Streetwise} skill feats." + ] + }, + { + "name": "Consolidated Overlay Panopticon", + "source": "LOIL", + "page": 109, + "activity": { + "number": 1, + "unit": "action" + }, + "level": 4, + "traits": [ + "archetype" + ], + "prerequisites": "Shieldmarshal Dedication", + "frequency": { + "freq": 1, + "unit": "hour" + }, + "entries": [ + "You volunteered for a controversial experimental procedure to install clockwork prosthetic eyes. These eyes relay what you see to shieldmarshal headquarters, which consolidates and analyzes environmental data\u2014Bronzetime/Surgetime probabilities, pressure, temperature, wind, and so on\u2014and feeds them back to you. The Ironmaster periodically reviews the information archives in their ongoing efforts to root out police corruption. When you use your Consolidated Overlay Panopticon, you supercharge the prosthetic eyes; for the next minute, you gain darkvision and low-light vision, and you gain a +1 status bonus to visual {@skill Perception} checks. Even when the prosthetic eyes aren't supercharged, you retain your normal vision." + ] + }, + { + "name": "Equitable Defense", + "source": "LOIL", + "page": 109, + "activity": { + "number": 1, + "unit": "reaction" + }, + "level": 8, + "traits": [ + "archetype" + ], + "prerequisites": "Shieldmarshal Dedication", + "frequency": { + "freq": 1, + "interval": 10, + "unit": "minute" + }, + "trigger": "You take damage from a critical hit.", + "entries": [ + "Gritting your teeth through the pain, you position yourself to counterattack. You gain resistance to the damage from the critical hit equal to half your level. As long as you're still conscious after the attack, you can {@action Interact} to reload a weapon you currently wield or {@action Stand}. You gain a +1 circumstance bonus on the next {@action Strike} you make against the creature who critically hit you, provided you make it before the end of your next turn." + ] + }, + { + "name": "Counterclockwork Focus", + "source": "LOIL", + "page": 109, + "activity": { + "number": 1, + "unit": "action" + }, + "level": 10, + "traits": [ + "archetype" + ], + "prerequisites": "Shieldmarshal Dedication", + "frequency": { + "freq": 1, + "unit": "round" + }, + "entries": [ + "You understand the need for law enforcement doctrine to adapt to the ever-changing innovations in technology and arcana. Your training in special weapons and tactics give you access to unusual techniques to respond to clockwork- and magic-related crimes. You apply special additives to a loaded firearm. On your next {@action Strike} with that firearm before the end of your turn, you deal an additional {@dice 2d6} damage if the target is a construct, and you can treat the ammunition as your choice of cold iron or adamantine. At 18th level, this additional damage increases to {@dice 3d6}, and you can choose to instead treat the ammunition as orichalcum." + ] + }, + { + "name": "Masquerade of Seasons Stance", + "source": "LOIL", + "page": 126, + "activity": { + "number": 1, + "unit": "action" + }, + "level": 4, + "traits": [ + "rare", + "bard", + "rogue", + "stance", + "swashbuckler" + ], + "prerequisites": "trained in {@skill Performance}", + "entries": [ + "You have mastered the opening steps to the Masquerade of Seasons, a dance that channels the power of spring, summer, winter, and autumn. Choose one of the following traits: water, fire, negative, or cold. You gain resistance 5 to damage dealt by effects with the chosen trait. You can use an action to reenter this stance at any time, changing the granted resistance to another of the available options. If you are at least 12th level, the granted resistance increases to be equal to half your level." + ] + }, + { + "name": "Pirouette", + "source": "LOIL", + "page": 126, + "activity": { + "number": 1, + "unit": "reaction" + }, + "level": 6, + "traits": [ + "rare", + "bard", + "rogue", + "swashbuckler" + ], + "prerequisites": "Masquerade of Seasons Stance", + "trigger": "An enemy targets you with a {@action Strike}.", + "requirements": "You're in Masquerade of Seasons Stance.", + "entries": [ + "You twirl gracefully, spinning on one foot to evade your opponent's attack. You gain a +2 circumstance bonus to AC against the triggering attack. If the attack misses you, you can immediately {@action Step}. If the attack hits you anyway, reduce the damage it deals by an amount equal to half your level; this reduction in damage is applied after calculating immunities, resistances, and weakness." + ] + }, + { + "name": "Grand Dance", + "source": "LOIL", + "page": 126, + "activity": { + "number": 2, + "unit": "action" + }, + "level": 8, + "traits": [ + "rare", + "bard", + "rogue", + "swashbuckler" + ], + "prerequisites": "Masquerade of Seasons Stance", + "requirements": "You're in Masquerade of Seasons Stance.", + "entries": [ + "You can summon the full magic of Bhopan's grand dance. {@action Stride} up to your Speed; during this {@action Stride}, you can walk on air as if it were solid ground. You can ascend and descend in this way at a maximum of a 45-degree angle. You must end your {@action Stride} on a surface that can support you or you fall." + ] + }, + { + "name": "Fey Influence", + "source": "LOIL", + "page": 126, + "level": 5, + "featType": { + "ancestry": [ + "any" + ] + }, + "traits": [ + "rare" + ], + "entries": [ + "You have been exposed to powerful fey magic. You become trained in primal DCs and spell attack rolls. You gain the {@trait fey} trait and one of the following features that grants an innate primal spell that can be used once per day.", + { + "type": "list", + "items": [ + "{@b Anteater} You can launch your tongue forward as a deadly attack, gaining {@spell grim tendrils}.", + "{@b Cat Sith} You have catlike features and can appear as a mundane cat with {@spell pest form} (cat only).", + "{@b Cursed Bluebird} You have blue feathers or wings. It's terrible luck to harm a bluebird, and you can manifest that power as {@spell ill omen}.", + "{@b Dryad} Your body is covered in elegant vines, granting you {@spell summon plant or fungus}.", + "{@b Faun} Your legs and feet are swift and possibly hooved, granting you {@spell fleet step}.", + "{@b Gremlin} You have long, bat-like ears and gain {@spell bane}.", + "{@b Monarch} You have vestigial, insectile features and gain {@spell spider sting}.", + "{@b Unicorn} You have a magical horn or a prominent symbol of one on your forehead, which you can use to cast {@spell heal}." + ] + } + ], + "special": [ + "This feat gains the trait appropriate for your ancestry (human for human, goblin for goblin, etc.)." + ], + "leadsTo": [ + "Drain Emotion|LOIL", + "Fey Ascension|LOIL", + "Cannibalize Magic|LOIL", + "Glamour|LOIL", + "Eldritch Calm|LOIL", + "Fey Transcendence|LOIL" + ] + }, + { + "name": "Drain Emotion", + "source": "LOIL", + "page": 126, + "activity": { + "number": 2, + "unit": "action" + }, + "featType": { + "ancestry": [ + "any" + ] + }, + "level": 9, + "traits": [ + "rare", + "enchantment", + "mental" + ], + "prerequisites": "{@feat Fey Influence|LOIL}", + "frequency": { + "freq": 1, + "unit": "day" + }, + "entries": [ + "You touch an adjacent creature and attempt to draw out its excess emotion. Attempt a counteract check against a single {@trait emotion} or {@trait fear} effect affecting the touched creature. If you succeed, you gain temporary Hit Points equal to your level for a number of rounds equal to your Charisma modifier (minimum 1 round)." + ], + "special": [ + "This feat gains the trait appropriate for your ancestry (human for human, goblin for goblin, etc.)." + ] + }, + { + "name": "Fey Ascension", + "source": "LOIL", + "page": 126, + "level": 9, + "featType": { + "ancestry": [ + "any" + ] + }, + "traits": [ + "rare" + ], + "prerequisites": "{@feat Fey Influence|LOIL}", + "entries": [ + "The fey influence on your form and features grows even more powerful and notable.", + "You gain one of the following features and abilities; this must be the same animal or fey type as you chose for {@feat Fey Influence|LOIL}.", + { + "type": "list", + "items": [ + "{@b Anteater} You become an expert in primal DCs and spell attack rolls. You can cast {@spell slow} as an innate primal spell once per day.", + "{@b Cat} Sith You laugh off the outraged curses of those you have tricked or wronged. Whenever a creature targets you with a {@trait misfortune} effect, make a DC {@flatDC 13} flat check. On a success, you are unaffected.", + "{@b Cursed} Bluebird You have enough control over your curse to turn a bane into a minor blessing. Once per day, you can temporarily transform yourself or an ally into a blue bird, as a 4th-level {@spell pest form} (bird only) targeting one willing creature.", + "{@b Dryad} Your hair becomes intermixed with delicate but razor-edged leaves that move as you command. You gain a leaves ranged unarmed attack that deals {@damage 1d6} slashing damage. Your leaves are in the dart weapon group and have the {@trait magical} and {@trait unarmed} traits.", + "{@b Faun} You can cast {@spell charm}, sleep, and triple time as innate primal spells once per day each. Whenever you cast one of these spells, you can {@action Step} or {@action Stride} as part of the activity.", + "{@b Gremlin} You become an expert in primal DCs and spell attack rolls. You can cast {@spell mad monkeys|APG} (Advanced Player's Guide 222) as an innate primal spell once per day.", + "{@b Monarch} Once per day, you gain the ability to manifest a pair of exquisite butterfly wings. These wings remain for 10 minutes. You gain a fly Speed equal to your Speed while you've manifested your wings.", + "{@b Unicorn} You become trained in {@skill Medicine}, or an expert if you were already trained. You gain a +2 status bonus to saves against {@trait poison} and {@trait charm} effects." + ] + } + ], + "special": [ + "This feat gains the trait appropriate for your ancestry (human for human, goblin for goblin, etc.)." + ] + }, + { + "name": "Cannibalize Magic", + "source": "LOIL", + "page": 126, + "featType": { + "ancestry": [ + "any" + ] + }, + "activity": { + "number": 2, + "unit": "action" + }, + "level": 13, + "traits": [ + "rare" + ], + "prerequisites": "{@feat Fey Influence|LOIL}", + "frequency": { + "freq": 1, + "unit": "day" + }, + "entries": [ + "The fey magic inside of you is a vital part of your body, and you can steal other sources of magic to replenish yours. You can draw power from your magical equipment to replenish your health. You drain one of your invested items, in the process regaining Hit Points equal to double the item's level.", + "In addition, you can attempt a counteract check with a total bonus equal to 10 + the {@condition drained} item's level against one effect that gave you the {@condition drained}, {@condition doomed}, {@condition enfeebled}, {@condition fatigued}, or {@condition slowed} condition. If you succeed, you reduce the chosen condition's value by 1.", + "An item {@condition drained} by this action becomes non-magical until the next time you make your daily preparations." + ], + "special": [ + "This feat gains the trait appropriate for your ancestry (human for human, goblin for goblin, etc.)." + ] + }, + { + "name": "Glamour", + "source": "LOIL", + "page": 128, + "level": 13, + "featType": { + "ancestry": [ + "any" + ] + }, + "traits": [ + "rare" + ], + "prerequisites": "{@feat Fey Influence|LOIL}", + "entries": [ + "You unlock a new level of fey power and can manipulate the perceptions of others using a font of First World magic. You gain the {@spell fey glamour} focus spell (Pathfinder Core Rulebook 404) as a primal spell that doesn't have the {@trait sorcerer} trait. If you don't already have a focus pool, you gain a focus pool of 1 Focus Point." + ], + "special": [ + "This feat gains the trait appropriate for your ancestry (human for human, goblin for goblin, etc.)." + ] + }, + { + "name": "Eldritch Calm", + "source": "LOIL", + "page": 128, + "featType": { + "ancestry": [ + "any" + ] + }, + "level": 13, + "traits": [ + "rare" + ], + "prerequisites": "{@feat Fey Influence|LOIL}", + "entries": [ + "Your fey heritage has altered your mindset to more resemble the uncanny perspective of the fey. While you are not emotionless, and indeed might be {@condition prone} to fits of odd moods and tempers, many perceive you as having an aura of unshakable tranquility. When you roll a critical failure against an {@trait emotion} or {@trait fear} effect, you get a failure instead. Once per day in place of attempting a saving throw against an {@trait emotion} or {@trait fear} effect, you can automatically treat your result as though you had rolled a 20; this is a {@trait fortune} effect.", + "However, your extraordinary emotional detachment makes it difficult to encourage you. You reduce any bonus you gain from an {@trait emotion} effect by 1." + ], + "special": [ + "This feat gains the trait appropriate for your ancestry (human for human, goblin for goblin, etc.)." + ] + }, + { + "name": "Fey Transcendence", + "source": "LOIL", + "page": 128, + "level": 17, + "featType": { + "ancestry": [ + "any" + ] + }, + "traits": [ + "rare" + ], + "prerequisites": "{@feat Fey Influence|LOIL}", + "entries": [ + "You become a powerful fey creature, gaining strengths tied to the First World but also some of the weakness against which all fey must contend. You gain a +2 status bonus to saves against illusion, {@trait emotion}, and {@trait enchantment} effects, and you can use {@skill Diplomacy} to {@action Make an Impression} on and to make very simple Requests of animals and plants. You regain twice the number of Hit Points when resting in a natural wooded area, such as a forest or jungle. You have weakness to cold iron equal to half your level." + ], + "special": [ + "This feat gains the trait appropriate for your ancestry (human for human, goblin for goblin, etc.)." + ] + }, + { + "name": "Greenwatch Initiate", + "source": "LOIL", + "page": 129, + "level": 4, + "traits": [ + "rare", + "gunslinger", + "investigator", + "ranger" + ], + "prerequisites": "trained in {@skill Survival}", + "entries": [ + "You've received the basic training developed for all Greenwatch recruits. You become an expert in {@skill Survival} and gain the Experienced Tracker and {@feat Survey Wildlife} skill feats." + ] + }, + { + "name": "Defy Fey", + "source": "LOIL", + "page": 129, + "level": 6, + "traits": [ + "rare", + "gunslinger", + "investigator", + "ranger" + ], + "prerequisites": "Greenwatch Initiate", + "entries": [ + "You are keen to the wiles of the fey and can usually shake off their magic. Whenever you fail, but don't critically fail, a save against a spell with a duration of at least 1 round cast by a fey creature, you can attempt a second save against the original DC at the start of your next turn to end any lingering effects the spell might have. This can end {@condition persistent damage} caused by a spell but can't reverse {@trait any} effects that have been resolved already (such as damage dealt when the spell was cast)." + ] + }, + { + "name": "Fey Tracker", + "source": "LOIL", + "page": 129, + "level": 6, + "traits": [ + "rare", + "gunslinger", + "investigator", + "ranger" + ], + "prerequisites": "Greenwatch Initiate", + "entries": [ + "You are exceptionally skilled at noticing the subtle techniques fey use to avoid notice. You gain a +2 circumstance bonus to {@skill Survival} checks to {@action Track} fey creatures, to {@skill Perception} checks to {@action Seek} for {@condition hidden} fey, and to your {@skill Perception} DC to resist a fey creature's attempt to {@action Create a Diversion}." + ] + }, + { + "name": "Greenwatch Veteran", + "source": "LOIL", + "page": 129, + "activity": { + "number": 1, + "unit": "free" + }, + "level": 8, + "traits": [ + "rare", + "gunslinger", + "investigator", + "ranger" + ], + "trigger": "Your turn starts, and you're in combat against a creature you spent at least 10 minutes Tracking.", + "entries": [ + "Your time spent tracking your target allows you to quickly identify its weaknesses and relay them to your allies. Attempt a {@action Recall Knowledge} check against the creature you were Tracking. On a success, you always know the creature's greatest weakness and highest resistance or immunity, in addition to any other information the check would typically provide. You immediately use a quick series of hand gestures to signal this information to any allies who can see you." + ] + }, + { + "name": "Unseen Passage", + "source": "LOIL", + "page": 129, + "level": 8, + "traits": [ + "rare", + "gunslinger", + "investigator", + "ranger" + ], + "frequency": { + "freq": 1, + "unit": "day" + }, + "entries": [ + "You have mastered a magical technique for moving through dangerous woodlands unseen. You can cast {@spell pass without trace} as an innate primal spell heightened to a spell level equal to half your level rounded up." + ] + }, + { + "name": "Greenwatcher", + "source": "LOIL", + "page": 129, + "level": 10, + "traits": [ + "rare", + "gunslinger", + "investigator", + "ranger" + ], + "prerequisites": "Defy Fey", + "entries": [ + "Your experience fighting against and alongside fey creatures is nearly unrivaled.", + "Any weapon you wield or unarmed attack you make against a fey creature is treated as cold iron. Whenever you critically fail a save against a spell cast by a fey creature, it's instead treated as a normal failure. Whenever you critically succeed on a {@action Strike} against a fey creature, the target is immediately subject to the effects of a {@spell faerie fire} spell. For the purposes of counteracting this effect, it's an innate 2nd-level primal spell." + ] + } + ] +} diff --git a/data/feats/feats-lokl.json b/data/feats/feats-lokl.json index 0bea18b1be..154ac2c93b 100644 --- a/data/feats/feats-lokl.json +++ b/data/feats/feats-lokl.json @@ -341,7 +341,7 @@ }, "prerequisites": "{@feat Knight Reclaimant Dedication|LOCG}", "entries": [ - "You know how to turn any weapon into a bone-crushing implement of skeletal destruction. Melee weapons you wield gain the versatile B trait. You can use the weapon only to deal bludgeoning damage when making melee attacks. At the GM's discretion, specific weapons might not be able to gain the versatile B trait." + "You know how to turn any weapon into a bone-crushing implement of skeletal destruction. Melee weapons you wield gain the {@trait versatile B} trait. You can use the weapon only to deal bludgeoning damage when making melee attacks. At the GM's discretion, specific weapons might not be able to gain the {@trait versatile B} trait." ] }, { diff --git a/data/feats/feats-som.json b/data/feats/feats-som.json index 0f4829e03c..019746589c 100644 --- a/data/feats/feats-som.json +++ b/data/feats/feats-som.json @@ -3252,7 +3252,7 @@ "prerequisites": "Charisma 14", "entries": [ "You've formed a bond with an eidolon, an entity that manifests in a physical body only through its link to your life force. Your bond may be tenuous, but that doesn't make your connection any less special. You gain an {@filter eidolon|companionsfamiliars||Type=Eidolon} as well as the {@action Manifest Eidolon|SoM} activity.", - "Due to your tenuous link, you can't gain or use {@trait tandem} actions. Because you don't have {@action Act Together|SOM}, only you or your eidolon can perform an {@trait exploration} activity at one time, so for instance you couldn't both be {@action Search||{@action Search||Searching}} or {@action Investigate||Investigating}.", + "Due to your tenuous link, you can't gain or use {@trait tandem} actions. Because you don't have {@action Act Together|SOM}, only you or your eidolon can perform an {@trait exploration} activity at one time, so for instance you couldn't both be {@action Search||Searching}} or {@action Investigate||Investigating}.", "Your eidolon is trained in unarmed attacks and unarmored defense, and shares your proficiency rank for {@skill Perception}, saving throws, and skill checks. Choose an eidolon type. You become trained in your eidolon's listed skills. For each of those skills that you are already trained in, you become trained in a different skill of your choice.", "Your eidolon's initial ability scores are reduced. It starts with a 16 in any ability score listed at 18 for its eidolon array. It otherwise gains the statistics listed for an eidolon of that type.", "At 5th level, the eidolon's ability score that was reduced to 16 increases to 18, before applying ability boosts. At levels 5, 10, 15, and 20, your eidolon also gets four ability boosts, which follow the same rules as yours." diff --git a/data/feats/index.json b/data/feats/index.json index e06b7ffc60..9971652f29 100644 --- a/data/feats/index.json +++ b/data/feats/index.json @@ -5,6 +5,7 @@ "LOCG": "feats-locg.json", "LOGM": "feats-logm.json", "LOL": "feats-lol.json", + "LOIL": "feats-loil.json", "LOPSG": "feats-lopsg.json", "LOAG": "feats-loag.json", "EC3": "feats-ec3.json", diff --git a/data/fluff-creaturetemplates.json b/data/fluff-creaturetemplates.json index 6820da9d9e..f687b188f5 100644 --- a/data/fluff-creaturetemplates.json +++ b/data/fluff-creaturetemplates.json @@ -5,6 +5,42 @@ ] }, "creatureTemplateFluff": [ + { + "name": "Mana Wastes Mutant", + "source": "LOIL", + "page": 332, + "entries": [ + { + "type": "pf2-h1", + "name": "Mana Wastes Mutant", + "source": "LOIL", + "blue": true, + "page": 332, + "entries": [ + { + "type": "pf2-sidebar", + "name": "Mana Wastes Mutant Communities", + "entries": [ + "Rumors circulate in Alkenstar of mutant settlements deep in the Mana Wastes. In these settlements, mutants have reportedly banded together for survival in the harsh environment, though accounts differ on whether such communities welcome and shelter lost travelers or eliminate non-mutants who stumble upon them.", + { + "type": "pf2-title", + "name": "Aberrant, not Ableist!" + }, + "The trope of the mutant is a common one in speculative fiction but often draws deeply on concepts that fear and mock anyone with an appearance that falls outside of a perceived norm. When creating a mutant, be careful to avoid any traits that might match real-world deformities or disabilities that people might have\u2014a giant wolf mouth in the middle of a mutant's stomach is okay, but having a simple withered limb or a swollen face might be inappropriate for a mutant character." + ] + }, + { + "type": "pf2-sidebar", + "name": "Other Mutants", + "entries": [ + "The Mana Wastes are notorious for the production of mutants, but the strange energies of the Spellscar Desert are far from the only phenomena that can transform a creature into a mutant. You can use the rules for creating a Mana Wastes mutant to create any sort of mutated creature, such as one that might result from exposure to otherworldly radiation in Numeria, succumbing to planar effects from a chaotic outer plane, imbibing a potent mutagen like the notorious milk of Lamashtu, or suffering potent side effects from a ritual gone catastrophically wrong." + ] + }, + "The erratic magical energies of the Mana Wastes can warp and twist creatures foolish or unlucky enough to be trapped in them. The physiological effects of this exposure vary in scope from grotesque full-body transformations to more subtle changes to the skin or senses, and they're frequently accompanied by changes in disposition, motivation, or temperament." + ] + } + ] + }, { "name": "Secret Society Member", "source": "DA", diff --git a/data/fluff-deities.json b/data/fluff-deities.json index 8fa987158f..5d9cafd689 100644 --- a/data/fluff-deities.json +++ b/data/fluff-deities.json @@ -5,6 +5,164 @@ ] }, "deityFluff": [ + { + "name": "Ravithra", + "page": 71, + "source": "AoE5", + "entries": [ + { + "type": "pf2-h2", + "name": "Ravithra", + "page": 71, + "source": "AoE5", + "reference": { + "auto": true + }, + "entries": [ + "Among the first entities held as divine within the land of Vudra, Ravithra holds many titles: the Mother of Nagas, the Karmic Pillar, the Chalice-Bearer of the danava titans who balance the cosmos." + ] + }, + { + "type": "pf2-h2", + "name": "Ravithra", + "page": 317, + "source": "LOIL", + "reference": { + "auto": true + }, + "entries": [ + "Ravithra, the Mother of Nagas, is a being defined by the betrayals she was born to suffer. A former danava titan entrusted with overseeing the karmic balance of mortal life, she once possessed the sacred Chalice of Amrit, which granted her the auspices to view all potentialities so as to better judge the nature of mortal souls. She was a being of balance, untainted by malice, incapable of scorn; only by the false friendship of Vasaghati, goddess of corruption and destruction, did Ravithra fall to such petty mortal traits. Vasaghati throttled Ravithra with a noose of shorn titan's hair, toppled the Chalice, and carved off the titan's head with a bitter knife." + ] + } + ] + }, + { + "name": "Vineshvakhi", + "source": "LOGM", + "entries": [ + { + "type": "pf2-h2", + "name": "Vineshvakhi", + "page": 319, + "source": "LOIL", + "reference": { + "auto": true + }, + "entries": [ + "In the pursuit of righteousness, one will suffer 10,000 little deaths. Those of purity will accept this torment and emerge knowing every danger the world might cast upon them, while those who flee like cowards from their task will know only their mortality. This truth was first claimed by Vineshvakhi, who even as a fledgling divinity couldn't begin to appreciate the gravity of his charge until he suffered pain and humiliation in its defense." + ] + } + ] + }, + { + "name": "Ragdya", + "source": "LOGM", + "entries": [ + { + "type": "pf2-h2", + "name": "Ragdya", + "page": 317, + "source": "LOIL", + "reference": { + "auto": true + }, + "entries": [ + "According to the teachings of Ragdya, at the center of the universe lies the great mountain of Bahmenu. It was upon these slopes that Ragdya was born and where he now again resides as the Sage on the Mountain. Ragdya spent much time in his younger days getting involved in the matters of the other Vudrani gods, giving rise to a repeating number of escapades featuring other deities such as Likha and Chamidu. In spite of his antics, Ragdya is much beloved, as he brings with him an infectious aura of mirth and excitement for all things in life." + ] + } + ] + }, + { + "name": "Likha", + "source": "LOGM", + "entries": [ + { + "type": "pf2-h2", + "name": "Likha", + "page": 315, + "source": "LOIL", + "reference": { + "auto": true + }, + "entries": [ + "The Teller has existed ever since the first sound of existence emanated from the focal point of the cosmos, blessing all of creation with the capacity for perception. She uttered the concept of language, she sang in echo with all that would be, and in hubris that would color all her sorrows, she thought to make that which emanated truth. In doing so, she birthed deception." + ] + } + ] + }, + { + "name": "Diomazul", + "source": "LOGM", + "entries": [ + { + "type": "pf2-h2", + "name": "Diomazul", + "page": 314, + "source": "LOIL", + "reference": { + "auto": true + }, + "entries": [ + "An obscure Vudran god of war, Diomazul, the Serpent of Eighty Blades, is a patron of ascetic meditation, bitter renewals, and inordinate retribution. Devotees and theologians speak of Diomazul as having the likeness of a massive, hooded cobra in serene slumber\u201480 arms folded in stillness comprise this hood, each hand grasping a sheathed blade. When roused to violence by enemies, Diomazul awakens, retaining his tranquil countenance, but his hood flares in a bristle of steel as he draws all 80 blades to welcome his newfound foes and offer a gift of their unmaking. Once the Serpent of Eighty Blades has concluded evicting the life from his enemies, he entwines his body around their remains, crushing their bones into the earth and scattering their blood into the waters, burying all spoor of their existence under his immense form." + ] + } + ] + }, + { + "name": "Chamidu", + "source": "LOGM", + "entries": [ + { + "type": "pf2-h2", + "name": "Chamidu", + "page": 313, + "source": "LOIL", + "reference": { + "auto": true + }, + "entries": [ + "Chamidu is an original guardian of the wild, a deity sworn to protect the life of nature. In addition to the beasts of the wild, whom Chamidu regards as her own children, she was also placed in charge of the Kalpavendi, a deific tree fabled to be capable of healing any illness, curse, or calamity cast upon mortal or god alike. It's at this site that new beasts of the land are born and where legends say Chamidu takes those most worthy of her blessing to grant perfect health for all their life. Many go in search of the Kalpavendi, though few ever return. Nonetheless, seekers of the holy tree are undeterred and continue their pilgrimage. " + ] + } + ] + }, + { + "name": "Arundhat", + "source": "LOGM", + "entries": [ + { + "type": "pf2-h2", + "name": "Arundhat", + "page": 312, + "source": "LOIL", + "reference": { + "auto": true + }, + "entries": [ + "Arundhat is the god of blossoms and scent, most commonly worshipped in Vudra. While followers who worship deities of war or strength often consider Arundhat's portfolio a little lackluster, to those with the right knowledge, the humble flower can accomplish far more than a simple show of force. Arundhat's mastery of botanicals and scented oils can bring someone back from near death, sway a person to passion, or calm an agitated mob." + ] + } + ] + }, + { + "name": "Aakriti", + "page": 310, + "source": "LOIL", + "entries": [ + { + "type": "pf2-h2", + "source": "LOIL", + "name": "Aakriti", + "page": 310, + "reference": { + "auto": true + }, + "entries": [ + "No one knows where and when Aakriti came into existence. Some divine scholars surmise they've always been a part of the primordial soup of creation The most popular theory, as reflected in various religious iconography, is that Aakriti is the pupae of a primordial deity that took damage in their chrysalis state and became unable to molt into their final form." + ] + } + ] + }, { "name": "Urban Prosperity", "source": "LOTG", @@ -248,8 +406,7 @@ "source": "SoT4", "reference": { "auto": true - }, - "entries": [] + } }, { "type": "pf2-h3", @@ -258,8 +415,7 @@ "source": "SoT4", "reference": { "auto": true - }, - "entries": [] + } }, { "type": "pf2-h3", @@ -268,8 +424,7 @@ "source": "SoT4", "reference": { "auto": true - }, - "entries": [] + } }, { "type": "pf2-h3", @@ -278,8 +433,7 @@ "source": "SoT4", "reference": { "auto": true - }, - "entries": [] + } }, { "type": "pf2-h3", @@ -288,8 +442,7 @@ "source": "SoT4", "reference": { "auto": true - }, - "entries": [] + } }, { "type": "pf2-h3", @@ -298,8 +451,7 @@ "reference": { "auto": true }, - "source": "SoT4", - "entries": [] + "source": "SoT4" }, { "type": "pf2-h3", @@ -308,8 +460,7 @@ "source": "SoT4", "reference": { "auto": true - }, - "entries": [] + } }, { "type": "pf2-h3", @@ -318,8 +469,7 @@ "reference": { "auto": true }, - "source": "SoT4", - "entries": [] + "source": "SoT4" } ] } @@ -1418,6 +1568,14 @@ ] } ] + }, + { + "type": "entriesOtherSource", + "source": "LOIL", + "page": 319, + "reference": { + "auto": true + } } ] } @@ -1566,6 +1724,14 @@ ] } ] + }, + { + "type": "entriesOtherSource", + "source": "LOIL", + "page": 319, + "reference": { + "auto": true + } } ] } @@ -1709,9 +1875,14 @@ "type": "entriesOtherSource", "source": "LOKL", "page": 60, - "entries": [ - "The all-seeing and all-knowing Pharasma is feared more than she is revered among Lastwall immigrants, and with good reason." - ], + "reference": { + "auto": true + } + }, + { + "type": "entriesOtherSource", + "source": "LOIL", + "page": 319, "reference": { "auto": true } @@ -1857,9 +2028,14 @@ "type": "entriesOtherSource", "source": "LOKL", "page": 62, - "entries": [ - "It would not be enough to say that Lastwall's immigrants adore Sarenrae. While Iomedae symbolizes resilience, Sarenrae symbolizes hope, something Lastwall's refugees desperately need." - ], + "reference": { + "auto": true + } + }, + { + "type": "entriesOtherSource", + "source": "LOIL", + "page": 319, "reference": { "auto": true } @@ -1938,9 +2114,14 @@ "type": "entriesOtherSource", "source": "LOKL", "page": 63, - "entries": [ - "Shelyn is one of the most commonly worshipped deities among the Knights of Lastwall, with only crusader deities like Iomedae attracting more followers in the martial organization." - ], + "reference": { + "auto": true + } + }, + { + "type": "entriesOtherSource", + "source": "LOIL", + "page": 319, "reference": { "auto": true } @@ -2104,6 +2285,14 @@ "reference": { "auto": true } + }, + { + "type": "entriesOtherSource", + "source": "LOIL", + "page": 319, + "reference": { + "auto": true + } } ] } @@ -2289,6 +2478,18 @@ "reference": { "auto": true } + }, + { + "type": "entriesOtherSource", + "source": "LOIL", + "name": "Aakriti", + "page": 310, + "reference": { + "auto": true + }, + "entries": [ + "Within Geb, Arazni is seen less as a deity and more as the secular head of state put in place by the Ghost King. Initially reviled due to her former role as Aroden's herald, many among the undead ruling classes treated her with a contempt that she gladly returned. Over the centuries, her skillful administration brought a stability to the region that won the begrudging respect of those same detractors. Her departure has now created a power vacuum among the Blood Lords of Geb. Those who had prospered under her leadership, or simply missed her efficient governance over Geb's petulant whims, seek to bring her back. The more reverent among them seek even more: to follow in her footsteps and create their own fates." + ] } ] } @@ -2360,6 +2561,14 @@ } } ] + }, + { + "type": "entriesOtherSource", + "source": "LOIL", + "page": 319, + "reference": { + "auto": true + } } ] } @@ -3288,6 +3497,18 @@ ] } ] + }, + { + "type": "pf2-h2", + "name": "Mahathallah", + "source": "LOIL", + "page": 316, + "reference": { + "auto": true + }, + "entries": [ + "Mahathallah was one of Pharasma's servants, the Maiden of Mists, a prophetess who knew the endings of all things\u2014except her own. Tormented by this one gap in her knowledge, Mahathallah first appealed to the Lady of Graves, only to be kindly declined, for to know one's own death is a grievous weight to bear. Driven by her obsession, Mahathallah abandoned her duties and traveled the River of Souls, and thence Pharasma revealed the truth of her death to her. The knowledge broke the Maiden, and she fled. After many ages, she resurfaced in the court of Asmodeus, maiden no more but now the Dowager of Illusions." + ] } ] } @@ -6319,7 +6540,6 @@ "name": "Ydersius", "page": 145, "source": "LOME", - "entries": [], "reference": { "auto": true } diff --git a/data/generated/bookref-gmscreen.json b/data/generated/bookref-gmscreen.json index 27f1864f3b..6ccbcd2633 100644 --- a/data/generated/bookref-gmscreen.json +++ b/data/generated/bookref-gmscreen.json @@ -1 +1 @@ -{"reference":{"bookref-quick":{"name":"Quick Reference","id":"bookref-quick","contents":[{"name":"Character Creation","headers":["Animal Companions","Archetypes","Character Creation","Characters With Disabilities","Familiars","Leveling Up"]},{"name":"Items & Equipment","headers":["Activating Items","Animals","Armor","Carrying and Using Items","Coins and Currency","Constant Abilities","Creating a Personal Staff","Formulas","Investing Magic Items","Item Damage","Item Level","Items and Sizes","Price","Runes","Scrolls","Services","Shields","Shoddy Items","Staves","Wands","Weapons","Wearing Tools"]},{"name":"Spells","headers":["Cantrips","Casting Spells","Disbelieving Illusions","Durations","Focus Spells","Hostile Actions","Identifying Spells","Innate Spells","Ranges, Areas, and Targets","Reading Spells","Rituals","Saving Throws","Setting Triggers","Spell Attacks","Spell Slots","Walls"]},{"name":"Playing the Game","headers":["Actions","Afflictions","Checks","Concealment and Invisibility","Condition Values","Conditions","Counteracting","Cover","Damage","Downtime Mode","Effects","Encounter Mode","Exploration Mode","Flanking","Game Conventions","Hero Points","Hit Points, Healing, and Dying","Making Choices","Movement","Overriding Conditions","Perception","Special Checks","Specific Checks"]},{"name":"Game Mastering","headers":["Difficulty Classes","Drugs","Environment","Hazards","Planning a Campaign","Preparing an Adventure","Rewards","Running Modes of Play","Running a Game Session","Starting at a Higher Level"]}]},"bookref-gmscreen":{"name":"GM Reference","id":"bookref-gmscreen","contents":[]}},"data":{"bookref-quick":[{"type":"entries","entries":[{"type":"section","page":214,"name":"Animal Companions","entries":["An animal companion is a loyal comrade who follows your orders without you needing to use Handle an Animal on it. Your animal companion has the {@trait animal} and {@trait minion} traits, and it gains 2 actions during your turn if you use the {@action Command an Animal} action to command it; this is in place of the usual effects of {@action Command an Animal}. If your companion dies, you can spend a week of downtime to replace it at no cost. You can have only one animal companion at a time.",{"type":"pf2-h3","page":214,"name":"Riding Animal Companions","entries":["You or an ally can ride your animal companion as long as it is at least one size larger than the rider. If it is carrying a rider, the animal companion can use only its land Speed, and it can't move and Support you on the same turn. However, if your companion has the mount special ability, it's especially suited for riding and ignores both of these restrictions."],"source":"CRB"},{"type":"pf2-h3","page":214,"name":"Young Animal Companions","entries":["The following are the base statistics for a young animal companion, the first animal companion most characters get. You make adjustments to these statistics depending on the type of animal you choose. As you gain levels, you might make further adjustments as your companion becomes more powerful. An animal companion has the same level you do. Animal companions calculate their modifiers and DCs just as you do with one difference: the only item bonuses they can benefit from are to speed and AC (their maximum item bonus to AC is +2)."],"data":{"quickrefIndex":true},"source":"CRB"},{"type":"pf2-h4","page":214,"name":"Proficiencies","entries":["Your animal companion uses your level to determine its proficiency bonuses. It's trained in its unarmed attacks, unarmored defense, barding, all saving throws, Perception, {@skill Acrobatics}, and {@skill Athletics}. Animal companions can't use abilities that require greater Intelligence, such as Coerce or Decipher Writing, even if trained in the appropriate skill, unless they have a specialization that allows it."],"source":"CRB"},{"type":"pf2-h4","page":214,"name":"Ability Modifiers","entries":["An animal companion begins with base ability modifiers of {@b Str} +2, {@b Dex} +2, {@b Con} +1, {@b Int}–4, {@b Wis} +1, {@b Cha} +0. Each type has its own strengths and increases two of these modifiers by 1 each. These increases are already calculated into the stat blocks in Companion Types below."],"source":"CRB"},{"type":"pf2-h4","page":214,"name":"Hit Points","entries":["Your animal companion has ancestry Hit Points from its type, plus a number of Hit Points equal to 6 plus its Constitution modifier for each level you have."],"source":"CRB"},{"type":"pf2-h3","page":214,"name":"Mature Animal Companions","entries":["To advance a young animal companion to a mature animal companion (usually a result of one of your class feat choices), increase its Strength, Dexterity, Constitution, and Wisdom modifiers by 1. Increase its unarmed attack damage from one die to two dice (for instance 1d8 to 2d8), and its proficiency rank for Perception and all saving throws to expert. Increase its proficiency ranks in {@skill Intimidation}, {@skill Stealth}, and {@skill Survival} to trained, and if it was already trained in one of those skills from its type, increase its proficiency rank in that skill to expert. If your companion is Medium or smaller, it grows by one size."],"data":{"quickrefIndex":true},"source":"CRB"},{"type":"pf2-h3","page":214,"name":"Nimble Animal Companions","entries":["To advance a mature animal companion to a nimble animal companion, increase its Dexterity modifier by 2 and its Strength, Constitution, and Wisdom modifiers by 1. It deals 2 additional damage with its unarmed attacks. Increase its proficiency ranks in {@skill Acrobatics} to expert. It also learns the advanced maneuver for its type. Its attacks become magical for the purpose of ignoring resistances."],"data":{"quickrefIndex":true},"source":"CRB"},{"type":"pf2-h3","page":214,"name":"Savage Animal Companions","entries":["To advance a mature animal companion to a savage animal companion, increase its Strength modifier by 2 and its Dexterity, Constitution, and Wisdom modifiers by 1. It deals 3 additional damage with its unarmed attacks. Increase its proficiency rank in {@skill Athletics} to expert. It also learns the advanced maneuver for its type. If your companion is Medium or smaller, it grows by one size. Its attacks become magical for the purpose of ignoring resistances."],"data":{"quickrefIndex":true},"source":"CRB"},{"type":"pf2-h3","page":214,"name":"Companion Types","entries":["The species of animal you choose is called your {@filter companion's type|companionsfamiliars||Type=Companion}. Each {@filter companion type|companionsfamiliars||Type=Companion} has its own statistics. The Size entry indicates your companion's starting size as a young animal companion. Following the size entry are the companion's unarmed attacks, and then its ability modifiers. The Hit Points entry indicates the companion's ancestry Hit Points. The Skill entry indicates an additional trained skill your companion has. The Senses entry lists your companion's special senses. The Speed entry gives your companion's Speeds. The Special entry, if present, lists any other special abilities your companion has, for example whether it often serves as a mount and is particularly appropriate for mounted classes, such as the champion.","The Support Benefit entry indicates a special benefit you gain by {@action Command an Animal||Commanding the Animal} to use the Support action (see below). The Advanced Maneuver entry indicates a powerful new action your companion learns how to use if it becomes a nimble or savage animal companion."],"source":"CRB"},{"type":"pf2-h3","page":217,"name":"Specialized Animal Companions","entries":["Specialized animal companions are more intelligent and engage in more complex behaviors. The first time an animal gains a specialization, it gains the following: Its proficiency rank for unarmed attacks increases to expert. Its proficiency ranks for saving throws and Perception increase to master.","Increase its Dexterity modifier by 1 and its Intelligence modifier by 2. Its unarmed attack damage increases from two dice to three dice, and it increases its additional damage with unarmed attacks from 2 to 4 or from 3 to 6.","Each specialization grants additional benefits. Most animal companions can have only one specialization.",{"type":"pf2-h4","page":217,"name":"Ambusher","entries":["In your companion's natural environment, it can use a {@action Sneak} action even if it's currently observed. Its proficiency rank in {@skill Stealth} increases to expert (or master if it was already an expert from its type), and its Dexterity modifier increases by 1. Its proficiency rank for unarmored defense increases to expert."],"source":"CRB"},{"type":"pf2-h4","page":217,"name":"Bully","entries":["Your companion terrorizes foes with dominance displays and pushes them around the battlefield. Its proficiency ranks for {@skill Athletics} and {@skill Intimidation} increase to expert (or master if it was already expert from its type), its Strength modifier increases by 1, and its Charisma modifier increases by 3."],"source":"CRB"},{"type":"pf2-h4","page":217,"name":"Daredevil","entries":["Your companion joins the fray with graceful leaps and dives.","It gains the {@classFeature deny advantage|barbarian||3} ability, so it isn't {@condition flat-footed} to hidden, undetected, or flanking creatures unless such a creature's level is greater than yours. Its proficiency rank in {@skill Acrobatics} increases to master, and its Dexterity modifier increases by 1. Its proficiency rank in unarmored defense increases to expert."],"source":"CRB"},{"type":"pf2-h4","page":217,"name":"Racer","entries":["Your companion races. It gains a +10-foot status bonus to its Speed, swim Speed, or fly Speed (your choice). Its proficiency in Fortitude saves increases to legendary, and its Constitution modifier increases by 1."],"source":"CRB"},{"type":"pf2-h4","page":217,"name":"Tracker","entries":["Your companion is an incredible tracker. It can move at full Speed while following tracks. Its proficiency rank in {@skill Survival} increases to expert (or master if it was already an expert from its type), and its Wisdom modifier increases by 1."],"source":"CRB"},{"type":"pf2-h4","page":217,"name":"Wrecker","entries":["Your companion smashes things. Its unarmed attacks ignore half an object's Hardness. Its {@skill Athletics} proficiency increases to master, and its Strength modifier increases by 1."],"source":"CRB"}],"data":{"quickrefIndex":true},"source":"CRB"}],"data":{"quickref":1},"source":"CRB"},{"type":"section","page":219,"name":"Archetypes","entries":["Applying an archetype requires you to select archetype feats instead of class feats. Start by finding the archetype that best fits your character concept, and select the archetype's dedication feat using one of your class feat choices. Once you have the dedication feat, you can select any feat from that archetype in place of a class feat as long as you meet its prerequisites. The archetype feat you select is still subject to any selection restrictions on the class feat it replaces. For example, if you gained an ability at 6th level that granted you a 4th-level class feat with the dwarf trait, you could swap out that class feat only for an archetype feat of 4th level or lower with the dwarf trait. Archetype feats you gain in place of a class feat are called archetype class feats.","Occasionally, an archetype feat works like a skill feat instead of a class feat. These archetype feats have the skill trait, and you select them in place of a skill feat, otherwise following the same rules above. These are not archetype class feats (for instance, to determine the number of Hit Points you gain from the Fighter Resiliency archetype feat).","Each archetype's dedication feat represents a certain portion of your character's time and focus, so once you select a dedication feat for an archetype, you must satisfy its requirements before you can gain another dedication feat. Typically, you satisfy an archetype dedication feat by gaining a certain number of feats from the archetype's list. You cannot retrain a dedication feat as long as you have any other feats from that archetype.","Sometimes an archetype feat lets you gain another feat, such as the alchemist's basic concoction. You must always meet the prerequisites of the feat you gain in this way.","Two special kinds of archetypes are designated by the class and multiclass traits. The archetypes in this book are all multiclass archetypes.",{"type":"pf2-h3","page":219,"name":"Multiclass Archetypes","entries":["Archetypes with the multiclass trait represent diversifying your training into another class's specialties. You can't select a multiclass archetype's dedication feat if you are a member of the class of the same name (for instance, a fighter can't select the Fighter Dedication feat)."],"source":"CRB"},{"type":"pf2-h3","page":219,"name":"Class Archetypes","entries":["Archetypes with the class trait represent a fundamental divergence from your class's specialties, but one that exists within the context of your class. You can select a class archetype only if you are a member of the class of the same name. Class archetypes always alter or replace some of a class's static class features, in addition to any new feats they offer. It may be possible to take a class archetype at 1st level if it alters or replaces some of the class's initial class features.","In that case, you must take that archetype's dedication feat at 2nd level, and after that you proceed normally. You can never have more than one class archetype."],"source":"CRB"},{"type":"pf2-h4","page":219,"name":"Spellcasting Archetypes","entries":["Some archetypes grant you a substantial degree of spellcasting, albeit delayed compared to a character from a spellcasting class. In this book, the spellcasting archetypes are bard, cleric, druid, sorcerer, and wizard, the multiclass archetypes for the five main spellcasting classes, but future books might introduce spellcasting archetypes that aren't multiclass archetypes.","A spellcasting archetype allows you to use scrolls, staves, and wands in the same way that a member of a spellcasting class can.","Spellcasting archetypes always grant the ability to cast cantrips in their dedication, and then they have a basic spellcasting feat, an expert spellcasting feat, and a master spellcasting feat. These feats share their name with the archetype; for instance, the wizard's master spellcasting feat is called Master Wizard Spellcasting.","All spell slots you gain from spellcasting archetypes have restrictions depending on the archetype; for instance, the bard archetype grants you spell slots you can use only to cast occult spells from your bard repertoire, even if you are a sorcerer with occult spells in your sorcerer repertoire.","{@b Basic Spellcasting Feat:} Usually available at 4th level, these feats grant a 1st-level spell slot. At 6th level, they grant you a 2nd-level spell slot, and if you have a spell repertoire, you can select one spell from your repertoire as a signature spell. At 8th level, they grant you a 3rd-level spell slot. Archetypes refer to these benefits as the \"basic spellcasting benefits.\"","{@b Expert Spellcasting Feat:} Typically taken at 12th level, these feats make you an expert in spell attack rolls and DCs of the appropriate magical tradition and grant you a 4th-level spell slot. If you have a spell repertoire, you can select a second spell from your repertoire as a signature spell. At 14th level, they grant you a 5th-level spell slot, and at 16th level, they grant you a 6th-level spell slot. Archetypes refer to these benefits as the \"expert spellcasting benefits.\"","{@b Master Spellcasting Feat:} Usually found at 18th level, these feats make you a master in spell attack rolls and DCs of the appropriate magical tradition and grant you a 7th-level spell slot. If you have a spell repertoire, you can select a third spell from your repertoire as a signature spell. At 20th level, they grant you an 8th-level spell slot. Archetypes refer to these benefits as the \"master spellcasting benefits.\""],"data":{"quickrefIndex":true},"source":"CRB"},"{@note To view all Archetypes, please view the {@filter Archetypes page.|archetypes||source=CRB}}"],"data":{"quickref":1},"source":"CRB"},{"type":"section","page":19,"name":"Character Creation","entries":["Unless you're the GM, the first thing you need to do when playing Pathfinder is create your character. It's up to you to imagine your character's past experiences, personality, and worldview, and this will set the stage for your roleplaying during the game. You'll use the game's mechanics to determine your character's ability to perform various tasks and use special abilities during the game.","This section provides a step-by-step guide for creating a character using the Pathfinder rules, preceded by a guide to help you understand ability scores. These scores are a critical part of your character, and you will be asked to make choices about them during many of the following steps. The steps of character creation are presented in a suggested order, but you can complete them in whatever order you prefer.","Many of the steps on pages 21 –28 instruct you to fill out fields on your character sheet. The character sheet is shown on pages 24 –25; you can find a copy in the back of this book or online as a free pdf. The character sheet is designed to be easy to use when you're actually playing the game—but creating a character happens in a different order, so you'll move back and forth through the character sheet as you go through the character creation process. Additionally, the character sheet includes every field you might need, even though not all characters will have something to put in each field. If a field on your character sheet is not applicable to your character, just leave that field blank.","All the steps of character creation are detailed on the following pages; each is marked with a number that corresponds to the sample character sheet on pages 24 –25, showing you where the information goes. If the field you need to fill out is on the third or fourth page of the character sheet, which aren't shown, the text will tell you.","If you're creating a higher-level character, it's a good idea to begin with the instructions here, then turn to page 29 for instructions on leveling up characters.",{"type":"pf2-h3","page":19,"name":"The Six Ability Scores","entries":["One of the most important aspects of your character is their ability scores. These scores represent your character's raw potential and influence nearly every other statistic on your character sheet. Determining your ability scores is not done all at once, but instead happens over several steps during character creation.","Ability scores are split into two main groups: physical and mental. Strength, Dexterity, and Constitution are physical ability scores, measuring your character's physical power, agility, and stamina. In contrast, Intelligence, Wisdom, and Charisma are mental ability scores and measure your character's learned prowess, awareness, and force of personality.","Excellence in an ability score improves the checks and statistics related to that ability, as described below. When imagining your character, you should also decide what ability scores you want to focus on to give you the best chance at success.",{"type":"pf2-h4","page":19,"name":"Strength","entries":["Strength measures your character's physical power.","Strength is important if your character plans to engage in hand-to-hand combat. Your Strength modifier gets added to melee damage rolls and determines how much your character can carry."],"source":"CRB"},{"type":"pf2-h4","page":19,"name":"Dexterity","entries":["Dexterity measures your character's agility, balance, and reflexes. Dexterity is important if your character plans to make attacks with ranged weapons or use stealth to surprise foes. Your Dexterity modifier is also added to your character's AC and Reflex saving throws."],"source":"CRB"},{"type":"pf2-h4","page":19,"name":"Constitution","entries":["Constitution measures your character's overall health and stamina. Constitution is an important statistic for all characters, especially those who fight in close combat.","Your Constitution modifier is added to your Hit Points and Fortitude saving throws."],"source":"CRB"},{"type":"pf2-h4","page":19,"name":"Intelligence","entries":["Intelligence measures how well your character can learn and reason. A high Intelligence allows your character to analyze situations and understand patterns, and it means they can become trained in additional skills and might be able to master additional languages."],"source":"CRB"},{"type":"pf2-h4","page":19,"name":"Wisdom","entries":["Wisdom measures your character's common sense, awareness, and intuition. Your Wisdom modifier is added to your Perception and Will saving throws."],"source":"CRB"},{"type":"pf2-h4","page":19,"name":"Charisma","entries":["Charisma measures your character's personal magnetism and strength of personality. A high Charisma score helps you influence the thoughts and moods of others."],"source":"CRB"}],"source":"CRB"},{"type":"pf2-h3","page":20,"name":"Ability Score Overview","entries":["Each ability score starts at 10, representing human average, but as you make character choices, you'll adjust these scores by applying ability boosts, which increase a score, and ability flaws, which decrease a score. As you build your character, remember to apply ability score adjustments when making the following decisions.","{@b Ancestry:} Each ancestry provides ability boosts, and sometimes an ability flaw. If you are taking any voluntary flaws, apply them in this step (see the sidebar on page 24).","{@b Background:} Your character's background provides two ability boosts.","{@b Class:} Your character's class provides an ability boost to the ability score most important to your class, called your key ability score.","{@b Determine Scores:} After the other steps, you apply four more ability boosts of your choice. Then, determine your ability modifiers based on those scores.",{"type":"pf2-h4","page":20,"name":"Ability Boosts","entries":["An ability boost normally increases an ability score's value by 2. However, if the ability score to which you're applying an ability boost is already 18 or higher, its value increases by only 1. At 1st level, a character can never have any ability score that's higher than 18.","When your character receives an ability boost, the rules indicate whether it must be applied to a specific ability score or to one of two specific ability scores, or whether it is a \"free\" ability boost that can be applied to any ability score of your choice. However, when you gain multiple ability boosts at the same time, you must apply each one to a different score. Dwarves, for example, receive an ability boost to their Constitution score and their Wisdom score, as well as one free ability boost, which can be applied to any score other than Constitution or Wisdom."],"source":"CRB"},{"type":"pf2-h4","page":20,"name":"Ability Flaws","entries":["Ability flaws are not nearly as common in Pathfinder as ability boosts. If your character has an ability flaw—likely from their ancestry—you decrease that ability score by 2."],"source":"CRB"},{"type":"pf2-brown-box","page":20,"name":"ALTERNATIVE METHOD: ROLLING ABILITY SCORES","entries":["The standard method of generating ability scores that's described above works great if you want to create a perfectly customized, balanced character. But your GM may decide to add a little randomness to character creation and let the dice decide what kind of character the players are going to play. In that case, you can use this alternative method to generate your ability scores. Be warned—the same randomness that makes this system fun also allows it to sometimes create characters that are significantly more (or less) powerful than the standard ability score system and other Pathfinder rules assume.","If your GM opts for rolling ability scores, follow these alternative steps, ignoring all other instructions and guidelines about applying ability boosts and ability flaws throughout the character generation process.",{"type":"pf2-title","name":"STEP 1: ROLL AND ASSIGN SCORES"},"Roll four 6-sided dice (4d6) and discard the lowest die result.","Add the three remaining results together and record the sum.","(For example, if you rolled a 2, 4, 5, and 6, you would discard the 2 and your total would be 15.) Repeat this process until you've generated six such values. Decide which value you want for each of your ability scores.",{"type":"pf2-title","name":"STEP 2: ASSIGN ABILITY BOOSTS AND ABILITY FLAWS"},"Apply the ability boosts your character gains from their ancestry, but your character gets one fewer free ability boost than normal. If your character's ancestry has any ability flaws, apply those next. Finally, apply one ability boost to one of the ability scores specified in the character's background (you do not get the other free ability boost).","These ability boosts cannot raise a score above 18. If this would happen, you can put the ability boost into another ability score instead, as if it were a free ability boost, or you can put it into an ability score of 17 to reach 18 and lose the excess increase.",{"type":"pf2-title","name":"STEP 3: RECORD SCORES AND MODIFIERS"},"Record the final scores and assign the ability modifiers according to {@table ABILITY MODIFIERS||Table 1–1}. When your character receives additional ability boosts at higher levels, you assign them as any character would."],"source":"CRB"}],"source":"CRB"},{"type":"pf2-h3","page":20,"name":"Ability Modifiers","entries":["Once you've finalized your ability scores, you can use them to determine your ability modifiers, which are used in most other statistics in the game. Find the score in {@table ABILITY MODIFIERS||Table 1–1: Ability Modifiers} to determine its ability modifier.",{"type":"data","tag":"table","name":"Ability Modifiers","source":"CRB"}],"source":"CRB"},{"type":"pf2-h2","page":21,"name":"Create a Concept","entries":["What sort of hero do you want to play? The answer to this question might be as simple as \"a brave warrior,\" or as complicated as \"the child of elven wanderers, but raised in a city dominated by humans and devoted to Sarenrae, goddess of the sun.\" Consider your character's personality, sketch out a few details about their past, and think about how and why they adventure. You'll want to peruse Pathfinder's available ancestries, backgrounds, and classes. The summaries on pages 22 –23 might help you match your concept with some of these basic rule elements. Before a game begins, it's also a good idea for the players to discuss how their characters might know each other and how they'll work together throughout the course of their adventures.","There are many ways to approach your character concept.","Once you have a good idea of the character you'd like to play, move on to Step 2 to start building your character.",{"type":"pf2-h3","page":21,"name":"Ancestry, Background, Class, or Details","entries":["If one of Pathfinder's character ancestries, backgrounds, or classes particularly intrigues you, it's easy to build a character concept around these options. The summaries of ancestries and classes on pages 22 –23 give a brief overview of these options (full details appear in Chapters 2 and 3, respectively). Each ancestry also has several heritages that might refine your concept further, such as a human with an elf or orc parent, or an arctic or woodland elf. Additionally, the game has many backgrounds to choose from, representing your character's upbringing, their family's livelihood, or their earliest profession. Backgrounds are detailed later in Chapter 2, beginning on page 60.","Building a character around a specific ancestry, background, or class can be a fun way to interact with the world's lore. Would you like to build a typical member of your character's ancestry or class, as described in the relevant entry, or would you prefer to play a character who defies commonly held notions about their people?","For example, you could play a dwarf with a wide-eyed sense of wonder and a zest for change, or a performing rogue capable of amazing acrobatic feats but with little interest in sneaking about.","You can draw your concept from any aspect of a character's details. You can use roleplaying to challenge not only the norms of Pathfinder's fictional world, but even real-life societal norms. Your character might challenge gender notions, explore cultural identity, have a disability, or any combination of these suggestions. Your character can live any life you see fit."],"source":"CRB"},{"type":"pf2-h3","page":21,"name":"Faith","entries":["Perhaps you'd like to play a character who is a devout follower of a specific deity. Pathfinder is a rich world with myriad faiths and philosophies spanning a wide range, from Cayden Cailean, the Drunken Hero of good-hearted adventuring; to Desna, the Song of Spheres and goddess of dreaming and the stars; to Iomedae, the Inheritor, goddess of honor, justice, and rulership. Pathfinder's major deities appear on pages 437–440. Your character might be so drawn to a particular faith that you decide they should be a champion or cleric of that deity; they might instead be a lay worshipper who applies their faith's teachings to daily life, or simply the child of devout parents."],"source":"CRB"},{"type":"pf2-brown-box","page":21,"name":"ANCESTRIES AND CLASSES","entries":["Each player takes a different approach to creating a character. Some want a character who will fit well into the story, while others look for a combination of abilities that complement each other mechanically. You might combine these two approaches. There is no wrong way!","When you turn the page, you'll see a graphical representation of ancestries and classes that provide at-aglance information for players looking to make the most of their starting ability scores. In the ancestries overview on page 22, each entry lists which ability scores it boosts, and also indicates any ability flaws the ancestry might have.","You can find more about ability boosts and ability flaws in Ability Scores on page 20.","The summaries of the classes on pages 22 –23 list each class's key ability score—the ability score used to calculate the potency of many of their class abilities. Characters receive an ability boost in that ability score when you choose their class. This summary also lists one or more secondary ability scores important to members of that class.","Keep in mind a character's background also affects their ability scores, though there's more flexibility in the ability boosts from backgrounds than in those from classes. For descriptions of the available backgrounds, see pages 60–64."],"source":"CRB"},{"type":"pf2-h3","page":21,"name":"Your Allies","entries":["You might want to coordinate with other players when forming your character concept. Your characters could have something in common already; perhaps they are relatives, or travelers from the same village. You might discuss mechanical aspects with the other players, creating characters whose combat abilities complement each other. In the latter case, it can be helpful for a party to include characters who deal damage, characters who can absorb damage, and characters who can provide healing.","However, Pathfinder's classes include a lot of choices, and there are many options for building each type of character, so don't let these broad categories restrict your decisions."],"source":"CRB"},{"type":"pf2-tips-box","page":21,"name":"CHARACTER SHEET","entries":["Once you've developed your character's concept, jot down a few sentences summarizing your ideas under the Notes section on the third page of your character sheet. Record any of the details you've already decided, such as your character's name, on the appropriate lines on the first page."],"source":"CRB"}],"step":"1","source":"CRB"},{"type":"pf2-h2","page":21,"name":"Start Building Ability Scores","entries":["At this point, you need to start building your character's ability scores. See the overview of ability scores on pages 19 –20 for more information about these important aspects of your character and an overview of the process.","Your character's ability scores each start at 10, and as you select your ancestry, background, and class, you'll apply ability boosts, which increase a score by 2, and ability flaws, which decrease a score by 2. At this point, just note a 10 in each ability score and familiarize yourself with the rules for ability boosts and flaws on page 20. This is also a good time to identify which ability scores will be most important to your character. See The Six Ability Scores on page 19 and the class summaries on pages 22 –23 for more information."],"step":"2","source":"CRB"},{"type":"pf2-h2","page":21,"name":"Select an Ancestry","entries":["Select an ancestry for your character. The ancestry summaries on page 22 provide an overview of Pathfinder's core ancestry options, and each is fully detailed in Chapter 2. Ancestry determines your character's size, Speed, and languages, and contributes to their Hit Points.","Each also grants ability boosts and ability flaws to represent the ancestry's basic capabilities.","You'll make four decisions when you select your character's ancestry:",{"type":"list","items":["Pick the ancestry itself.","Assign any free ability boosts and decide if you are taking any voluntary flaws.","Select a heritage from those available within that ancestry, further defining the traits your character was born with.","Choose an ancestry feat, representing an ability your hero learned at an early age."]},{"type":"pf2-tips-box","page":21,"name":"CHARACTER SHEET","entries":["Write your character's ancestry and heritage in the appropriate space at the top of your character sheet's first page. Adjust your ability scores, adding 2 to an ability score if you gained an ability boost from your ancestry, and subtracting 2 from an ability score if you gained an ability flaw from your ancestry. Note the number of Hit Points your character gains from their ancestry—you'll add more to this number later. Finally, in the appropriate spaces, record your character's size, Speed, and languages. If your character's ancestry provides them with special abilities, write them in the appropriate spaces, such as {@ability darkvision} in the Senses"],"source":"CRB"}],"step":"3","source":"CRB"},{"type":"pf2-h2","page":21,"name":"Pick a Background","entries":["Your character's background might represent their upbringing, an aptitude they've been honing since their youth, or another aspect of their life before they became an adventurer. Character backgrounds appear in Chapter 2, starting on page 60. They typically provide two ability boosts (one that can be applied to either of two specific ability scores, and one that is free), training in a specific skill, training in a Lore skill, and a specific skill feat.",{"type":"pf2-tips-box","page":21,"name":"CHARACTER SHEET","entries":["Record your character's background in the space at the top of the first page of your character sheet. Adjust your ability scores, adding 2 to an ability score if you gained an ability boost from your background. Record the skill feat the background provides in the Skill Feat section of your character sheet's second page. On the first page, check the \"T\" box next to the name of the specific skill and for one Lore skill to indicate your character is trained, then write the name of the Lore skill granted by your background."],"source":"CRB"}],"step":"4","source":"CRB"},{"type":"pf2-h2","page":21,"name":"Choose a Class","entries":["At this point, you need to decide your character's class.","A class gives your character access to a suite of heroic abilities, determines how effectively they fight, and governs how easily they can shake off or avoid certain harmful effects. Each class is fully detailed in Chapter 3, but the summaries on pages 22 –23 provide an overview of each and tells you which ability scores are important when playing that class.","You don't need to write down all of your character's class features yet. You simply need to know which class you want to play, which determines the ability scores that will be most important for your character.",{"type":"pf2-tips-box","page":21,"name":"CHARACTER SHEET","entries":["Write your character's class in the space at the top of the first page of your character sheet, then write \"1\" in the Level box to indicate that your character is 1st level. Next to the ability scores, note the class's key ability score, and add 2 to that ability score from the ability boost the class provides. Don't worry about recording the rest of your character's class features and abilities yet—you'll handle that in Step 7."],"source":"CRB"}],"step":"5","source":"CRB"},{"type":"pf2-h2","page":26,"name":"Determine Ability Scores","entries":[{"type":"pf2-sidebar","page":26,"name":"OPTIONAL: VOLUNTARY FLAWS","entries":["Sometimes, it's fun to play a character with a major flaw even if you're not playing an ancestry that imposes one. You can elect to take two additional ability flaws when applying the ability boosts and ability flaws from your ancestry. If you do, you can also apply one additional free ability boost. These ability flaws can be assigned to any ability score you like, but you can't apply more than one ability flaw to the same ability score during this step unless you apply both of the additional ability flaws to a score that is already receiving an ability boost during this step. In this case, the first ability flaw cancels the ability boost, and the second ability flaw decreases the score by 2. Likewise, as an exception to the normal rules for ability boosts, you can apply two free ability boosts to an ability score receiving an ability flaw during this step; the first ability boost cancels the ability flaw, and the second ability boost increases the score by 2. For example, a dwarf normally gets an ability boost to Constitution and Wisdom, along with an ability flaw to Charisma.","You could apply one ability flaw each to Intelligence and Strength, or you could apply both ability flaws to Wisdom. You could not apply either additional ability flaw to Charisma, though, because it is already receiving dwarves' ability flaw during this step."],"source":"CRB"},"Now that you've made the main mechanical choices about your character, it's time to finalize their ability scores. Do these three things:",{"type":"list","items":["First, make sure you've applied all the ability boosts and ability flaws you've noted in previous steps (from your ancestry, background, and class).","Then, apply four more ability boosts to your character's ability scores, choosing a different ability score for each and increasing that ability score by 2.","Finally, record your starting ability scores and ability modifiers, as determined using {@table ABILITY MODIFIERS||Table 1–1: Ability Modifiers}."]},"Remember that each ability boost adds 2 to the base score of 10, and each ability flaw subtracts 2. You should have no ability score lower than 8 or higher than 18.",{"type":"pf2-tips-box","page":26,"name":"CHARACTER SHEET","entries":["Write your character's starting ability scores in the box provided for each. Record the ability modifier for each ability score in the box to the left of the ability's name."],"source":"CRB"}],"step":"6","source":"CRB"},{"type":"pf2-h2","page":26,"name":"Record Class Details","entries":["Now, record all the benefits and class features that your character receives from the class you've chosen. While you've already noted your key ability score, you'll want to be sure to record the following class features.",{"type":"pf2-sidebar","page":27,"name":"SPELLS AND SPELLCASTING","entries":["Most classes can learn to cast a few focus spells, but the bard, cleric, druid, sorcerer, and wizard all gain spellcasting—the ability to cast a wide variety of spells.","If your character's class grants spells, you should take time during Step 7 to learn about the spells they know and how to cast them. The fourth page of the character sheet provides space to note your character's magic tradition and their proficiency rank for spell attack rolls and spell DCs. It also gives ample space to record the spells in your character's repertoire or spellbook, or that you prepare frequently. Each class determines which spells a character can cast, how they are cast, and how many they can cast in a day, but the spells themselves and detailed rules for spellcasting are located in Chapter 7."],"source":"CRB"},{"type":"list","items":["To determine your character's total starting Hit Points, add together the number of Hit Points your character gains from their ancestry (chosen in Step 2) and the number of Hit Points they gain from their class.","The Initial Proficiencies section of your class entry indicates your character's starting proficiency ranks in a number of areas. Choose which skills your character is trained in and record those, along with the ones set by your class. If your class would make you trained in a skill you're already trained in (typically due to your background), you can select another skill to become trained in.","See the class advancement table in your class entry to learn the class features your character gains at 1st level—but remember, you already chose an ancestry and background. Some class features require you to make additional choices, such as selecting spells."]},{"type":"pf2-tips-box","page":26,"name":"CHARACTER SHEET","entries":["Write your character's total Hit Points on the first page of your character sheet. Use the proficiency fields (the boxes marked \"T,\" \"E,\" \"M,\" and \"L\") on your character sheet to record your character's initial proficiencies in Perception, saving throws, and the skills granted by their class; mark \"T\" if your character is trained, or \"E\" if your character is expert. Indicate which additional skills you chose for your character to be trained in by marking the \"T\" proficiency box for each skill you selected. Likewise, record your character's their armor proficiencies in the Armor Class section at the top of the first page and their weapon proficiencies at the bottom of the first page. Record all other class feats and abilities on the second page. Don't worry yet about finalizing any values for your character's statistics—you'll handle that in Step 9."],"source":"CRB"}],"step":"7","source":"CRB"},{"type":"pf2-h2","page":27,"name":"Buy Equipment","entries":["At 1st level, your character has 15 gold pieces (150 silver pieces) to spend on armor, weapons, and other basic equipment. Your character's class lists the types of weapons and armor with which they are trained (or better!). Their weapons determine how much damage they deal in combat, and their armor influences their Armor Class; these calculations are covered in more detail in Step 10. Don't forget essentials such as food and traveling gear! For more on the available equipment and how much it costs, see Chapter 6.",{"type":"pf2-tips-box","page":27,"name":"CHARACTER SHEET","entries":["Once you've spent your character's starting wealth, calculate any remaining gp, sp, and cp they might still have and write those amounts in Inventory on the second page. Record your character's weapons in the Melee {@action Strike||Strikes} and Ranged {@action Strike||Strikes} sections of the first page, depending on the weapon, and the rest of their equipment in the Inventory section on your character sheet's second page. You'll calculate specific numbers for melee {@action Strike||Strikes} and ranged {@action Strike||Strikes} with the weapons in Step 9 and for AC when wearing that armor in Step 10."],"source":"CRB"}],"step":"8","source":"CRB"},{"type":"pf2-h2","page":27,"name":"Calculate Modifiers","entries":["With most of the big decisions for your character made, it's time to calculate the modifiers for each of the following statistics. If your proficiency rank for a statistic is trained, expert, master, and legendary, your bonus equals your character's level plus another number based on the rank (2, 4, 6, and 8, respectively). If your character is untrained, your proficiency bonus is +0.",{"type":"pf2-h3","page":27,"name":"Perception","entries":["Your character's Perception modifier measures how alert they are. This modifier is equal to their proficiency bonus in Perception plus their Wisdom modifier. For more about Perception, see page 448."],"source":"CRB"},{"type":"pf2-h3","page":27,"name":"Saving Throws","entries":["For each kind of saving throw, add your character's Fortitude, Reflex, or Will proficiency bonus (as appropriate) plus the ability modifier associated with that kind of saving throw. For Fortitude saving throws, use your character's Constitution modifier. For Reflex saving throws, use your character's Dexterity modifier. For Will saving throws, use your character's Wisdom modifier. Then add in any bonuses or penalties from abilities, feats, or items that always apply (but not modifiers, bonuses, or penalties that apply only in certain situations). Record this number on the line for that saving throw."],"source":"CRB"},{"type":"pf2-h3","page":27,"name":"Melee Strikes and Ranged Strikes","entries":["Next to where you've written your character's melee and ranged weapons, calculate the modifier to Strike with each weapon and how much damage that Strike deals. The modifier for a Strike is equal to your character's proficiency bonus with the weapon plus an ability modifier (usually Strength for melee {@action Strike||Strikes} and Dexterity for ranged {@action Strike||Strikes}).","You also add any item bonus from the weapon and any other permanent bonuses or penalties. You also need to calculate how much damage each weapon's Strike deals.","Melee weapons usually add your character's Strength modifier to damage rolls, while ranged weapons might add some or all of your character's Strength modifier, depending on the weapon's traits. See the weapon entries in Chapter 6 for more information."],"source":"CRB"},{"type":"pf2-h3","page":28,"name":"Skills","entries":["In the second box to the right of each skill name on your character sheet, there's an abbreviation that reminds you of the ability score tied to that skill. For each skill in which your character is trained, add your proficiency bonus for that skill (typically +3 for a 1st-level character) to the indicated ability's modifier, as well as any other applicable bonuses and penalties, to determine the total modifier for that skill. For skills your character is untrained in, use the same method, but your proficiency bonus is +0."],"source":"CRB"},{"type":"pf2-tips-box","page":28,"name":"CHARACTER SHEET","entries":["For Perception and saving throws, write your proficiency bonus and the appropriate ability modifier in the boxes provided, then record the total modifier in the large space.","Record the proficiency bonuses, ability modifiers, and total modifiers for your melee {@action Strike||Strikes} and ranged {@action Strike||Strikes} in the box after the name of each weapon, and put the damage for each in the space below, along with the traits for that attack. For skills, record the relevant ability modifier and proficiency bonus in the appropriate box for each skill, and then write the total skill modifiers in the spaces to the left.","If your character has any modifiers, bonuses, or penalties from feats or abilities that always apply, add them into the total modifiers. For ones that apply only in certain situations, note them next to the total modifiers."],"source":"CRB"}],"step":"9","source":"CRB"},{"type":"pf2-h2","page":28,"name":"Finishing Details","entries":["Now add the following details to your character sheet in the appropriate spaces.",{"type":"pf2-h3","page":28,"name":"Alignment","entries":["Your character's alignment is an indicator of their morality and personality. There are nine possible alignments in Pathfinder, as shown on Table 1 –2: The Nine Alignments. If your alignment has any components other than neutral, your character gains the traits of those alignment components. This might affect the way various spells, items, and creatures interact with your character.","Your character's alignment is measured by two pairs of opposed values: the axis of good and evil and the axis of law and chaos. A character who isn't committed strongly to either side is neutral on that axis. Keep in mind that alignment is a complicated subject, and even acts that might be considered good can be used for nefarious purposes, and vice versa. The GM is the arbiter of questions about how specific actions might affect your character's alignment.","If you play a champion, your character's alignment must be one allowed for their deity and cause (pages 437–440 and 106–107), and if you play a cleric, your character's alignment must be one allowed for their deity (pages 437–440).",{"type":"pf2-h4","page":29,"name":"Good and Evil","entries":["Your character has a good alignment if they consider the happiness of others above their own and work selflessly to assist others, even those who aren't friends and family. They are also good if they value protecting others from harm, even if doing so puts the character in danger. Your character has an evil alignment if they're willing to victimize others for their own selfish gain, and even more so if they enjoy inflicting harm. If your character falls somewhere in the middle, they're likely neutral on this axis."],"source":"CRB"},{"type":"pf2-h4","page":29,"name":"Law and Chaos","entries":["Your character has a lawful alignment if they value consistency, stability, and predictability over flexibility.","Lawful characters have a set system in life, whether it's meticulously planning day-to-day activities, carefully following a set of official or unofficial laws, or strictly adhering to a code of honor. On the other hand, if your character values flexibility, creativity, and spontaneity over consistency, they have a chaotic alignment—though this doesn't mean they make decisions by choosing randomly.","Chaotic characters believe that lawful characters are too inflexible to judge each situation by its own merits or take advantage of opportunities, while lawful characters believe that chaotic characters are irresponsible and flighty.","Many characters are in the middle, obeying the law or following a code of conduct in many situations, but bending the rules when the situation requires it. If your character is in the middle, they are neutral on this axis."],"source":"CRB"},{"type":"pf2-h4","page":29,"name":"Changing Alignment","entries":["Alignment can change during play as a character's beliefs change, or as you realize that your character's actions reflect a different alignment than the one on your character sheet. In most cases, you can just change their alignment and continue playing. However, if you play a cleric or champion and your character's alignment changes to one not allowed for their deity (or cause, for champions), your character loses some of their class abilities until they atone (as described in the class)."],"source":"CRB"}],"source":"CRB"},{"type":"pf2-h3","page":29,"name":"Deity","entries":["Write down the deity your character worships, if any.","Champions and clerics must worship a deity. See pages 437–440 for more about Pathfinder's deities."],"source":"CRB"},{"type":"pf2-h3","page":29,"name":"Age","entries":["Decide your character's age and note it on the third page of the character sheet. The description for your character's ancestry in Chapter 2 gives some guidance on the age ranges of members of that ancestry. Beyond that, you can play a character of whatever age you like. There aren't any mechanical adjustments to your character for being particularly old, but you might want to take it into account when considering your starting ability scores and future advancement. Particularly young characters can change the tone of some of the game's threats, so it's recommended that characters are at least young adults."],"source":"CRB"},{"type":"pf2-h3","page":29,"name":"Gender and Pronouns","entries":["Characters of all genders are equally likely to become adventurers. Record your character's gender, if applicable, and their pronouns on the third page of the character sheet."],"source":"CRB"},{"type":"pf2-h3","page":29,"name":"Class DC","entries":["A class DC sets the difficulty for certain abilities granted by your character's class. This DC equals 10 plus their proficiency bonus for their class DC (+3 for most 1st-level characters) plus the modifier for the class's key ability score."],"source":"CRB"},{"type":"pf2-h3","page":29,"name":"Hero Points","entries":["Your character usually begins each game session with 1 Hero Point, and you can gain additional Hero Points during sessions by performing heroic deeds or devising clever strategies. Your character can use Hero Points to gain certain benefits, such as staving off death or rerolling a d20. See page 467 for more about Hero Points."],"source":"CRB"},{"type":"pf2-h3","page":29,"name":"Armor Class (AC)","entries":["Your character's Armor Class represents how difficult they are to hit in combat. To calculate your AC, add 10 plus your character's Dexterity modifier (up to their armor's Dexterity modifier cap; page 274), plus their proficiency bonus with their armor, plus their armor's item bonus to AC and any other permanent bonuses and penalties."],"source":"CRB"},{"type":"pf2-h3","page":29,"name":"Bulk","entries":["Your character's maximum Bulk determines how much weight they can comfortably carry. If they're carrying a total amount of Bulk that exceeds 5 plus their Strength modifier, they are encumbered. A character can't carry a total amount of Bulk that exceeds 10 plus their Strength modifier. The Bulk your character is carrying equals the sum of all of their items; keep in mind that 10 light items make up 1 Bulk. You can find out more about Bulk in Chapter 6: Equipment."],"source":"CRB"}],"step":"10","source":"CRB"}],"data":{"quickref":1},"source":"CRB"},{"type":"section","page":487,"name":"Characters With Disabilities","entries":["A player might want to create a character with a disability, or their character might end up with a disability over the course of play. Work with the player to find ways to respectfully represent the disability. Conditions such as blinded and deafened aren't a good fit for a character who has been living with a disability long-term. Here are suggestions for rules you might use for PCs with disabilities.",{"type":"pf2-h3","name":"Blindness or Impaired Vision"},"A blind character can't detect anything using vision, critically fails {@skill Perception} checks requiring sight, is immune to {@trait visual} effects, and can't be {@condition blinded} or {@condition dazzled}. You might give this character the {@feat Blind-Fight (Fighter)||Blind-Fight} feat for free.","A character with impaired vision might take a –2 to –4 penalty to vision-based {@skill Perception} checks. {@item Basic Corrective Lenses|LOTGB|Spectacles} or {@filter other corrective devices|items||source=|type=|Subcategory=Vision} might reduce or remove this.",{"type":"pf2-h3","name":"Deafness or Being Hard of Hearing"},"A deaf character can't detect anything using hearing, critically fails {@skill Perception} checks that require hearing, and is immune to {@trait auditory} effects. They have enough practice to supply verbal components for casting spells and command components for activating magic items, but if they perform an action they're not accustomed to that involves auditory elements, they must succeed at a DC {@flatDC 5} flat check or the action is lost. It's best to give them the {@feat Sign Language} feat for free, and you might give them {@feat Read Lips} as well. You might give one or more other characters in the group {@feat Sign Language} for free as well.","A hard-of-hearing character might take a –2 to –4 penalty to {@skill Perception} checks that are hearing-based. {@filter Corrective devices for hearing|items||Subcategory=Hearing} are less common than spectacles are in a typical Pathfinder world.",{"type":"pf2-h3","name":"Missing Limb"},"Some magic items require certain limbs or other body parts. It's fine to allow an alternative form of the item, turning boots into bracers for a character without legs, for example.","A character with a missing hand or arm might need to spend 2 actions to {@action Interact} with an item that requires two hands, or otherwise compensate. Using a two-handed weapon is not possible. A character can acquire a {@filter prosthetic hand or arm|items||source=|type=|subcategory=prosthesis} to compensate.","Someone missing a foot or leg might take a small penalty to Speed, but can typically acquire a prosthetic to compensate. If they have no legs, they might use a {@filter wheelchair|items||source=|type=|subcategory=wheelchair}, a dependable mount, or levitation or flight magic.",{"type":"pf2-h3","name":"Mental Illness and Chronic Illness"},"Some disabilities, such as mental illness and chronic illnesses, are best left to the player to roleplay. Mental illness is an especially fraught topic, with a history of insensitive portrayal. Be careful about the intentions of the player and the impact the presentation might have on other players."],"data":{"quickref":1},"source":"CRB"},{"type":"section","page":217,"name":"Familiars","entries":["Familiars are mystically bonded creatures tied to your magic. Most familiars were originally animals, though the ritual of becoming a familiar makes them something more. You can choose a Tiny animal you want as your familiar, such as a bat, cat, raven, or snake. Some familiars are different, usually described in the ability that granted you a familiar; for example, a druid's leshy familiar is a Tiny plant instead of an animal, formed from a minor nature spirit.","Familiars have the minion trait (page 634), so during an encounter, they gain 2 actions in a round if you spend an action to command them. If your familiar dies, you can spend a week of downtime to replace it at no cost.","You can have only one familiar at a time.",{"type":"pf2-h3","page":217,"name":"Modifiers and AC","entries":["Your familiar's save modifiers and AC are equal to yours before applying circumstance or status bonuses or penalties. Its Perception, {@skill Acrobatics}, and {@skill Stealth} modifiers are equal to your level plus your spellcasting ability modifier (Charisma if you don't have one, unless otherwise specified). If it attempts an attack roll or other skill check, it uses your level as its modifier. It doesn't have or use its own ability modifiers and can never benefit from item bonuses."],"source":"CRB"},{"type":"pf2-h3","page":217,"name":"Hit Points","entries":["Your familiar has 5 Hit Points for each of your levels."],"source":"CRB"},{"type":"pf2-h3","page":218,"name":"Size","entries":["Your familiar is Tiny."],"source":"CRB"},{"type":"pf2-h3","page":218,"name":"Senses","entries":["Your familiar has {@ability low-light vision} and can gain additional senses from familiar abilities. It can communicate empathically with you as long as it's within 1 mile of you, sharing emotions. It doesn't understand or speak languages normally, but it can gain speech from a familiar ability."],"source":"CRB"},{"type":"pf2-h3","page":218,"name":"Movement","entries":["Your familiar has either a Speed of 25 feet or a swim Speed of 25 feet (choose one upon gaining the familiar).","It can gain other movement types from familiar abilities."],"source":"CRB"},{"type":"pf2-h3","page":218,"name":"Familiar and Master Abilities","entries":["Each day, you channel your magic into two abilities, which can be either familiar or master abilities. If your familiar is an animal that naturally has one of these abilities (for instance, an owl has a fly Speed), you must select that ability. Your familiar can't be an animal that naturally has more familiar abilities than your daily maximum familiar abilities.",{"type":"pf2-h4","page":218,"name":"Familiar Abilities","entries":[{"type":"pf2-options","style":"pf2-p text-indent-subsequent block","items":[{"name":"Amphibious","entries":["It gains a swim Speed of 25 feet (or Speed of 25 feet if it already has a swim Speed)."]},{"name":"Burrower","entries":["It gains a burrow Speed of 5 feet, allowing it to dig Tiny holes."]},{"name":"Climber","entries":["It gains a climb Speed of 25 feet."]},{"name":"Damage Avoidance","entries":["Choose one type of save. It takes no damage when it succeeds at that type of save; this doesn't prevent effects other than damage."]},{"name":"Darkvision","entries":["It gains {@ability darkvision}."]},{"name":"Fast Movement","entries":["Increase one of the familiar's Speeds from 25 feet to 40 feet."]},{"name":"Flier","entries":["It gains a fly Speed of 25 feet."]},{"name":"Kinspeech","entries":["It can understand and speak with animals of the same species. To select this, your familiar must be an animal, it must have the speech ability, and you must be at least 6th level."]},{"name":"Lab Assistant","entries":["It can use your Quick Alchemy action. You must have Quick Alchemy, and your familiar must be in your space. This has the same cost and requirement as if you used it. It must have the manual dexterity ability to select this."]},{"name":"Manual Dexterity","entries":["It can use up to two of its limbs as if they were hands to use manipulate actions."]},{"name":"Scent","entries":["It gains {@ability scent} (imprecise, 30 feet)."]},{"name":"Speech","entries":["It understands and speaks a language you know."]}]}],"source":"CRB"},{"type":"pf2-h4","page":218,"name":"Master Abilities","entries":[{"type":"pf2-options","style":"pf2-p text-indent-subsequent block","items":[{"name":"Cantrip Connection","entries":["You can prepare an additional cantrip, or if you have a repertoire, instead designate a cantrip to add to your repertoire every time you select this ability; you can retrain it but can't otherwise change it. You must be able to prepare cantrips or add them to your repertoire to select this."]},{"name":"Extra Reagents","entries":["Your familiar grows extra infused reagents on or in its body. You gain an additional batch of infused reagents. You must have the infused reagents ability to select this ability."]},{"name":"Familiar Focus","entries":["Once per day, your familiar can use 2 actions with the {@trait concentrate} to regain 1 Focus Point, up to your usual maximum You must have a focus pool to select this."]},{"name":"Lifelink","entries":["If your familiar would be reduced to 0 HP by damage, as a reaction with the {@trait concentrate}, you can take the damage. If you do, you take all the damage and your familiar takes none. However, if special effects when a hit damages your familiar (such as snake venom) still apply to your familiar."]},{"name":"Spell Battery","entries":["You gain one additional spell slot at least 3 levels lower than your highest-level spell slot; you must be able to cast 4th-level spells using spell slots to select this master ability."]},{"name":"Spell Delivery","entries":["If your familiar is in your space, you can cast a spell with a range of touch, transfer its power to your familiar, and command the familiar to deliver the spell. If you do, the familiar uses its 2 actions for the round to move to a target of your choice and touch that target. If it doesn't reach the target to touch it this turn, the spell has no effect."]}]}],"source":"CRB"}],"source":"CRB"}],"data":{"quickref":1},"source":"CRB"},{"type":"section","page":31,"name":"Leveling Up","entries":["The world of Pathfinder is a dangerous place, and your character will face terrifying beasts and deadly traps on their journey into legend. With each challenge resolved, a character earns Experience Points (XP) that allow them to increase in level. Each level grants greater skill, increased resiliency, and new capabilities, allowing your character to face even greater challenges and go on to earn even more impressive rewards.","Each time your character reaches 1,000 Experience Points, their level increases by 1. On your character sheet, indicate your character's new level beside the name of their class, and deduct 1,000 XP from their XP total. If you have any Experience Points left after this, record them—they count toward your next level, so your character is already on their way to advancing yet again!","Next, return to your character's class entry. Increase your character's total Hit Points by the number indicated for your class. Then, take a look at the class advancement table and find the row for your character's new level.","Your character gains all the abilities listed for that level, including new abilities specific to your class and additional benefits all characters gain as they level up.","For example, all characters gain four ability boosts at 5th level and every 5 levels thereafter.","You can find all the new abilities specific to your class, including class feats, right in your class entry, though you can also use class feats to take an archetype (page 219).","Your character's class entry also explains how to apply any ability boosts and skill increases your character gains.","If they gain an ancestry feat, head back to the entry for your character's ancestry in Chapter 2 and select another ancestry feat from the list of options. If they gain a skill increase, refer to Chapter 4 when deciding which skill to apply it to. If they gain a general feat or a skill feat, you can choose from the feats listed in Chapter 5. If they can cast spells, see the class entry for details on adding spell slots and spells. It's also a good idea to review your character's spells in Chapter 7 and see if there are heightened versions they can now cast.","Once you've made all your choices for your character's new level, be sure to go over your character sheet and adjust any values that have changed. At a bare minimum, your proficiency bonuses all increase by 1 because you've gained a level, so your AC, attack rolls, Perception, saving throws, skill modifiers, spell attack rolls, and class DC all increase by at least 1. You might need to change other values because of skill increases, ability boosts, or class features that either increase your proficiency rank or increase other statistics at certain levels. If an ability boost increases your character's Constitution modifier, recalculate their maximum Hit Points using their new Constitution modifier (typically this adds 1 Hit Point per level). If an ability boost increases your character's Intelligence modifier, they become trained in an additional skill and language.","Some feats grant a benefit based on your level, such as Toughness, and these benefits are adjusted whenever you gain a level as well.","You can perform the steps in the leveling-up process in whichever order you want. For example, if you wanted to take the skill feat Intimidating Prowess as your skill feat at 10th level, but your character's Strength score was only 14, you could first increase their Strength score to 16 using the ability boosts gained at 10th level, and then take Intimidating Prowess as a skill feat at the same level.",{"type":"pf2-h3","page":31,"name":"Leveling-Up Checklist","entries":["Every time you gain a level, make sure you do each of the following:",{"type":"list","items":["Increase your level by 1 and subtract 1,000 XP from your XP total.","Increase your maximum Hit Points by the amount listed in your class entry in Chapter 3.","Add class features from your class advancement table, including ability boosts and skill increases.","Select feats as indicated on your class advancement table. For ancestry feats, see Chapter 2. For class feats, see your class entry in Chapter 3. For general feats and skill feats, see Chapter 5.","Add spells and spell slots if your class grants spellcasting. See Chapter 7 for spells.","Increase all of your proficiency bonuses by 1 from your new level, and make other increases to your proficiency bonuses as necessary from skill increases or other class features. Increase any other statistics that changed as a result of ability boosts or other abilities.","Adjust bonuses from feats and other abilities that are based on your level."]}],"source":"CRB"}],"data":{"quickref":1},"source":"CRB"}]},{"type":"entries","entries":[{"type":"section","page":532,"name":"Activating Items","entries":["Some items produce their effects only when used properly in the moment. Others always offer the same benefits as their mundane counterparts when worn, but have magical abilities you can gain by further spending actions. Either case requires you to use the Activate an Item activity. {@action Activate an Item||Activating an Item} works much like {@action Cast a Spell||Casting a Spell}, in that the activity takes a variable number of actions and can have different components depending on how you Activate the Item. This information appears in the item's Activate entry.","If an item is used up when activated, as is the case for consumable items, its Activate entry appears toward the top of the stat block. For permanent items with activated abilities, the Activate entry is a paragraph in the description. Activations are not necessarily magical—for instance, drinking an alchemical elixir isn't usually a magical effect.",{"type":"data","tag":"action","name":"Activate an Item","source":"CRB"},{"type":"pf2-brown-box","page":532,"name":"DISRUPTING ACTIVATIONS","entries":["Some abilities and effects can disrupt the process of {@action Activate an Item||Activating an Item}. If something disrupts your item activation, you fail to Activate the Item and lose the actions you committed. If the item can be activated only a certain number of times per day, the failed activation still counts against that limit. If an item requires you to spend actions to Sustain an Activation and one of those actions is disrupted, the item's effect ends."],"source":"CRB"},{"type":"pf2-h3","page":533,"name":"Activation Components","entries":["An item's activate entry lists the components required to activate its abilities. Each component adds certain traits to the Activate an Item activity, and some components have special requirements. The components that appear in this book are listed below.",{"type":"pf2-h4","page":533,"name":"Command","entries":["This component is a specific utterance you must make in a loud and strong voice. Activate an Item gains the auditory and {@trait concentrate}s. You must be able to speak to provide this component."],"source":"CRB"},{"type":"pf2-h4","page":533,"name":"Envision","entries":["This component is a specific image or phenomenon you need to imagine. Activate an Item gains the {@trait concentrate}."],"source":"CRB"},{"type":"pf2-h4","page":533,"name":"Interact","entries":["This component works like the Interact basic action.","Activate an Item gains the manipulate trait and requires you to use your hands, just like with any Interact action."],"source":"CRB"},{"type":"pf2-h4","page":533,"name":"Cast a Spell","entries":["If an item lists \"{@action Cast a Spell}\" after \"Activate,\" the activation requires you to use the {@action Cast a Spell} activity (described on page 302) to Activate the Item. This happens when the item replicates a spell. You must have a spellcasting class feature to Activate an Item with this activation component.","If the item can be used for a specific spell, the action icon for that spell is provided. If it's an item like a staff, which can be used for many spells, the icon is omitted, and you must refer to each spell to determine which actions you must spend to Activate the Item to cast it.","In this case, Activate an Item gains all the traits from the relevant components of the {@action Cast a Spell} activity."],"source":"CRB"}],"source":"CRB"},{"type":"pf2-h3","page":533,"name":"Limited Activations","entries":["Some items can be activated only a limited number of times per day, as described in the items. This limit is independent of any costs for activating the item. The limit resets during your daily preparations. The limit is inherent to the item, so if an ability that can be used only once per day is used, it doesn't refresh if another creature later invests or tries to activate the item."],"source":"CRB"},{"type":"pf2-brown-box","page":533,"name":"ITEM CATEGORIES","entries":["Items are grouped into the following categories, shown here with the page number where those items appear and a brief description of the category.",{"type":"list","items":["{@b {@filter Alchemical Items|items||source=CRB|category=Bomb;Poison;Elixir}} are powered by the reactions of alchemical reagents. Almost all alchemical items are consumable items that are used up when you activate them. This category includes bombs, elixirs (including mutagens), poisons, and alchemical tools.","{@b {@filter Ammunition|items||source=CRB|category=Ammunition}}, in Consumables, includes different types of magical arrows, crossbow bolts, and other types of ammunition.","{@b {@filter Apex Items|items||source=CRB|category=Apex}} are a subcategory of worn items of a high level that increase an ability score.","{@b {@filter Armor|items||source=CRB|category=armor}} includes the rules for basic magical armor as well as special suits of armor.","{@b {@filter Companion Items|items||source=CRB|category=companion}} are a category of worn items meant for animal companions and mounts.","{@b {@filter Consumables|items||source=CRB|category=consumable}} are used up when you activate them, and include ammunition, oils, potions, scrolls, and talismans, among others. Categories of items that are consumables but have specific rules, such as alchemical items, are presented separately.","{@b {@filter Held Items|items||source=CRB|category=held}} include a wide variety of items you use with your hands. This doesn't include more narrow categories of held items, such as weapons.","{@b {@filter Materials|items||source=CRB|category=material}} can be used to make items with unique properties and other advantages.","{@b {@filter Oils|items||source=CRB|category=oil}} are consumables applied to the surface of an object or person.","{@b {@filter Potions|items||source=CRB|category=potion}} are consumable magical liquids you drink to activate.","{@b {@filter Runes|items||source=CRB|category=rune}} modify armor and weapons when etched onto them. This section includes fundamental runes for weapons ({@item weapon potency (generic)||weapon potency} and {@item striking (generic)||striking}) and armor ({@item armor potency (generic)||armor potency} and {@item resilient (generic)||resilient}).","{@b {@filter Scrolls|items||source=CRB|category=scroll}} are consumables that allow spellcasters to cast more spells.","{@b {@filter Shields|items||source=CRB|category=shield}} include more durable shields and ones with special magical powers.","{@b {@filter Snares|items||source=CRB|category=snare}} are single-use traps typically made by rangers.","{@b {@filter Staves|items||source=CRB|category=staff}} provide flexible spellcasting options.","{@b {@filter Structures|items||source=CRB|category=structure}} include buildings, tents, and other larger items.","{@b {@filter Talismans|items||source=CRB|category=talisman}} are consumables that are affixed to items and then activated for a one-time combat or physical benefit.","{@b {@filter Wands|items||source=CRB|category=wand}} hold a spell of the crafter's choice, and can be used to repeatedly cast that spell.","{@b {@filter Weapons|items||source=CRB|category=weapon}} include the rules for basic magical weapons, weapons made from precious materials, and specific magic weapons.","{@b {@filter Worn Items|items||source=CRB|category=worn}} consist of a vast collection of clothing and other items you wear on your body."]}],"source":"CRB"},{"type":"pf2-h3","page":533,"name":"Sustaining Activations","entries":["Some items, once activated, have effects that can be sustained if you concentrate on them. This works much like the Sustain a Spell action (found on page 304). If an item's description states that you can sustain the effect, that effect lasts until the end of your turn in the round after you Activated the Item. You can use a Sustain an Activation action on that turn to extend the duration.",{"type":"data","tag":"action","name":"Sustain an Activation","source":"CRB"}],"source":"CRB"},{"type":"pf2-h3","page":534,"name":"Dismissing Activations","entries":["Some item effects can be dismissed, ending the duration early due to you or the target taking action. Dismissing an activation requires using the Dismiss action.",{"type":"data","tag":"action","name":"Dismiss","source":"CRB"}],"source":"CRB"}],"data":{"quickref":2},"source":"CRB"},{"type":"section","page":294,"name":"Animals","entries":["The Prices for animals are listed both for renting and for purchasing them outright. You usually need to pay for animal rentals up front, and if the vendor believes the animal might be put in danger, they typically require a deposit equal to the purchase Price. Most animals panic in battle. When combat begins, they become {@condition frightened||frightened 4} and {@condition fleeing} as long as they're {@condition frightened}. If you successfully {@action Command your Animal} using {@skill Nature}, you can keep it from fleeing, though this doesn't remove its frightened condition. If the animal is attacked or damaged, it returns to {@condition frightened||frightened 4} and {@condition fleeing}, with the same exceptions.","Warhorses and warponies are combat trained. They don't become {@condition frightened} or {@condition fleeing} during encounters in this way.",{"type":"data","tag":"table","name":"Animals","source":"CRB"},{"type":"pf2-h3","page":295,"name":"Barding","entries":["You can purchase special armor for animals, called barding (shown on {@table Barding||Table 6–18}). All animals have a trained proficiency rank in light barding, and combat-trained animals are trained in heavy barding. Barding uses the same rules as armor except for the following. The Price and Bulk of barding depend on the animal's size. Unlike for a suit of armor, barding's Strength entry is listed as a modifier, not a score. Barding can't be etched with magic runes, though special magical barding might be available.",{"type":"data","tag":"table","name":"Barding","source":"CRB"}],"source":"CRB"}],"data":{"quickref":2},"source":"CRB"},{"type":"section","page":274,"name":"Armor","entries":[{"type":"pf2-h2","page":274,"name":"Armor Class","entries":["Your {@b Armor Class} ({@b AC}) measures how well you can defend against attacks. When a creature attacks you, your Armor Class is the DC for that attack roll.",{"type":"pf2-inset","page":274,"entries":["Armor Class = 10 + Dexterity modifier (up to your armor's Dex Cap) + proficiency bonus + armor's item bonus to AC + other bonuses + penalties"],"source":"CRB"},"Use your proficiency bonus for the category (light, medium, or heavy) or the specific type of armor you're wearing. If you're not wearing armor, use your proficiency in unarmored defense."],"source":"CRB"},{"type":"pf2-h2","page":274,"name":"Donning and Removing Armor","entries":["Getting in and out of armor is time consuming—so make sure you're wearing it when you need it! Donning and removing armor are both activities involving many Interact actions. It takes 1 minute to don light armor, 5 minutes to don medium or heavy armor, and 1 minute to remove any armor."],"source":"CRB"},{"type":"pf2-h2","page":274,"name":"Armor Statistics","entries":["{@table Unarmored Defense||Table 6–3: Unarmored Defense} provides the statistics for the various forms of protection without wearing armor. {@table Armor||Table 6–4: Armor} provides the statistics for suits of armor that can be purchased and worn, organized by category. The columns in both tables provide the following statistics.",{"type":"pf2-h3","page":274,"name":"Category","entries":["The armor's category—unarmored, light armor, medium armor, or heavy armor—indicates which proficiency bonus you use while wearing the armor."],"source":"CRB"},{"type":"pf2-h3","page":274,"name":"AC Bonus","entries":["This number is the item bonus you add for the armor when determining Armor Class."],"source":"CRB"},{"type":"pf2-h3","page":274,"name":"Dexterity Modifier Cap (Dex Cap)","entries":["This number is the maximum amount of your Dexterity modifier that can apply to your AC while you are wearing a given suit of armor. For example, if you have a Dexterity modifier of +4 and you are wearing a suit of half plate, you apply only a +1 bonus from your Dexterity modifier to your AC while wearing that armor."],"source":"CRB"},{"type":"pf2-h3","page":274,"name":"Check Penalty","entries":["While wearing your armor, you take this penalty to Strength- and Dexterity-based skill checks, except for those that have the attack trait. If you meet the armor's Strength threshold (see Strength below), you don't take this penalty."],"source":"CRB"},{"type":"pf2-h3","page":274,"name":"Speed Penalty","entries":["While wearing a suit of armor, you take the penalty listed in this entry to your Speed, as well as to any other movement types you have, such as a climb Speed or swim Speed, to a minimum Speed of 5 feet. If you meet the armor's Strength threshold (see below), you reduce the penalty by 5 feet."],"source":"CRB"},{"type":"pf2-h3","page":274,"name":"Strength","entries":["This entry indicates the Strength score at which you are strong enough to overcome some of the armor's penalties. If your Strength is equal to or greater than this value, you no longer take the armor's check penalty, and you decrease the Speed penalty by 5 feet (to no penalty if the penalty was –5 feet, or to a –5-foot penalty if the penalty was –10 feet)."],"source":"CRB"},{"type":"pf2-h3","page":274,"name":"Bulk","entries":["This entry gives the armor's Bulk, assuming you're wearing the armor and distributing its weight across your body. A suit of armor that's carried or worn usually has 1 more Bulk than what's listed here (or 1 Bulk total for armor of light Bulk). An armor's Bulk is increased or decreased if it's sized for creatures that aren't Small or Medium in size, following the rules on page 295."],"source":"CRB"},{"type":"pf2-h3","page":274,"name":"Group","entries":["Each type of medium and heavy armor belongs to an armor group, which classifies it with similar types of armor. Some abilities reference armor groups, typically to grant armor specialization effects, which are described on page 275."],"source":"CRB"},{"type":"pf2-h3","page":274,"name":"Armor Traits","entries":["The traits for each suit of armor appear in this entry.","Armor can have the following traits.","{@b {@trait Bulwark}:} The armor covers you so completely that it provides benefits against some damaging effects. On Reflex saves to avoid a damaging effect, such as a {@spell fireball}, you add a +3 modifier instead of your Dexterity modifier.","{@b {@trait Comfort}:} The armor is so comfortable that you can rest normally while wearing it.","{@b {@trait Flexible}:} The armor is flexible enough that it doesn't hinder most actions. You don't apply its check penalty to {@skill Acrobatics} or {@skill Athletics} checks.","{@b {@trait Noisy}:} This armor is loud and likely to alert others to your presence when you're using the {@action Avoid Notice} exploration activity."],"source":"CRB"},{"type":"pf2-h3","page":275,"name":"Armor Specialization Effects","entries":["Certain class features can grant you additional benefits with certain armors. This is called an armor specialization effect. The exact effect depends on which armor group your armor belongs to, as listed below. Only medium and heavy armors have armor specialization effects.","{@b {@group Chain}:} The armor is so flexible it can bend with a critical hit and absorb some of the blow. Reduce the damage from critical hits by either 4 + the value of the armor's potency rune for medium armor, or 6 + the value of the armor's potency rune for heavy armor. This can't reduce the damage to less than the damage rolled for the hit before doubling for a critical hit.","{@b {@group Composite}:} The numerous overlapping pieces of this armor protect you from piercing attacks. You gain resistance to piercing damage equal to 1 + the value of the armor's potency rune for medium armor, or 2 + the value of the armor's potency rune for heavy armor.","{@b {@group Leather}:} The thick second skin of the armor disperses blunt force to reduce bludgeoning damage. You gain resistance to bludgeoning damage equal to 1 + the value of the armor's potency rune for medium armor, or 2 + the value of the armor's potency rune for heavy armor.","{@b {@group Plate}:} The sturdy plate provides no purchase for a cutting edge. You gain resistance to slashing damage equal to 1 + the value of the armor's potency rune for medium armor, or 2 + the value of the armor's potency rune for heavy armor."],"source":"CRB"},{"type":"data","tag":"table","name":"Unarmored Defense","source":"CRB"},{"type":"data","tag":"table","name":"Armor","source":"CRB"},{"type":"pf2-brown-box","page":275,"name":"MATERIALS","entries":["Most suits of armor and weapons are made from ordinary, commonly available materials like iron, leather, steel, and wood. If you're not sure what a suit of armor is made of, the GM determines the details.","Some armor, shields, and weapons are instead made of precious materials. These often have inherent supernatural properties. Cold iron, for example, which harms fey, and silver can damage werecreatures. These materials are detailed beginning on page 577."],"source":"CRB"}],"source":"CRB"},{"type":"pf2-h2","page":275,"name":"Armor Descriptions","entries":["Each type of armor is described in more detail below.","{@b {@item Breastplate}:} Though referred to as a breastplate, this type of armor consists of several pieces of plate or half-plate armor (page 276) that protect the torso, chest, neck, and sometimes the hips and lower legs. It strategically grants some of the protection of plate while allowing greater flexibility and speed.","{@b {@item Chain Mail}:} 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.","{@b {@item Chain Shirt}:} Sometimes called a hauberk, this is a long shirt constructed of the same metal rings as chainmail. However, it is much lighter than chainmail and protects only the torso, upper arms, and upper legs of its wearer.","{@b {@item Explorer's Clothing}:} Adventurers who don't wear armor travel in durable clothing. Though it's not armor and uses your unarmored defense proficiency, it still has a Dex Cap and can grant an item bonus to AC if etched with potency runes (as described on page 581).","{@b {@item Full Plate}:} Plate mail consists of interlocking plates that encase nearly the entire body in a carapace of steel. It is costly and heavy, and the wearer often requires help to don it correctly, but it provides some of the best defense armor can supply. A suit of this armor comes with an undercoat of padded armor (see below) and a pair of gauntlets (page 285).","{@b {@item Half Plate}:} Half plate consists of most of the upper body plates used in full plate, with lighter or sparser steel plate protection for the arms and legs. This provides some of the protection of full plate with greater flexibility and speed. A suit of this armor comes with an undercoat of padded armor (see below) and a pair of gauntlets (page 285).","{@b {@item Hide}:} A mix of furs, sturdy hide, and sometimes molded boiled leather, this armor provides protection due to its layers of leather, though its bulkiness slows the wearer down and decreases mobility.","{@b {@item Leather}:} A mix of flexible and molded boiled leather, a suit of this type of armor provides some protection with maximum flexibility.","{@b {@item Padded Armor}:} This armor is simply a layer of heavy, quilted cloth, but it is sometimes used because it's so inexpensive. Padded armor is easier to damage and destroy than other types of armor. Heavy armor comes with a padded armor undercoat included in its Price, though it loses the comfort trait when worn under heavy armor. You can wear just that padded armor undercoat to sleep in, if your heavy armor is destroyed, or when otherwise not wearing the full heavy armor. This allows you to keep the armor invested and benefit from the power of any runes on the associated heavy armor, but no one else can wear your heavy armor without the padded undercoat.","{@b {@item Scale Mail}:} Scale mail consists of many metal scales sewn onto a reinforced leather backing, often in the form of a long shirt that protects the torso, arms, and legs.","{@b {@item Splint Mail}:} This type of armor is chain mail reinforced with flexible, interlocking metal plates, typically located on the wearer's torso, upper arms, and legs. A suit of this armor comes with an undercoat of padded armor (see above) and a pair of gauntlets (page 285).","{@b {@item Studded Leather}:} This leather armor is reinforced with metal studs and sometimes small metal plates, providing most of the flexibility of leather armor with more robust protection.",{"type":"data","tag":"table","name":"Damaging Armor","source":"CRB"}],"source":"CRB"}],"data":{"quickref":2},"source":"CRB"},{"type":"section","page":271,"name":"Carrying and Using Items","entries":["A character carries items in three ways: held, worn, and stowed. Held items are in your hands; a character typically has two hands, allowing them to hold an item in each hand or a single two-handed item using both hands. Worn items are tucked into pockets, belt pouches, bandoliers, weapon sheaths, and so forth, and they can be retrieved and returned relatively quickly. Stowed items are in a backpack or a similar container, and they are more difficult to access.","Drawing a worn item or changing how you're carrying an item usually requires you to use an {@action Interact} action (though to drop an item, you use the {@action Release} action instead). {@table Changing Equipment||Table 6–2: Changing Equipment} lists some ways that you might change the items you're holding or carrying, and the number of hands you need to do so.","Many ways of using items require you to spend multiple actions. For example, drinking a potion stowed in your belt pouch requires using an {@action Interact} action to draw it and then using a second action to drink it as described in its {@action Activate an Item||Activate} entry.",{"type":"pf2-h3","page":271,"name":"Bulk","entries":["Carrying especially heavy or unwieldy items can make it more difficult for you to move, as can overloading yourself with too much gear. The Bulk value of an item reflects how difficult the item is to handle, representing its size, weight, and general awkwardness. If you have a high Strength score, you usually don't need to worry about Bulk unless you're carrying numerous substantial items.",{"type":"pf2-h4","page":272,"name":"Bulk Limits","entries":["You can carry an amount of Bulk equal to 5 plus your Strength modifier without penalty; if you carry more, you gain the encumbered condition. You can't hold or carry more Bulk than 10 plus your Strength modifier.",{"type":"pf2-beige-box","page":272,"name":"Encumbered","entries":["You are carrying more weight than you can manage. While you're {@condition encumbered}, you're {@condition clumsy} 1 and take a –10-foot penalty to all your Speeds. As with all penalties to your Speed, this can't reduce your Speed below 5 feet."],"source":"CRB"}],"source":"CRB"},{"type":"pf2-h4","page":272,"name":"Bulk Values","entries":["Items can have a number to indicate their Bulk value, or they can be light (indicated by an L) or negligible (indicated by a—) for the purpose of determining Bulk. For instance, {@item full plate} armor is 4 Bulk, a {@item longsword} is 1 Bulk, a dagger or scroll is light, and a piece of chalk is negligible. Ten light items count as 1 Bulk, and you round down fractions (so 9 light items count as 0 Bulk, and 11 light items count as 1 Bulk). Items of negligible Bulk don't count toward Bulk unless you try to carry vast numbers of them, as determined by the GM."],"source":"CRB"},{"type":"pf2-h4","page":272,"name":"Estimating an Item's Bulk","entries":["As a general rule, an item that weighs 5 to 10 pounds is 1 Bulk, an item weighing less than a few ounces is negligible, and anything in between is light. Particularly awkward or unwieldy items might have higher Bulk values. For example, a 10-foot pole isn't heavy, but its length makes it difficult for you to move while you have one on your person, so its Bulk is 1. Items made for larger or smaller creatures have greater or lesser Bulk, as described on page 295."],"source":"CRB"},{"type":"pf2-h4","page":272,"name":"Bulk of Coins","entries":["Coins are a popular means of exchange due to their portability, but they can still add up. A thousand coins of any denomination or combination of denominations count as 1 Bulk. It's not usually necessary to determine the Bulk of coins in fractions of 1,000; simply round down fractions of 1,000. In other words, 100 coins don't count as a light item, and 1,999 coins are 1 Bulk, not 2."],"source":"CRB"},{"type":"pf2-h4","page":272,"name":"Bulk of Creatures","entries":["You might need to know the Bulk of a creature, especially if you need to carry someone off the battlefield. The table that follows lists the typical Bulk of a creature based on its size, but the GM might adjust this number.",{"type":"table","page":272,"colStyles":["text-center","text-center"],"rows":[["Size of Creature","Bulk"],["{@trait Tiny}","1"],["{@trait Small}","3"],["{@trait Medium}","6"],["{@trait Large}","12"],["{@trait Huge}","24"],["{@trait Gargantuan}","48"]],"source":"CRB"}],"source":"CRB"},{"type":"pf2-h4","page":272,"name":"Dragging","entries":["In some situations, you might drag an object or creature rather than carry it. If you're dragging something, treat its Bulk as half. Typically, you can drag one thing at a time, you must use both hands to do so, and you drag slowly—roughly 50 feet per minute unless you have some means to speed it up. Use the total Bulk of what you're dragging, so if you have a sack laden with goods, use the sum of all the Bulk it carries instead of an individual item within."],"source":"CRB"}],"source":"CRB"},{"type":"pf2-h3","page":272,"name":"Wielding Items","entries":["Some abilities require you to wield an item, typically a weapon. You're wielding an item any time you're holding it in the number of hands needed to use it effectively. When wielding an item, you're not just carrying it around—you're ready to use it. Other abilities might require you to merely carry or have an item. These apply as long as you have the item on your person; you don't have to wield it."],"source":"CRB"},{"type":"data","tag":"table","name":"Changing Equipment","source":"CRB"}],"data":{"quickref":2},"source":"CRB"},{"type":"section","page":271,"name":"Coins and Currency","entries":["Though you might be able to barter valuable items in some areas, currency is the most versatile way to make transactions when you head to market. The most common currency is coins. For most commoners and beginning adventurers, the standard unit is the {@b silver piece} ({@b sp}). Each silver piece is a standard weight of silver and is typically accepted by any merchant or kingdom no matter where it was minted. There are three other common types of coins, each likewise standardized in weight and value. The first is the {@b copper piece} ({@b cp}). Each copper piece is worth one-tenth of a silver piece. The {@b gold piece} ({@b gp}) is often used for purchasing magic items and other expensive items, as 1 gold piece is worth 10 silver pieces or 100 copper pieces. The {@b platinum piece} ({@b pp}) is used by nobles to demonstrate their wealth, for the purchase of very expensive items, or simply as a way to easily transport large sums of currency. A platinum piece is worth 10 gold pieces, 100 silver pieces, or 1,000 copper pieces. See {@table Coin Values||Table 6–1: Coin Values} for the exchange rates of common types of coins.",{"type":"pf2-h3","page":271,"name":"Other Currency","entries":["Art objects, gems, and raw materials (such as those used for the {@action Craft} activity) can be used much like currency: you can sell them for the same Price you can buy them."],"source":"CRB"}],"data":{"quickref":2},"source":"CRB"},{"type":"section","page":531,"name":"Constant Abilities","entries":["Some magic items have abilities that always function. You don't have to use any actions to do anything special (beyond wearing and investing a worn item or wielding a held item) to make these abilities work. For example, an {@item everburning torch} always sheds light, and a {@item flaming} weapon deals fire damage every time it deals damage."],"data":{"quickref":2},"source":"CRB"},{"type":"section","name":"Creating a Personal Staff","source":"SoM","page":166,"entries":["Establishing magical pathways to turn a simple piece of wood or metal into a staff is no simple matter. Without some structure to bind multiple disparate spells to a single staff, the magic would surely fail. Thus, a custom staff must always be created around a single trait. For example, an elemental trait (air, earth, fire, or water), energy trait (acid, cold, electricity, fire, sonic, positive, negative, or force), alignment trait, the detection trait, the light trait, and so on. The staff and its spells must have the trait. A few traits are too broad to use, including incapacitation and the traits for spell schools and traditions. The GM might add others to this list.",{"type":"pf2-h3","name":"Determining Level And Price","source":"SoM","page":166,"entries":["Your level sets a personal staff's maximum item level, which determines the Price and the number and level of spells the staff can have, as shown on the table below.",{"type":"data","name":"Personal Staves","tag":"table","source":"SoM"}]},{"type":"pf2-h3","name":"Picking Your Spells","source":"SoM","page":166,"entries":["Once you've decided the trait, choose the spells to inscribe. They must share the trait you chose for the staff. For instance, your {@class sorcerer|crb|undine|undine} {@class sorcerer} might create a {@i deep sea staff} themed around the {@trait water} trait, inscribing it with spells such as {@spell create water} and {@spell hydraulic push}.","You can inscribe a number of common spells on the staff depending on its level, as shown on the table below. You can place the same spell into the staff at multiple levels to provide heightened versions, though doing so uses up one of your picks for that spell level. You can add a spell you can't cast to a staff by supplying a casting of it via another caster or by using {@feat Trick Magic Item}; however, since you can cast a spell from a staff only if it's on your spell list, this option isn't useful for most characters."]},{"type":"pf2-h4","name":"Example","source":"SoM","page":166,"entries":["Lini, a 15th-level druid, wants to create a staff to interact with the plants she encounters. She chooses the plant trait to represent that theme. Next, she selects some common spells for the staff, starting with one cantrip and adding one or two spells at each level, up to the staff's maximum spell level. To build a 15th-level staff with 6th-level spells, she selects the following combination of spells:",{"type":"list","style":"list-hang","items":["Cantrip: {@spell tanglefoot}","1st: {@spell protector tree}, {@spell shillelagh}","2nd: {@spell entangle}, {@spell shape wood}","3rd: {@spell tree shape}, {@spell wall of thorns}","4th: {@spell barkskin}, {@spell speak with plants}","5th: {@spell plant form}, {@spell wall of thorns}","6th: {@spell nature's reprisal}, {@spell plant form}"]},"Note that some of these spells are duplicates of lower-level spells, which can be a great way to fill in levels if new spells don't appeal to you. It's usually best to choose a spell for one of these slots that has an extra benefit when heightened (such as plant form giving you better statistics), but even if you don't find a spell with such a benefit, it's worth filling every open slot."]},{"type":"pf2-h3","name":"Crafting the Staff","source":"SoM","page":166,"entries":[{"type":"pf2-sidebar","name":"Staff of Nature's Cunning","source":"SoM","page":167,"entries":["You might want to take a version of the {@item Lini's Leafstick} for your own character or to give out as treasure in a campaign. To make that easier, here's a non-unique version with multiple types for different levels.","{@item Staff of Nature's Cunning|SoM}"]},"Once you've themed and designed your staff, you can craft it with the following the guidelines, along with previously established rules for crafting magical items.","As with normal staves, one casting of all listed levels of all spells in the staff must be provided during {@action Craft||Crafting}.","Choose a magical school for your staff from among the schools the spells on it have. Pick the one that best reflects the spells, usually the one most shared among them. You can optionally give your staff a trait for one magic tradition, instead of the {@trait magical} trait, if the staff is fully steeped in that tradition and contains spells only from that tradition's spell list.","You still need to {@action Craft} the staff. If you're not good at {@skill Crafting}, you can have somebody use the {@skill Craft} activity for you, but you must be present the whole time. Since the creation of a custom staff is {@trait rare}, you and the GM might decide to have a special quest for esoteric ingredients and methods as part of the story.",{"type":"pf2-h4","name":"Example","source":"SoM","page":167,"entries":["Lini selected mostly transmutation spells for her staff, so she chooses the {@trait transmutation} trait. She could give it the primal trait, but choses to keep it open with the {@trait magical} trait, much like the {@item verdant staff} in the Core Rulebook.","To Craft the staff, Lini follows the normal rules. She provides 3,250 gp in raw materials, spends 4 days at work, and attempts a {@skill Crafting} check. Each day she works on it, she prepares the spells she needs to put into the staff given its Craft Requirements."]}]},{"type":"pf2-h3","name":"Naming The Staff","source":"SoM","page":167,"entries":["When your staff is complete, give it a name—though skeptics might sneer, spellcasters believe that naming a staff upon creation will help it attune to its new master.",{"type":"pf2-h4","name":"Example","source":"SoM","page":167,"entries":["Lini christens her new creation {@i Lini's Leafstick}!",{"type":"data","tag":"item","name":"Lini's Leafstick","source":"SoM"}]}]}],"data":{"quickref":2}},{"type":"section","page":293,"name":"Formulas","entries":["Formulas are instructions for making items with the {@action Craft} activity. You can usually read a formula as long as you can read the language it's written in, though you might lack the skill to {@action Craft} the item. Often, alchemists and crafting guilds use obscure languages or create codes to protect their formulas from rivals.","You can buy common formulas at the Price listed on {@table formulas||Table 6–13}, or you can hire an NPC to let you copy their formula for the same Price. A purchased formula is typically a schematic on rolled-up parchment of light Bulk. You can copy a formula into your formula book in 1 hour, either from a schematic or directly from someone else's formula book. If you have a formula, you can {@action Craft} a copy of it using the {@skill Crafting} skill. Formulas for uncommon items and rare items are usually significantly more valuable—if you can find them at all!","If you have an item, you can try to reverse-engineer its formula. This uses the Craft activity and takes the same amount of time as creating the item from a formula would. You must first disassemble the item. After the base downtime, you attempt a {@skill Crafting} check against the same DC it would take to {@action Craft} the item. If you succeed, you {@action Craft} the formula at its full Price, and you can keep working to reduce the Price as normal. If you fail, you're left with raw materials and no formula. If you critically fail, you also waste 10% of the raw materials you'd normally be able to salvage.","The item's disassembled parts are worth half its Price in raw materials and can't be reassembled unless you successfully reverse-engineer the formula or acquire the formula another way. Reassembling the item from the formula works just like {@action Craft||Crafting} it from scratch; you use the disassembled parts as the necessary raw materials.",{"type":"data","tag":"table","name":"Formulas","source":"CRB"},{"type":"pf2-h3","page":293,"name":"Items with Multiple Types","entries":["If an item has multiple types of different levels, each type has its own formula, and you need the formula for the specific type of item you want to Craft. For example, {@i if you have a formula for a type I bag of holding but not for a type II bag of holding, you must acquire a separate formula to Craft a type II bag of holding.}"],"source":"CRB"}],"data":{"quickref":2},"source":"CRB"},{"type":"section","page":531,"name":"Investing Magic Items","entries":["Certain magic items convey their magical benefits only when worn and invested using the Invest an Item activity, tying them to your inner potential. These items have the invested trait. Many invested items have constant abilities that function all the time or that always trigger when you use the item—but only when they're invested. If you don't have an item invested, these abilities don't work. If an invested item can be activated, you must have invested the item to activate it.","You can benefit from no more than 10 invested magic items each day. Because this limit is fairly high, and because it matters only for worn items, you probably won't need to worry about reaching the limit until higher levels, when you've acquired many useful magic items to wear.","You can still gain the mundane benefits of an item if you don't invest it. A suit of {@i +1 resilient armor} still gives you its item bonus to AC when not invested, but it doesn't give its magical bonus to saving throws, and {@item winged boots} still protect your feet even though you can't activate them to fly. Entirely non-magical items don't need to be invested.",{"type":"data","tag":"action","name":"Invest an Item","source":"CRB"}],"data":{"quickref":2},"source":"CRB"},{"type":"section","page":272,"name":"Item Damage","entries":["An item can be broken or destroyed if it takes enough damage. Every item has a {@b Hardness} value. Each time an item takes damage, reduce any damage the item takes by its Hardness. The rest of the damage reduces the item's Hit Points. Normally an item takes damage only when a creature is directly attacking it—commonly targeted items include doors and traps. A creature that attacks you doesn't normally damage your armor or other gear, even if it hits you. However, the {@feat Shield Block} reaction can cause your shield to take damage as you use it to prevent damage to yourself, and some monsters have exceptional abilities that can damage your items.","An item that takes damage can become and eventually destroyed. It becomes broken when its Hit Points are equal to or lower than its {@b Broken Threshold} ({@b BT}); once its Hit Points are reduced to 0, it is {@b destroyed}. A broken item has the broken condition until Repaired above its Broken Threshold. Anything that automatically makes an item broken immediately reduces its Hit Points to its Broken Threshold if the item had more Hit Points than that when the effect occurred. If an item has no {@condition Broken} Threshold, then it has no relevant changes to its function due to being broken, but it's still destroyed at 0 Hit Points. (See the broken condition definition on page 273 for more information.) A destroyed item can't be Repaired.","An item's Hardness, Hit Points, and {@condition Broken} Threshold usually depend on the material the item is made of. This information appears in the {@book Materials|CRB|11|Materials} section of {@book Chapter 11: Crafting & Treasure|CRB|11|Chapter 11: Crafting & Treasure}.",{"type":"pf2-beige-box","page":273,"name":"Broken","entries":["Broken is a condition that affects objects. An object is broken when damage has reduced its Hit Points to equal or less than its Broken Threshold. A broken object can't be used for its normal function, nor does it grant bonuses— with the exception of armor. Broken armor still grants its item bonus to AC, but it also imparts a status penalty to AC depending on its category: –1 for broken light armor, –2 for broken medium armor, or –3 for broken heavy armor.","A broken item still imposes penalties and limitations normally incurred by carrying, holding, or wearing it. For example, broken armor would still impose its Dexterity modifier cap, check penalty, and so forth.","If an effect makes an item broken automatically and the item has more HP than its Broken Threshold, that effect also reduces the item's current HP to the Broken Threshold."],"source":"CRB"},{"type":"pf2-h3","page":273,"name":"Object Immunities","entries":["Inanimate objects and hazards are immune to bleed, death effects, disease, healing, mental effects, necromancy, nonlethal attacks, and poison, as well as the doomed, drained, fatigued, paralyzed, sickened, and unconscious conditions. An item that has a mind is not immune to mental effects. Many objects are immune to other conditions, at the GM's discretion. For instance, a sword has no Speed, so it can't take a penalty to its Speed, but an effect that causes a Speed penalty might work on a moving blade trap."],"source":"CRB"}],"data":{"quickref":2},"source":"CRB"},{"type":"section","page":271,"name":"Item Level","entries":["Each item has an item level, which represents the item's complexity and any magic used in its construction. Simpler items with a lower level are easier to construct, and you can't Craft items that have a higher level than your own (page 243). If an item's level isn't listed, its level is 0. While characters can use items of any level, GMs should keep in mind that allowing characters access to items far above their current level may have a negative impact on the game."],"data":{"quickref":2},"source":"CRB"},{"type":"section","page":295,"name":"Items and Sizes","entries":["The Bulk rules in this chapter are for {@trait Small} and {@trait Medium} creatures, as the items are made for creatures of those sizes. Large creatures can carry more, and smaller creatures can carry less, as noted on {@table Bulk Conversions||Table 6–19}.","These rules for Bulk limits come up most often when a group tries to load up a mount or animal companion. The rules for items of different sizes tend to come into play when the characters defeat a big creature that has gear, since in most cases, the only creatures of other sizes are creatures under the GM's control. In most cases, Small or Medium creatures can wield a Large weapon, though it's unwieldy, giving them the clumsy 1 condition, and the larger size is canceled by the difficulty of swinging the weapon, so it grants no special benefit. Large armor is simply too large for Small and Medium creatures.",{"type":"pf2-h3","page":295,"name":"Bulk Conversions for Different Sizes","entries":["As shown in {@table Bulk Conversions||Table 6–19}, {@trait Large} or larger creatures are less encumbered by bulky items than {@trait Small} or {@trait Medium} creatures, while {@trait Tiny} creatures become overburdened more quickly. A {@trait Large} creature treats 10 items of 1 Bulk as 1 Bulk, a {@trait Huge} creature treats 10 items of 2 Bulk as 1 Bulk, and so on. A {@trait Tiny} creature treats 10 items of negligible Bulk as 1 Bulk. Negligible items work in a similar way—a {@trait Huge} creature treats items of 1 Bulk as negligible, so it can carry any number of items of 1 Bulk. A {@trait Tiny} creature doesn't treat any items as having negligible Bulk.",{"type":"data","tag":"table","name":"Bulk conversions","source":"CRB"}],"source":"CRB"},{"type":"pf2-h3","page":295,"name":"Items of Different Sizes","entries":["Creatures of sizes other than {@trait Small} or {@trait Medium} need items appropriate to their size. These items have different Bulk and possibly a different Price. {@table Differently Sized Items||Table 6 –20} provides the Price and Bulk conversion for such items.",{"type":"data","tag":"table","name":"Differently Sized Items","source":"CRB"},"For example, a {@item morningstar} sized for a {@trait Medium} creature has a Price of 1 gp and 1 Bulk, so one made for a {@trait Huge} creature has a Price of 4 gp and 4 Bulk. One made for a {@trait Tiny} creature still costs 1 gp (due to its intricacy) and has 1/2 Bulk, which rounds down to light Bulk.","Because the way that a creature treats Bulk and the Bulk of gear sized for it scale the same way, {@trait Tiny} or {@trait Large} (or larger) creatures can usually wear and carry about the same amount of appropriately sized gear as a {@trait Medium} creature.","Higher-level magic items that cost significantly more than 8 times the cost of a mundane item can use their listed Price regardless of size. Precious materials, however, have a Price based on the Bulk of the item, so multiply the Bulk value as described on {@table Differently Sized Items||Table 6 –20}, then use the formula in the precious material's entry to determine the item's Price. See page 578 for more information."],"source":"CRB"}],"data":{"quickref":2},"source":"CRB"},{"type":"section","page":271,"name":"Price","entries":["Most items in the following tables have a Price, which is the amount of currency it typically takes to purchase that item. An item with a Price of \"—\" can't be purchased. An item with a Price of 0 is normally free, but its value could be higher based on the materials used to create it. Most items can be sold for half their Price, but coins, gems, art objects, and raw materials (such as components for the Craft activity) can be exchanged for their full Price.",{"type":"pf2-key-box","page":271,"name":"STARTING MONEY","entries":[{"type":"pf2-title","name":"15 GP (150 SP)"}],"source":"CRB"},{"type":"data","tag":"table","name":"Coin Values","source":"CRB"}],"data":{"quickref":2},"source":"CRB"},{"type":"section","page":580,"name":"Runes","entries":["Most magic weapons and armor gain their enhancements from potent eldritch runes etched into them. These runes allow for in-depth customization of items.","Runes must be physically engraved on items through a special process to convey their effects. They take two forms:","fundamental runes and property runes. Fundamental runes offer the most basic and essential benefits: a {@item weapon potency (generic)||weapon potency} rune adds a bonus to a weapon's attack rolls, and the {@item striking (generic)||striking} rune adds extra weapon damage dice. An {@item armor potency (generic)||armor potency} rune increases the armor's item bonus to AC, and the {@item resilient (generic)||resilient} rune grants a bonus to the wearer's saving throws. Property runes, by contrast, grant more varied effects—typically powers that are constant while the armor is worn or that take effect each time the weapon is used, such as a rune that grants energy resistance or one that adds fire damage to a weapon's attacks.","The number of property runes a weapon or armor can have is equal to the value of its potency rune. A +1 weapon can have one property rune, but it could hold another if the {@item +1 weapon potency} rune were upgraded to a {@item +2 weapon potency} rune. Since the {@item striking (generic)||striking} and {@item resilient (generic)||resilient} runes are fundamental runes, they don't count against this limit.","An item with runes is typically referred to by the value of its potency rune, followed by any other fundamental runes, then the names of any property runes, and ends with the name of the base item. For example, you might have a {@runeItem longsword||+1 weapon potency|} or {@runeItem chain mail||+2 armor potency||greater resilient||fire-resistant|}.","Rune-etched armor and weapons have the same Bulk and general characteristics as the non-magical version unless noted otherwise. The level of an item with runes etched onto it is equal to the highest level among the base item and all runes etched on it; therefore, a {@runeItem mace||+1 weapon potency||striking|} (a 4th-level item) with a {@item disrupting} rune (a 5th-level rune) would be a 5th-level item.","Each rune can be etched into a specific type of armor or weapon, as indicated in the Usage entry of the rune's stat block. Explorer's clothing can have armor runes etched on it even though it's not armor, but because it's not in the light, medium, or heavy armor category, it can't have runes requiring any of those categories.",{"type":"pf2-h3","page":580,"name":"Investiture","entries":["If a suit of armor has any runes, it has the {@trait invested} trait, requiring you to invest it to get its magical benefits."],"source":"CRB"},{"type":"pf2-h3","page":580,"name":"Rune Formulas","entries":["The Price of a rune's formula is the same as the Price of a formula for an item of the same level; it can be acquired in the same way as an {@quickref item formula||1|formulas}."],"source":"CRB"},{"type":"pf2-h3","page":580,"name":"The Etching Process","entries":["Etching a rune on an item follows the same process as using the {@action Craft} activity to make an item. You must have the formula for the rune, the item you're adding the rune to must be in your possession throughout the etching process, and you must meet any special Craft Requirements of the rune. The rune has no effect until you complete the {@action Craft} activity. You can etch only one rune at a time.",{"type":"pf2-h4","page":580,"name":"Transferring Runes","entries":["You can transfer runes between one item and another, including a {@item runestone}. This also uses the {@action Craft} activity. This lets you either move one rune from one item to another or swap a rune on one item with a rune on the other item. To swap, the runes must be of the same form (fundamental or property).","If an item can have two or more property runes, you decide which runes to swap and which to leave when transferring. If you attempt to transfer a rune to an item that can't accept it, such as transferring a melee weapon rune to a ranged weapon, you get an automatic critical failure on your {@action craft||Crafting} check. If you transfer a potency rune, you might end up with property runes on an item that can't benefit from them. These property runes go dormant until transferred to an item with the necessary potency rune or until you etch the appropriate potency rune on the item bearing them.","The DC of the {@skill Crafting} check to transfer a rune is determined by the item level of the rune being transferred, and the Price of the transfer is 10% of the rune's Price, unless transferring from a {@item runestone}, which is free. If you're swapping, use the higher level and higher Price between the two runes to determine these values. It takes 1 day (instead of the 4 days usually needed to Craft) to transfer a rune or swap a pair of runes, and you can continue to work over additional days to get a discount, as usual with Craft."],"data":{"quickrefIndex":true},"source":"CRB"}],"source":"CRB"},{"type":"pf2-h3","page":580,"name":"Fundamental Runes","entries":["Four fundamental runes produce the most essential magic of protection and destruction: {@item armor potency (generic)||armor potency} and {@item resilient (generic)||resilient} runes for armor, and {@item weapon potency (generic)||weapon potency} and {@item striking (generic)||striking} runes for weapons. A potency rune is what makes a weapon a magic weapon (page 599) or armor magic armor (page 556).","An item can have only one fundamental rune of each type, though etching a stronger rune can upgrade an existing rune to the more powerful version (as described in each rune's entry). As you level up, you typically alternate between increasing an item's potency rune and its {@item striking (generic)||striking} or {@item resilient (generic)||resilient} rune when you can afford to.",{"type":"data","tag":"table","name":"Fundamental Runes","source":"CRB"}],"source":"CRB"},{"type":"pf2-brown-box","page":581,"name":"SPECIFIC ARMOR AND WEAPONS","entries":["Unlike armor and weapons enhanced with runes, specific armor and weapons (such as {@item ghoul hide} or a {@item holy avenger}) are created for a specific purpose and can work quite differently from other items of their type. Specific magic armor and weapons can't gain property runes, but you can add or improve their fundamental runes."],"source":"CRB"},{"type":"pf2-brown-box","page":581,"name":"RUNE TRANSFER EXAMPLES","entries":["You could transfer a {@item flaming} rune from a {@runeItem greatsword||+1 weapon potency||striking||flaming|} to a {@runeItem longsword||+2 weapon potency||striking|}, resulting in a {@runeItem longsword||+2 weapon potency||striking||flaming|} and a {@runeItem greatsword||+1 weapon potency||striking|}. You could swap the weapon potency runes from a {@runeItem longsword||+1 weapon potency} and a {@runeItem greatsword||+2 weapon potency}, resulting in a {@runeItem longsword||+2 weapon potency} and a {@runeItem greatsword||+1 weapon potency}. However, you couldn't swap a {@item +1 weapon potency} rune from one weapon with a {@item flaming} property rune from another weapon, as the two runes don't have the same form.","When transferring a rune to an item that can hold multiple property runes, you can decide whether you transfer a single rune or swap runes between the items.","For example, a +2 weapon can hold two property runes. If you transferred a {@item flaming} rune from a {@runeItem rapier||+1 weapon potency||striking||flaming|} to a {@runeItem warhammer||+2 weapon potency||striking||frost|}, you would decide whether you wanted to end up with a {@runeItem rapier||+1 weapon potency||striking|} and a {@runeItem warhammer||+2 weapon potency||striking||flaming||frost|} or a {@runeItem rapier||+1 weapon potency||striking||frost|} and a {@runeItem warhammer||+2 weapon potency||striking||flaming|}."],"source":"CRB"},{"type":"pf2-brown-box","page":582,"name":"UPGRADING ARMOR AND WEAPON RUNES","entries":["You'll often want to upgrade the fundamental runes of magic armor or a magic weapon you already have. This requires upgrading each rune separately. Tables 11–5 and 11–6 summarize the Price of each step, with a number in parentheses indicating the item's level for the Craft activity. This also indicates the typical progression for an adventurer to follow when upgrading their armor and weapons. The tables here don't include progressions that aren't as likely to come up, like turning a +1 weapon directly into a +1 greater striking weapon.",{"type":"data","tag":"table","name":"Armor Upgrade Prices","source":"CRB"},{"type":"data","tag":"table","name":"Weapon Upgrade Price","source":"CRB"}],"source":"CRB"},{"type":"pf2-h3","page":582,"name":"Property Runes","entries":["Property runes add special abilities to armor or a weapon in addition to the item's fundamental runes. If a suit of armor or a weapon has multiple etchings of the same rune, only the highest-level one applies. You can upgrade a property rune to a higher-level type of that rune in the same way you would upgrade a fundamental rune.","Rune abilities that must be activated follow the rules for activating magic items on page 532."],"source":"CRB"}],"data":{"quickref":2},"source":"CRB"},{"type":"section","page":564,"name":"Scrolls","entries":["A scroll contains a single spell that you can cast without having to expend a spell slot. A scroll can be Crafted to contain nearly any spell, so the types of scrolls available are limited only by the number of spells in the game. The exceptions are cantrips, focus spells, and rituals, none of which can be put on scrolls. The spell on a scroll can be cast only once, and the scroll is destroyed as part of the casting. The spell on the scroll is cast at a particular spell level, as determined by the scroll. For instance, a scroll of {@spell magic missile} (1st level) can be used to cast the 1st-level version of magic missile, but not a magic missile heightened to 2nd level. If no level is listed, the scroll can be used to cast the spell at its lowest level.","If you find a scroll, you can try to figure out what spell it contains. If the spell is a common spell from your spell list or a spell you know, you can spend a single {@action Recall Knowledge} action and automatically succeed at identifying the scroll's spell. If it's not, you must use {@action Identify Magic} to learn what spell the scroll holds.",{"type":"pf2-h4","page":564,"name":"Casting a Spell from a Scroll","entries":["{@action Cast a Spell||Casting a Spell} from a scroll requires holding the scroll in one hand and activating it with a {@action Cast a Spell} activity using the normal number of actions for that spell.","To {@action Cast a Spell} from a scroll, the spell must appear on your spell list. Because you're the one {@action Cast a Spell||Casting the Spell}, use your spell attack roll and spell DC. The spell also gains the appropriate trait for your tradition (arcane, divine, occult, or primal).","Any physical material components and costs are provided when a scroll is created, so you don't need to provide them when {@action Cast a Spell||Casting a Spell} from a scroll. You must replace any required material component for that spell with a somatic component. If the spell requires a focus, you must have that focus to {@action Cast a Spell||Cast the Spell} from a scroll."],"source":"CRB"},{"type":"pf2-h4","page":564,"name":"Scroll Statistics","entries":["All scrolls have the same base statistics unless noted otherwise. A scroll has light Bulk, and it must be held in one hand to be activated."],"source":"CRB"},{"type":"pf2-h4","page":565,"name":"Varying Statistics","entries":["Table 11–3 indicates the item level and Price of a scroll, both of which are based on the level of the spell contained on the scroll. Any costs to {@action Cast a Spell||Cast the Spell} are added to the scroll's Price when the scroll is crafted, so a scroll containing a spell with a Cost entry will have a higher Price than what appears on the table. The scroll's rarity matches the spell's rarity.","The traits for a scroll vary based on the spell it contains.","A scroll always has the consumable, magical, and scroll traits, plus the traits of the spell stored on it."],"source":"CRB"},{"type":"data","tag":"table","name":"Scroll Statistics","source":"CRB"},{"type":"pf2-h4","page":565,"name":"Crafting a Scroll","entries":["The process to {@action Craft} a scroll is much like that to {@action Craft} any other magic item. When you begin the crafting process, choose a spell to put into the scroll. You have to either {@action Cast a Spell||Cast that Spell} during the crafting process, or someone else must do so in your presence. {@action Cast a Spell||Casting that Spell} doesn't produce its normal effects; instead, the magic is trapped inside the scroll. The casting must come from a spellcaster expending a spell slot.","You can't {@action Craft} a scroll from a spell produced from another magic item, for example. The caster has to provide any cost of the spell. You need to learn only a single 1st-level formula to {@spell Craft} scrolls.","Like other {@trait consumable||consumables}, scrolls can be crafted in batches of four. All scrolls of one batch must contain the same spell at the same level, and you must provide one casting for each scroll crafted."],"data":{"quickrefIndex":true},"source":"CRB"},{"type":"pf2-h4","page":565,"name":"Sample Scrolls","entries":["A wide variety of spells can appear on scrolls. The following specific scrolls are just examples.",{"type":"data","tag":"item","data":{"name":"Scroll of Illusory Disguise","source":"CRB","page":565,"type":"Item","level":1,"traits":["consumable","illusion","magical","scroll"],"price":{"coin":"gp","amount":3},"usage":"held in 1 hand","bulk":"L","activate":{"activity":{"number":2,"unit":"action"},"components":"{@action Cast a Spell}"},"category":"Scroll","entries":["This scroll can cast {@spell illusory disguise} as a 1st-level spell."],"craftReq":["Supply one casting of illusory disguise."]}},{"type":"data","tag":"item","data":{"name":"Scroll of Glitterdust","source":"CRB","page":565,"type":"Item","level":3,"traits":["consumable","evocation","magical","scroll"],"price":{"coin":"gp","amount":12},"usage":"held in 1 hand","bulk":"L","activate":{"activity":{"number":2,"unit":"action"},"components":"{@action Cast a Spell}"},"category":"Scroll","entries":["This scroll can be used to cast {@spell glitterdust} as a 2nd-level spell."],"craftReq":["Supply one casting of glitterdust."]}}],"source":"CRB"}],"data":{"quickref":2},"source":"CRB"},{"type":"section","page":294,"name":"Services","entries":["The services listed on {@table Basic Services and Consumables||Table 6–14} describe expenditures for common services and consumables.",{"type":"data","tag":"table","name":"Basic Services and Consumables","source":"CRB"},{"type":"pf2-h3","page":294,"name":"Hirelings","entries":["Paid laborers can provide services for you. Unskilled hirelings can perform simple manual labor and are untrained at most skills. Skilled hirelings have expert proficiency in a particular skill. Hirelings are level 0. If a skill check is needed, an untrained hireling has a +0 modifier, while a skilled hireling has a +4 modifier in their area of expertise and +0 for other skill checks. Hirelings' rates double if they're going adventuring with you."],"source":"CRB"},{"type":"pf2-h3","page":294,"name":"Transportation","entries":["The cost to hire transportation includes standard travel with no amenities. Most transit services provide basic sleeping arrangements, and some provide meals at the rates listed on Table 6–14. Arranging transportation into dangerous lands can be more expensive or impossible."],"source":"CRB"},{"type":"pf2-h3","page":294,"name":"Spellcasting","entries":["Spellcasting services, listed on {@table Spellcasting Services||Table 6–15}, are uncommon. Having a spell cast for you requires finding a spellcaster who knows and is willing to cast it. It's hard to find someone who can cast higher-level spells, and uncommon spells typically cost at least 100% more, if you can find someone who knows them at all. Spells that take a long time to cast (over 1 minute) usually cost 25% more. You must pay any cost listed in the spell in addition to the Price on the table.",{"type":"data","tag":"table","name":"Spellcasting Services","source":"CRB"}],"source":"CRB"}],"data":{"quickref":2},"source":"CRB"},{"type":"section","page":277,"name":"Shields","entries":["{@action Raise a Shield} is the action most commonly used with shields. Most shields must be held in one hand, so you can't hold anything with that hand and {@action Raise a Shield}. A {@item buckler}, however, doesn't take up your hand, so you can {@action Raise a Shield} with a {@item buckler} if the hand is free (or, at the GM's discretion, if it's holding a simple, lightweight object that's not a weapon). You lose the benefits of {@action Raise a Shield} if that hand is no longer free.","When you have a {@item tower shield} raised, you can use the {@action Take Cover} action to increase the circumstance bonus to AC to +4. This lasts until the shield is no longer raised. If you would normally provide {@quickref lesser cover||3|cover} against an attack, having your tower shield raised provides {@quickref standard cover||3|cover} against it (and other creatures can {@action Take Cover} as normal using the cover from your shield).","If you have access to the {@feat Shield Block} reaction (from your class or from a feat), you can use it while {@action Raise a Shield||Raising your Shield} to reduce the damage you take by an amount equal to the shield's Hardness. Both you and the shield then take any remaining damage.",{"type":"pf2-h2","page":277,"name":"Shield Statistics","entries":["Shields have statistics that follow the same rules as armor:","Price, Speed Penalty, and Bulk. See page 274 for the rules for those statistics. Their other statistics are described here.",{"type":"pf2-h3","page":277,"name":"AC Bonus","entries":["A shield grants a circumstance bonus to AC, but only when the shield is raised. This requires using the Raise a Shield action, found on page 472."],"source":"CRB"},{"type":"pf2-h3","page":277,"name":"Hardness","entries":["Whenever a shield takes damage, the amount of damage it takes is reduced by this amount. This number is particularly relevant for shields because of the {@feat Shield Block} feat (page 266). The rules for Hardness appear on page 272."],"source":"CRB"},{"type":"pf2-h3","page":277,"name":"HP (BT)","entries":["This column lists the shield's Hit Points (HP) and Broken Threshold (BT). These measure how much damage the shield can take before it's destroyed (its total HP) and how much it can take before being broken and unusable (its BT). These matter primarily for the {@feat Shield Block} reaction."],"source":"CRB"},{"type":"data","tag":"table","name":"Shields","source":"CRB"}],"source":"CRB"},{"type":"pf2-h2","page":277,"name":"Attacking with a Shield","entries":["A shield can be used as a martial weapon for attacks, using the statistics listed for a shield bash on {@table Melee Weapons||Table 6–7: Melee Weapons}. The shield bash is an option only for shields that weren't designed to be used as weapons. A shield can't have runes added to it. You can also buy and attach a {@item shield boss} or {@item shield spikes} to a shield to make it a more practical weapon. These can be found on {@table Melee Weapons||Table 6–7}. These work like other weapons and can even be etched with runes."],"source":"CRB"},{"type":"pf2-h2","page":277,"name":"Shield Descriptions","entries":["Each type of shield is described in more detail below.","{@b {@item Buckler}:} This very small shield is a favorite of duelists and quick, lightly armored warriors. It's typically made of steel and strapped to your forearm. You can Raise a Shield with your buckler as long as you have that hand free or are holding a light object that's not a weapon in that hand.","{@b {@item Wooden Shield}:} Though they come in a variety of shapes and sizes, the protection offered by wooden shields comes from the stoutness of their materials. While wooden shields are less expensive than steel shields, they break more easily.","{@b {@item Steel Shield}:} Like wooden shields, steel shields come in a variety of shapes and sizes. Though more expensive than wooden shields, they are much more durable.","{@b {@item Tower Shield}:} These massive shields can be used to provide cover to nearly the entire body. Due to their size, they are typically made of wood reinforced with metal."],"source":"CRB"}],"data":{"quickref":2},"source":"CRB"},{"type":"section","page":273,"name":"Shoddy Items","entries":["Improvised or of dubious make, shoddy items are never available for purchase except for in the most desperate of communities. When available, a shoddy item usually costs half the Price of a standard item, though you can never sell one in any case. Attacks and checks involving a shoddy item take a –2 item penalty. This penalty also applies to any DCs that a shoddy item applies to (such as AC, for shoddy armor). A shoddy suit of armor also worsens the armor's check penalty by 2. A shoddy item's Hit Points and Broken Threshold are each half that of a normal item of its type."],"data":{"quickref":2},"source":"CRB"},{"type":"section","page":592,"name":"Staves","entries":["A magical staff is an indispensable accessory for an elite spellcaster. A staff is tied to one person during a preparation process, after which the preparer, and only the preparer, can harness the staff to cast a variety of spells throughout the day. The spells that can be cast from a staff are listed in bullet points organized by level under each version of the staff. Many staves can be found in multiple versions, with more powerful versions that contain more spells—such a staff always contains the spells of all lower-level versions, in addition to the spells listed in its own entry. All magical staves have the staff trait.",{"type":"pf2-h3","page":592,"name":"Casting Spells from a Staff","entries":["A staff gains charges when someone prepares it for the day. The person who prepared a staff can expend the charges to cast spells from it. You can {@action Cast a Spell} from a staff only if you have that spell on your spell list, are able to cast spells of the appropriate level, and expend a number of charges from the staff equal to the spell's level. {@action Cast a Spell||Casting a Spell} from a staff requires holding the staff (typically in one hand) and {@action Activate an Item||Activating} the staff by {@action Cast a Spell||Casting the Spell}, which takes the spell's normal number of actions.","Use your spell attack roll and spell DC when {@action Cast a Spell||Casting a Spell} from a staff. The spell gains the appropriate trait for your magical tradition (arcane, divine, occult, or primal) and can be affected by any modifications you can normally make when casting spells, such as metamagic feats. You must provide any material components, cost, or focus required by the spell, or you fail to cast it.","Prepared spellcasters and spontaneous spellcasters each have a unique way of altering how their staves gain charges and the ways they can be used (see the Prepared Spellcasters and Spontaneous Spellcasters sections below).",{"type":"pf2-h4","page":592,"name":"Casting Cantrips from a Staff","entries":["If a staff contains a cantrip, you can cast that cantrip using the staff without expending any charges. The cantrip's level is heightened to the same level as cantrips you cast."],"source":"CRB"}],"source":"CRB"},{"type":"pf2-h3","page":592,"name":"Preparing a Staff","entries":["During your daily preparations, you can prepare a staff to add charges to it for free. When you do so, that staff gains a number of charges equal to the level of your highest-level spell slot. You don't need to expend any spells to add charges in this way. No one can prepare more than one staff per day, nor can a staff be prepared by more than one person per day. If the charges aren't used within 24 hours, they're lost, and preparing the staff anew removes any charges previously stored in it. You can prepare a staff only if you have at least one of the staff's spells on your spell list.",{"type":"pf2-h4","page":592,"name":"Prepared Spellcasters","entries":["A prepared spellcaster—such as a cleric, druid, or wizard— can place some of their own magic in a staff to increase its number of charges. When a prepared spellcaster prepares a staff, they can expend a spell slot to add a number of charges to the staff equal to the level of the spell. They can't expend more than one spell in this way each day. For example, if Ezren can cast 3rd-level spells and prepared a staff, the staff would gain 3 charges, but Ezren could increase this to 6 by expending one of his 3rd-level spells, 5 by expending a 2nd-level spell, or 4 by expending a 1st-level spell."],"source":"CRB"},{"type":"pf2-h4","page":592,"name":"Spontaneous Spellcasters","entries":["A spontaneous spellcaster, such as a bard or sorcerer, can reduce the number of charges it takes to Activate a staff by supplementing with their own energy. When a spontaneous spellcaster Activates a staff, they can expend 1 charge from the staff and one of their spell slots to cast a spell from the staff of the same level (or lower) as the expended spell slot. This doesn't change the number of actions it takes to cast the spell. For example, if Seoni can cast 3rd-level spells and prepared a staff, the staff would gain 3 charges. She could expend 1 charge and one of her 3rd-level spell slots to cast a 3rd-level spell from the staff, or 1 charge and one of her 2nd-level spell slots to cast a 2nd-level spell from the staff. She could still expend 3 charges from the staff to cast a 3rd-level spell from it without using any of her own slots, just like any other spellcaster"],"source":"CRB"}],"source":"CRB"},{"type":"pf2-h3","page":592,"name":"Attacking with a Staff","entries":["Staves are also {@item staff} weapons. They can be etched with fundamental runes but not property runes. This doesn't alter any of their spellcasting abilities."],"source":"CRB"}],"data":{"quickref":2},"source":"CRB"},{"type":"section","page":597,"name":"Wands","entries":["Short, slender items typically made of wood, wands let you cast a specific spell without expending a spell slot. They can be used once per day, but can be overcharged to attempt to cast them again at great risk. Each wand holds a spell of a certain level, determined when the wand is created. Cantrips, focus spells, and rituals can't be placed in wands.","If you find a wand, you can try to figure out what spell is in it. If the spell is a common spell from your spell list or is a spell you know, you can use a single {@action Recall Knowledge} action and automatically succeed.","If it's not, you must {@action Identify Magic}.",{"type":"pf2-h3","page":597,"name":"Casting Spells from a Wand","entries":["A wand contains a spell that can be cast once per day. Casting a spell from a wand requires holding the wand in one hand and activating the item with a {@action Cast a Spell} activity using the normal number of actions for the spell.","To cast a spell from a wand, it must be on your spell list. Because you're the one casting the spell, use your spell attack roll and spell DC. The spell is of your tradition.","A spell cast from a wand doesn't require physical material components, but you must replace any material component normally required to cast the spell with a somatic component. If the spell requires a focus, you must still have that focus to cast the spell from a wand, and if the spell has a cost, you must still pay that cost to cast the spell from a wand.",{"type":"pf2-h4","page":597,"name":"Overcharging a Wand","entries":["After the spell is cast from the wand for the day, you can attempt to cast it one more time—overcharging the wand at the risk of destroying it. {@action Cast a Spell||Cast the Spell} again, then roll a DC {@flatDC 10} flat check. On a success, the wand is broken.","On a failure, the wand is destroyed. If anyone tries to overcharge a wand when it's already been overcharged that day, the wand is automatically destroyed (even if it had been repaired) and no spell is cast."],"source":"CRB"}],"source":"CRB"},{"type":"pf2-h3","page":597,"name":"Wand Statistics","entries":["A wand's base statistics are the same unless noted otherwise in a special wand. It has light Bulk, and must be held in one hand to be activated. Each wand contains a specific level of the spell. When you activate a wand, you can only cast the spell at the specified level, but you can craft a wand with a heightened version of a spell.",{"type":"pf2-h4","page":597,"name":"Varying Statistics","entries":["Each type of wand has a Level and Price determined by the spell's level. The wand's rarity matches the spell's rarity. The item's traits also vary, based on the spell. A wand has any traits listed in its stat block (usually just magical and wand), plus any traits of the spell stored on it. A wand has the normal Hardness, BT, and HP of a thin item of its material (page 577)."],"source":"CRB"},{"type":"pf2-brown-box","page":597,"name":"EXAMPLE WAND","entries":["This example {@item magic wand (generic)} has the {@spell heal} spell.",{"type":"data","tag":"item","data":{"name":"Wand of Heal","source":"CRB","page":597,"type":"Item","level":"3+","traits":["magical","necromancy","positive","wand"],"usage":"held in 1 hand","bulk":"L","category":"Wand","entries":["The golden end caps on this white wooden wand are adorned with ruby cabochons.",{"type":"ability","style":"compact","components":["{@action Cast a Spell}"],"frequency":{"freq":1,"unit":"day","overcharge":true,"number":"once "},"entries":["You cast a {@spell heal} spell at the indicated level."]}],"craftReq":["Supply a listed-level casting of heal."],"generic":"G","variants":[{"type":"1st-level spell","level":3,"price":{"coin":"gp","amount":60},"entries":[]},{"type":"2nd-level spell","level":5,"price":{"coin":"gp","amount":160},"entries":[]},{"type":"3rd-level spell","level":7,"price":{"coin":"gp","amount":360},"entries":[]},{"type":"4th-level spell","level":9,"price":{"coin":"gp","amount":700},"entries":[]},{"type":"5th-level spell","level":11,"price":{"coin":"gp","amount":1500},"entries":[]},{"type":"6th-level spell","level":13,"price":{"coin":"gp","amount":3000},"entries":[]},{"type":"7th-level spell","level":15,"price":{"coin":"gp","amount":6500},"entries":[]},{"type":"8th-level spell","level":17,"price":{"coin":"gp","amount":15000},"entries":[]},{"type":"9th-level spell","level":19,"price":{"coin":"gp","amount":40000},"entries":[]}]}}],"source":"CRB"}],"source":"CRB"},{"type":"pf2-h3","page":597,"name":"Crafting a Wand","entries":["For the most part, the process to {@action Craft} a wand is like that to {@action Craft} any other magic item. When you begin the crafting process, choose a spell to put into the wand. You have to either cast that spell during the process, or someone else must do so in your presence. That spell doesn't have its normal effects; instead, the magic is captured inside the wand. The caster doesn't need to pay any cost of the spell.","The casting must come from a spellcaster expending a spell slot. You can't make a wand from a spell that comes from another magic item, for example."],"source":"CRB"},{"type":"pf2-h3","page":597,"name":"Magic Wand","entries":["The simplest form of wand contains a spell, with Price and level based on that spell. The wand has the {@trait magical} and {@trait wand} traits, as well as the traits the spell has. The name of a magic wand with a spell in it is simply \"wand of,\" followed by the spell's name. You only need to learn one 1st-level formula to {@action Craft} a {@i magic wand}."],"source":"CRB"},{"type":"pf2-h3","page":598,"name":"Specialty Wands","entries":["Specialty wands can contain only certain kinds of spells, as noted in the stat block, and either alter the spell's effects or affect how it can be cast. The Craft Requirements entry lists what kinds of spells the wand can hold."],"source":"CRB"}],"data":{"quickref":2},"source":"CRB"},{"type":"section","page":278,"name":"Weapons","entries":[{"type":"pf2-h2","page":278,"name":"Attack Rolls","entries":["When making an attack roll, determine the result by rolling 1d20 and adding your attack modifier for the weapon or unarmed attack you're using. Modifiers for melee and ranged attacks are calculated differently.",{"type":"pf2-inset","page":278,"entries":["Ranged attack modifier = Dexterity modifier + proficiency bonus + other bonuses + penalties"],"source":"CRB"},{"type":"pf2-inset","page":278,"entries":["Melee attack modifier = Strength modifier {@n (or optionally Dexterity for a {@trait finesse} weapon)} + proficiency bonus + other bonuses + penalties"],"source":"CRB"},"Bonuses, and penalties apply to these rolls just like with other types of checks. Weapons with potency runes (page 581) add an item bonus to your attack rolls.",{"type":"pf2-h3","page":278,"name":"Multiple Attack Penalty","entries":["If you use an action with the attack trait more than once on the same turn, your attacks after the first take a penalty called a multiple attack penalty. Your second attack takes a –5 penalty, and any subsequent attacks take a –10 penalty.","The multiple attack penalty doesn't apply to attacks you make when it isn't your turn (such as attacks made as part of a reaction). You can use a weapon with the {@trait agile} trait to reduce your multiple attack penalty."],"source":"CRB"}],"source":"CRB"},{"type":"pf2-h2","page":278,"name":"Damage Rolls","entries":["When the result of your attack roll with a weapon or unarmed attack equals or exceeds your target's AC, you hit your target! Roll the weapon or unarmed attack's damage die and add the relevant modifiers, bonuses, and penalties to determine the amount of damage you deal. Calculate a damage roll as follows.",{"type":"pf2-inset","page":278,"entries":["Melee damage roll = damage die of weapon or unarmed attack + Strength modifier + bonuses + penalties"],"source":"CRB"},{"type":"pf2-inset","page":278,"entries":["Ranged damage roll = damage die of weapon + Strength modifier for thrown weapons + bonuses + penalties"],"source":"CRB"},"Ranged weapons don't normally add an ability modifier to the damage roll, though weapons with the propulsive trait (page 283) add half your Strength modifier (or your full modifier if it is a negative number), and thrown weapons add your full Strength modifier.","Magic weapons with {@item striking}, {@item greater striking}, or {@item major striking} runes (page 581) add one or more weapon damage dice to your damage roll. These extra dice are the same die size as the weapon's damage die. At higher levels, most characters also gain extra damage from weapon specialization."],"source":"CRB"},{"type":"pf2-h2","page":278,"name":"Critical Hits","entries":["When you make an attack and succeed with a natural 20 (the number on the die is 20), or if the result of your attack exceeds the target's AC by 10, you achieve a critical success (also known as a critical hit).","If you critically succeed at a {@action Strike}, your attack deals {@book double damage|CRB|9|Doubling and Halving Damage}. Other attacks, such as spell attack rolls and some uses of the {@skill Athletics} skill, describe the specific effects that occur when their outcomes are critical successes."],"source":"CRB"},{"type":"pf2-h2","page":278,"name":"Unarmed Attacks","entries":["Almost all characters start out trained in unarmed attacks. You can {@action Strike} with your fist or another body part, calculating your attack and damage rolls in the same way you would with a weapon. Unarmed attacks can belong to a weapon group (page 280), and they might have weapon traits (page 282). However, unarmed attacks aren't weapons, and effects and abilities that work with weapons never work with unarmed attacks unless they specifically say so.","{@table Unarmed Attacks||Table 6–6: Unarmed Attacks} lists the statistics for an unarmed attack with a fist, though you'll usually use the same statistics for attacks made with any other parts of your body. Certain ancestry feats, class features, and spells give access to special, more powerful unarmed attacks. Details for those unarmed attacks are provided in the abilities that grant them."],"source":"CRB"},{"type":"pf2-h2","page":278,"name":"Improvised Weapons","entries":["If you attack with something that wasn't built to be a weapon, such as a chair or a vase, you're making an attack with an improvised weapon. Improvised weapons are simple weapons. You take a –2 item penalty to attack rolls with an improvised weapon. The GM determines the amount and type of damage the attack deals, if any, as well as any weapon traits the improvised weapon should have."],"source":"CRB"},{"type":"pf2-h2","page":279,"name":"Weapon Statistics","entries":["The tables on pages 280 –282 list the statistics for various melee and ranged weapons that you can purchase, as well as the statistics for striking with a fist (or another basic unarmed attack). The tables present the following statistics. All weapons listed in this chapter have an item level of 0.",{"type":"pf2-h3","page":279,"name":"Damage","entries":["This entry lists the weapon's damage die and the type of damage it deals: B for bludgeoning, P for piercing, or S for slashing.",{"type":"pf2-beige-box","page":279,"name":"Damage Dice","entries":["Each weapon lists the damage die used for its damage roll. A standard weapon deals one die of damage, but a magical {@item striking (generic)||striking} rune can increase the number of dice rolled, as can some special actions and spells. These additional dice use the same die size as the weapon or unarmed attack's normal damage die.",{"type":"pf2-title","name":"Counting Damage Dice"},"Effects based on a weapon's number of damage dice include only the weapon's damage die plus any extra dice from a {@item striking (generic)||striking} rune. They don't count extra dice from abilities, critical specialization effects, property runes, weapon traits, or the like.",{"type":"pf2-title","name":"Increasing Die Size"},"When an effect calls on you to increase the size of your weapon damage dice, instead of using its normal weapon damage dice, use the next larger die, as listed below (so if you were using a d4, you'd use a d6, and so on). If you are already using a d12, the size is already at its maximum. You can't increase your weapon damage die size more than once.","{@c {@b {@dice 1d4} ➞ {@dice 1d6} ➞ {@dice 1d8} ➞ {@dice 1d10} ➞ {@dice 1d12}}}"],"source":"CRB"}],"source":"CRB"},{"type":"pf2-h3","page":279,"name":"Range","entries":["Ranged and thrown weapons have a range increment. Attacks with these weapons work normally up to that distance. Attack rolls beyond a weapon's range increment take a –2 penalty for each additional multiple of that increment between you and the target. Attacks beyond the sixth range increment are impossible.","For example, a shortbow takes no penalty against a target up to 60 feet away, a –2 penalty against a target beyond 60 feet but up to 120 feet away, and a –4 penalty against a target beyond 120 feet but up to 180 feet away, and so on, up to 360 feet."],"source":"CRB"},{"type":"pf2-h3","page":279,"name":"Reload","entries":["While all weapons need some amount of time to get into position, many ranged weapons also need to be loaded and reloaded. This entry indicates how many {@action Interact} actions it takes to reload such weapons. This can be 0 if drawing ammunition and firing the weapon are part of the same action. If an item takes 2 or more actions to reload, the GM determines whether they must be performed together as an activity, or you can spend some of those actions during one turn and the rest during your next turn.","An item with an entry of \"—\" must be drawn to be thrown, which usually takes an {@action Interact} action just like drawing any other weapon. Reloading a ranged weapon and drawing a thrown weapon both require a free hand. Switching your grip to free a hand and then to place your hands in the grip necessary to wield the weapon are both included in the actions you spend to reload a weapon."],"data":{"quickrefIndex":true},"source":"CRB"},{"type":"pf2-h3","page":279,"name":"Bulk","entries":["This entry gives the weapon's Bulk. A weapon's Bulk is increased or decreased if it's sized for creatures that aren't Small or Medium size, following the rules on page 295."],"source":"CRB"},{"type":"pf2-brown-box","page":279,"name":"SELECTING WEAPONS","entries":["Characters who focus on combat need to carefully consider their choice of weapons, evaluating whether they want to fight in melee or at range, the weapons' damage potential, and the special features of various weapons. Characters who are primarily spellcasters usually just need to pick a backup weapon in the best category they're trained or better in.","When selecting weapons, start by identifying the weapon types you're trained or better in. You should then compare weapons within these types to determine which ones you will have the highest melee or ranged attack modifier with. It's usually considered best practice to select both a melee and ranged weapon during character creation so you can contend with a broader variety of foes and situations.",{"type":"pf2-title","name":"Weapon Categories"},"Weapons fall into broad categories depending on how much damage they deal and what traits they have. Martial weapons generally deal more damage than simple weapons, and advanced weapons generally have more advantageous traits than martial weapons with the same damage. Generally, you'll want to select weapons that deal more damage, but if you're a highly skilled combatant, you might want to pick a weapon with interesting traits, even if it has a lower weapon damage die. You can also purchase multiple weapons within your budget, allowing you to switch between them for different situations."],"source":"CRB"},{"type":"pf2-h3","page":279,"name":"Hands","entries":["Some weapons require one hand to wield, and others require two. A few items, such as a longbow, list 1+ for its Hands entry. You can hold a weapon with a 1+ entry in one hand, but the process of shooting it requires using a second to retrieve, nock, and loose an arrow. This means you can do things with your free hand while holding the bow without changing your grip, but the other hand must be free when you shoot. To properly wield a 1+ weapon, you must hold it in one hand and also have a hand free.","Weapons requiring two hands typically deal more damage. Some one-handed weapons have the two-hand trait, causing them to deal a different size of weapon damage die when used in two hands. In addition, some abilities require you to wield a weapon in two hands. You meet this requirement while holding the weapon in two hands, even if it doesn't require two hands or have the two-hand trait."],"source":"CRB"},{"type":"pf2-h3","page":280,"name":"Group","entries":["A weapon or unarmed attack's group classifies it with similar weapons. Groups affect some abilities and what the weapon does on a critical hit if you have access to that weapon or unarmed attack's critical specialization effects; for full details, see page 283."],"source":"CRB"},{"type":"pf2-h3","page":280,"name":"Weapon Traits","entries":["The traits a weapon or unarmed attack has are listed in this entry. Any trait that refers to a \"weapon\" can also apply to an unarmed attack that has that trait."],"source":"CRB"},{"type":"pf2-h3","page":280,"name":"Ammunition","entries":["Some entries in the ranged weapons tables are followed by an entry indicating the type of ammunition that weapon launches. The damage die is determined by the weapon, not the ammunition. Because that and other relevant statistics vary by weapon, ammunition entries list only the name, quantity, Price, and Bulk. Using ammunition destroys it."],"source":"CRB"},{"type":"data","tag":"table","name":"Unarmed Attacks","source":"CRB"},{"type":"data","tag":"table","name":"Melee Weapons","source":"CRB"},{"type":"data","tag":"table","name":"Ranged Weapons","source":"CRB"},{"type":"pf2-h3","page":282,"name":"Weapon Traits","entries":["{@filter Weapons and unarmed attacks with the weapon trait can have the following traits.|traits||categories=item}"],"source":"CRB"}],"source":"CRB"},{"type":"pf2-h2","page":283,"name":"Critical Specialization Effects","entries":["Certain feats, class features, weapon runes, and other effects can grant you additional benefits when you make a Strike with certain weapons and get a critical success. This is called a critical specialization effect. The exact effect depends on which weapon group your weapon belongs to, as listed below. You can always decide not to add the critical specialization effect of your weapon.","{@b Axe:} 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.","{@b Bomb:} Increase the radius of the bomb's splash damage (if any) to 10 feet.","{@b 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 {@skill 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 effort.","{@b Brawling:} The target must succeed at a Fortitude save against your class DC or be slowed 1 until the end of your next turn.","{@b Club:} You knock the target away from you up to 10 feet (you choose the distance). This is {@quickref forced movement||3|forced movement}.","{@b Dart:} The target takes {@dice 1d6} {@condition Persistent Damage|CRB|persistent bleed damage}. You gain an item bonus to this bleed damage equal to the weapon's item bonus to attack rolls.","{@b Flail:} The target is knocked {@condition prone}.","{@b Hammer:} The target is knocked {@condition prone}.","{@b Knife:} The target takes {@dice 1d6} {@condition Persistent Damage|CRB|persistent bleed} damage. You gain an item bonus to this bleed damage equal to the weapon's item bonus to attack rolls.","{@b Pick:} The weapon viciously pierces the target, who takes 2 additional damage per weapon damage die.","{@b Polearm:} The target is moved 5 feet in a direction of your choice. This is {@quickref forced movement||3|forced movement}.","{@b Shield:} You knock the target back from you 5 feet. This is {@quickref forced movement||3|forced movement}.","{@b Sling:} The target must succeed at a Fortitude save against your class DC or be stunned 1.","{@b Spear:} The weapon pierces the target, weakening its attacks. The target is clumsy 1 until the start of your next turn.","{@b Sword:} The target is made off-balance by your attack, becoming {@condition flat-footed} until the start of your next turn.",{"type":"pf2-h3","page":284,"name":"Weapon Descriptions","entries":["{@note Please visit the {@filter items page|items||source=CRB|category=weapon|type=equipment} to view all weapons.}"],"source":"CRB"}],"source":"CRB"}],"data":{"quickref":2},"source":"CRB"},{"type":"section","page":287,"name":"Wearing Tools","entries":["You can make a set of tools (such as {@item alchemist's tools} or {@item healer's tools}) easier to use by wearing it. This allows you to draw and replace the tools as part of the action that uses them. You can wear up to 2 Bulk of tools in this manner; tools beyond this limit must be stowed or drawn with an {@action Interact} action to use."],"data":{"quickref":2},"source":"CRB"}]},{"type":"entries","entries":[{"type":"section","page":300,"name":"Cantrips","entries":["A cantrip is a special type of spell that's weaker than other spells but can be used with greater freedom and flexibility. The title of a cantrip's stat block says \"Cantrip\" instead of \"Spell.\" Casting a cantrip doesn't use up your spell slots; you can cast a cantrip at will, any number of times per day. If you're a prepared caster, you can prepare a specific number of cantrips each day. You can't prepare a cantrip in a spell slot.","A cantrip is always automatically heightened to half your level, rounded up. For a typical spellcaster, this means its level is equal to the highest level of spell slot you have."],"data":{"quickref":3},"source":"CRB"},{"type":"section","page":302,"name":"Casting Spells","entries":["The casting of a spell can range from a simple word of magical might that creates a fleeting effect to a complex process taking minutes or hours to cast and producing a long-term impact. {@action Cast a Spell||Casting a Spell} is a special activity that takes a number of actions defined by the spell. When you {@action Cast a Spell}, your spellcasting creates obvious visual manifestations of the gathering magic, although feats such as Conceal Spell (page 210) and Melodious Spell (page 101) can help hide such manifestations or otherwise prevent observers from noticing that you are casting.",{"type":"data","tag":"action","name":"Cast a Spell","source":"CRB"},{"type":"pf2-h3","page":303,"name":"Spell Components","entries":["A spell description lists the components required to {@action Cast a Spell||Cast the Spell}. For most spells, the number of components is equal to the number of actions you must spend to {@action Cast a Spell||Cast the Spell}. Each component adds certain traits to the {@action Cast a Spell} activity, and some components have special requirements. The components that appear in this book are listed below.",{"type":"pf2-h4","page":303,"name":"Material","entries":["A material component is a bit of physical matter consumed in the casting of the spell. The spell gains the manipulate trait and requires you to have a free hand to retrieve and manipulate a material component. That component is expended in the casting (even if the spell is disrupted).","Except in extreme circumstances, you can assume all common components are included in a material component pouch (page 290)."],"source":"CRB"},{"type":"pf2-h4","page":303,"name":"Somatic","entries":["A somatic component is a specific hand movement or gesture that generates a magical nexus. The spell gains the manipulate trait and requires you to make gestures. You can use this component while holding something in your hand, but not if you are restrained or otherwise unable to gesture freely.","Spells that require you to touch the target require a somatic component. You can do so while holding something as long as part of your hand is able to touch the target (even if it's through a glove or gauntlet)."],"source":"CRB"},{"type":"pf2-h4","page":303,"name":"Verbal","entries":["A verbal component is a vocalization of words of power.","You must speak them in a strong voice, so it's hard to conceal that you're {@action Cast a Spell||Casting a Spell}. The spell gains the {@trait concentrate}. You must be able to speak to provide this component."],"source":"CRB"},{"type":"pf2-h4","page":303,"name":"Focus","entries":["A focus is an object that funnels the magical energy of the spell. The spell gains the manipulate trait and requires you to either have a free hand to retrieve the focus listed in the spell or already be holding the focus in your hand.","As part of {@action Cast a Spell||Casting the Spell}, you retrieve the focus (if necessary), manipulate it, and can stow it again if you so choose.","Foci tend to be expensive, and you need to acquire them in advance to {@action Cast a Spell||Cast the Spell}."],"source":"CRB"},{"type":"pf2-brown-box","page":303,"name":"Component Substitution","entries":["Some classes can substitute one component for another or alter how a component works.","If you're a {@class bard} {@action Cast a Spell||Casting a Spell} from the {@trait occult} tradition you can usually play an {@item musical instrument||instrument} for spells requiring somatic or material components, as long as it takes at least one of your hands to do so. If you use an instrument, you don't need a spell component pouch or another hand free. You can usually also play an instrument for spells requiring verbal components, instead of speaking.","If you're a {@class cleric} {@action Cast a Spell||Casting a Spell} from the {@trait divine} tradition while holding a divine focus (such as a {@item religious symbol} or {@item religious text||text}), you can replace any material component the spell requires by using the divine focus as a focus component instead. Unlike the normal rules for a focus component, you can't retrieve or stow the focus when making this substitution.","If you're a {@class druid} {@action Cast a Spell||Casting a Spell} from the {@trait primal} tradition while holding a primal focus (such as {@item holly and mistletoe}), you can replace any material component the spell requires by using the primal focus as a focus component instead. Unlike the normal rules for a focus component, you can't retrieve or stow the focus when making this substitution.","If you're a {@class sorcerer} {@action Cast a Spell||Casting a Spell} from the magical tradition that matches your bloodline, you can draw on the magic within your blood to replace any material component with a somatic component.","Any character casting an innate spell can replace any material component with a somatic component."],"source":"CRB"}],"source":"CRB"},{"type":"pf2-brown-box","page":304,"name":"Metamagic","entries":["Many spellcasters can gain access to metamagic actions, typically by selecting metamagic feats. Actions with the metamagic trait tweak the properties of your spells, changing their range, damage, or any number of other properties. You must use a metamagic action directly before the spell you want to alter. If you use any action (including free actions, reactions, and additional metamagic actions) other than {@action Cast a Spell} directly after, you waste the benefits of the metamagic action. Any additional effects added by a metamagic action are part of the spell's effect, not of the metamagic action itself."],"source":"CRB"}],"data":{"quickref":3},"source":"CRB"},{"type":"section","page":298,"name":"Disbelieving Illusions","entries":["Sometimes illusions allow an affected creature a chance to disbelieve the spell, which lets the creature effectively ignore the spell if it succeeds at doing so. This usually happens when a creature {@action Seek||Seeks} or otherwise spends actions to engage with the illusion, comparing the result of its {@skill Perception} check (or another check or saving throw, at the GM's discretion) to the caster's spell DC. {@trait Mental} illusions typically provide rules in the spell's description for disbelieving the effect (often allowing the affected creature to attempt a Will save).","If the illusion is {@trait visual}, and a creature interacts with the illusion in a way that would prove it is not what it seems, the creature might know that an illusion is present, but it still can't ignore the illusion without successfully disbelieving it. For instance, if a character is pushed through the illusion of a door, they will know that the door is an illusion, but they still can't see through it. Disbelieving an illusion makes it and those things it blocks seem hazy and indistinct, so even in the case where a visual illusion is disbelieved, it may, at the GM's discretion, block vision enough to make those on the other side concealed.."],"data":{"quickref":3},"source":"CRB"},{"type":"section","page":304,"name":"Durations","entries":["The duration of a spell is how long the spell effect lasts.","Spells that last for more than an instant have a Duration entry. A spell might last until the start or end of a turn, for some number of rounds, for minutes, or even longer. If a spell's duration is given in rounds, the number of rounds remaining decreases by 1 at the start of each of the spellcaster's turns, ending when the duration reaches 0.","Some spells have effects that remain even after the spell's magic is gone. Any ongoing effect that isn't part of the spell's duration entry isn't considered magical.","For instance, a spell that creates a loud sound and has no duration might deafen someone for a time, even permanently. This deafness couldn't be counteracted because it is not itself magical (though it might be cured by other magic, such as {@spell restore senses}).","If a spell's caster dies or is incapacitated during the spell's duration, the spell remains in effect till its duration ends.","You might need to keep track of the caster's initiative after they stopped being able to act to monitor spell durations.",{"type":"pf2-h3","page":304,"name":"Sustaining Spells","entries":["If the spell's duration is \"sustained,\" it lasts until the end of your next turn unless you use a Sustain a Spell action on that turn to extend the duration of that spell.",{"type":"data","tag":"action","name":"Sustain a Spell","source":"CRB"}],"source":"CRB"},{"type":"pf2-h3","page":305,"name":"Long Durations","entries":["If a spell's duration says it lasts until your next daily preparations, on the next day you can refrain from preparing a new spell in that spell's slot. (If you are a spontaneous caster, you can instead expend a spell slot during your preparations.) Doing so extends the spell's duration until your next daily preparations. This effectively Sustains the Spell over a long period of time.","If you prepare a new spell in the slot (or don't expend a spell slot), the spell ends. You can't do this if the spell didn't come from one of your spell slots. If you are dead or otherwise incapacitated at the 24-hour mark after the time you {@action Cast a Spell||Cast the Spell} or the last time you extended its duration, the spell ends. Spells with an unlimited duration last until counteracted or Dismissed. You don't need to keep a spell slot open for these spells."],"source":"CRB"},{"type":"pf2-h3","page":305,"name":"Dismissing","entries":["Some spells can be dismissed, ending the duration early. This requires the caster or target to use the Dismiss action.",{"type":"data","tag":"action","name":"Dismiss","source":"CRB"}],"source":"CRB"}],"data":{"quickref":3},"source":"CRB"},{"type":"section","page":300,"name":"Focus Spells","entries":["Focus spells are a special type of spell attained directly from a branch of study, from a deity, or from another specific source. You can learn focus spells only through special class features or feats, rather than choosing them from a spell list. Furthermore, you cast focus spells using a special pool of Focus Points—you can't prepare a focus spell in a spell slot or use your spell slots to cast focus spells; similarly, you can't spend your Focus Points to cast spells that aren't focus spells. Even some classes that don't normally grant spellcasting, such as the champion and monk, can grant focus spells.","Focus spells are automatically heightened to half your level rounded up, just like cantrips are. You can't cast a focus spell if its minimum level is greater than half your level rounded up, even if you somehow gain access to it.","Casting any of your focus spells costs you 1 Focus Point. You automatically gain a focus pool of 1 Focus Point the first time you gain an ability that gives you a focus spell.","You replenish all the Focus Points in your pool during your daily preparations. You can also use the {@action Refocus} activity to pray, study, meditate, or otherwise reattune yourself to the source of your focus magic and regain a Focus Point.","Some abilities allow you to increase the Focus Points in your pool beyond 1. Typically, these are feats that give you a new focus spell and increase the number of points in your pool by 1. Your focus pool can't have a capacity beyond 3 Focus Points, even if feats that increase your pool would cause it to exceed this number.",{"type":"data","tag":"action","name":"Refocus","source":"CRB"},{"type":"pf2-brown-box","page":302,"name":"Focus Points from Multiple Sources","entries":["It's possible, especially through archetypes, to gain focus spells and Focus Points from more than one source. If this happens, you have just one focus pool, adding all the Focus Points together to determine the total size of your pool. (Remember that the maximum number of Focus Points a pool can have is 3.) If you have multiple abilities that give you a focus pool, each one adds 1 Focus Point to your pool. For instance, if you were a cleric with the Domain Initiate feat, you would have a pool with 1 Focus Point. Let's say you then took the champion multiclass archetype and the Healing Touch feat. Normally, this feat would give you a focus pool. Since you already have one, it instead increases your existing pool's capacity by 1.","Focus Points are not differentiated by source; you can spend any of your Focus Points on any of your focus spells. Likewise, when you {@action Refocus}, you get back a point as long as you follow the guidelines of any abilities that granted you focus spells. Having Focus Points from multiple sources doesn't change the tradition of your spells; if you had both cleric domain spells and druid order spells, your domain spells would remain divine and the order spells primal. This could mean that you need to keep track of a different proficiency and ability modifier with the spell DC and spell attack roll of different focus spells."],"source":"CRB"},{"type":"pf2-h3","page":302,"name":"Spellcasters with Focus Spells","entries":["If you are a spellcaster, your focus spells are the same tradition of spell as the class that gave you the focus spell. A {@class bard||bard's} are occult, a {@class cleric||cleric's} are divine, a {@class druid||druid's} are primal, a {@class wizard||wizard's} are arcane, and a {@class sorcerer||sorcerer's} are determined by their bloodline."],"source":"CRB"},{"type":"pf2-h3","page":302,"name":"Non-Spellcasters with Focus Spells","entries":["If you get focus spells from a class or other source that doesn't grant spellcasting ability (for example, if you're a monk with the {@feat Ki Strike} feat), the ability that gives you focus spells also provides your proficiency rank for spell attack rolls and spell DCs, as well as the magical tradition of your focus spells. You gain the ability to {@action Cast a Spell} and use any spellcasting actions necessary to cast your focus spells (see below). However, you don't qualify for feats and other rules that require you to be a spellcaster."],"source":"CRB"}],"data":{"quickref":3},"source":"CRB"},{"type":"section","page":305,"name":"Hostile Actions","entries":["Sometimes spell effects prevent a target from using hostile actions, or the spell ends if a creature uses any hostile actions. A hostile action is one that can harm or damage another creature, whether directly or indirectly, but not one that a creature is unaware could cause harm.","For instance, lobbing a {@spell fireball} into a crowd would be a hostile action, but opening a door and accidentally freeing a horrible monster would not be. The GM is the final arbitrator of what constitutes a hostile action."],"data":{"quickref":3},"source":"CRB"},{"type":"section","page":305,"name":"Identifying Spells","entries":["Sometimes you need to identify a spell, especially if its effects are not obvious right away. If you notice a spell being cast, and you have prepared that spell or have it in your repertoire, you automatically know what the spell is, including the level to which it is heightened.","If you want to identify a spell but don't have it prepared or in your repertoire, you must spend an action on your turn to attempt to identify it using Recall Knowledge. You typically notice a spell being cast by seeing its visual manifestations or hearing its verbal casting components. Identifying long-lasting spells that are already in place requires using Identify Magic instead of {@action Recall Knowledge} because you don't have the advantage of watching the spell being cast."],"data":{"quickref":3},"source":"CRB"},{"type":"section","page":302,"name":"Innate Spells","entries":["Certain spells are natural to your character, typically coming from your ancestry or a magic item rather than your class. You can cast your innate spells even if you aren't a member of a spellcasting class. The ability that gives you an innate spell tells you how often you can cast it—usually once per day—and its magical tradition. Innate spells are refreshed during your daily preparations. Innate cantrips are cast at will and automatically heightened as normal for cantrips (see Cantrips on page 300) unless otherwise specified.","You're always trained in spell attack rolls and spell DCs for your innate spells, even if you aren't otherwise trained in spell attack rolls or spell DCs. If your proficiency in spell attack rolls or spell DCs is expert or better, apply that proficiency to your innate spells, too. You use your Charisma modifier as your spellcasting ability modifier for innate spells unless otherwise specified.","If you have an innate spell, you can cast it, even if it's not of a spell level you can normally cast. This is especially common for monsters, which might be able to cast innate spells far beyond what a character of the same level could use.","You can't use your spell slots to cast your innate spells, but you might have an innate spell and also be able to prepare or cast the same spell through your class. You also can't heighten innate spells, but some abilities that grant innate spells might give you the spell at a higher level than its base level or change the level at which you cast the spell."],"data":{"quickref":3},"source":"CRB"},{"type":"section","page":304,"name":"Ranges, Areas, and Targets","entries":["Spells with a range can affect targets, create areas, or make things appear only within that range. Most spell ranges are measured in feet, though some can stretch over miles, reach anywhere on the planet, or go even farther!",{"type":"pf2-h3","page":304,"name":"Touch Range","entries":["A spell with a range of touch requires you to physically touch the target. You use your unarmed reach to determine whether you can touch the creature. You can usually touch the target automatically, though the spell might specify that the target can attempt a saving throw or that you must attempt a spell attack roll. If an ability increases the range of a touch spell, start at 0 feet and increase from there."],"source":"CRB"},{"type":"pf2-h3","page":304,"name":"Areas","entries":["Sometimes a spell has an area, which can be a burst, cone, emanation, or line. The method of measuring these areas can be found {@quickref here||3|Areas}. If the spell originates from your position, the spell has only an area; if you can cause the spell's area to appear farther away from you, the spell has both a range and an area."],"source":"CRB"},{"type":"pf2-h3","page":304,"name":"Targets","entries":["Some spells allow you to directly target a creature, an object, or something that fits a more specific category. The target must be within the spell's range, and you must be able to see it (or otherwise perceive it with a precise sense) to target it normally. At the GM's discretion, you can attempt to target a creature you can't see, as described in Detecting Creatures on pages 465–467. If you fail to target a particular creature, this doesn't change how the spell affects any other targets the spell might have.","If you choose a target that isn't valid, such as if you thought a vampire was a living creature and targeted it with a spell that can target only living creatures, your spell fails to target that creature. If a creature starts out as a valid target but ceases to be one during a spell's duration, the spell typically ends, but the GM might decide otherwise in certain situations.","Spells that affect multiple creatures in an area can have both an Area entry and a Targets entry. A spell that has an area but no targets listed usually affects all creatures in the area indiscriminately.","Some spells restrict you to willing targets. A player can declare their character a willing or unwilling target at any time, regardless of turn order or their character's condition (such as when a character is paralyzed, unconscious, or even dead)."],"source":"CRB"},{"type":"pf2-h3","page":304,"name":"Line of Effect","entries":["You usually need an unobstructed path to the target of a spell, the origin point of an area, or the place where you create something with a spell. More information on line of effect can be found {@quickref here||3|line of effect}."],"source":"CRB"}],"data":{"quickref":3},"source":"CRB"},{"type":"section","page":306,"name":"Reading Spells","entries":["Each spell uses the following format. Entries appear only when applicable, so not all spells will have every entry described here. The spell's name line also lists the type of spell if it's a cantrip or focus spell, as well as the level.",{"type":"data","tag":"generic","style":"book","data":{"name":"SPELL NAME","traits":["traits"],"category":"SPELL","level":"(LEVEL)","sections":[[[{"type":"pf2-options","skipSort":true,"noColon":true,"items":[{"name":"Tradition","entries":["This entry lists the magical traditions the spell belongs to. Some feats or other abilities might add a spell to your spell list even if you don't follow the listed traditions."]},{"name":"Cast","entries":["The number of actions required to {@action Cast a Spell||Cast the Spell} are listed here. Spells that can be cast during a single turn have the appropriate icon, as do those that can be cast as a free action or a reaction. Spells that take longer to cast list the time required, such as \"1 minute.\" After this, the spell's components are listed. If Casting the Spell has a cost, requirements, or a trigger, that information is also listed in this section. A cost includes any money, valuable materials, or other resources that must be expended to cast the spell."]},{"name":"Range, Area, and Targets","entries":["This entry lists the range of the spell, the area it affects, and the targets it can affect, if any. If none of these entries are present, the spell affects only the caster."]},{"name":"Saving Throw and Duration","entries":["If a spell allows the target to attempt a saving throw, the type of save appears here. Any details on the particular results and timing of the save appear in the text unless the entry specifies a basic saving throw, which follows the rules found on page 449. If the spell requires a save only under certain circumstances or at a certain time, this entry is omitted, since the text needs to explain it in more detail. A spell that doesn't list a duration takes place instantaneously, and anything created by it persists after the spell."]}]}]],[["A horizontal line follows saving throws and duration, and the effects of the spell are described after this line. This section might also detail the possible results of a saving throw: critical success, success, failure, and critical failure."]],[[{"type":"pf2-options","skipSort":true,"noColon":true,"items":[{"name":"Heightened (level)","entries":["If the spell has special effects when heightened, those effects appear at the end of the stat block."]}]}]]]}}],"data":{"quickref":3},"source":"CRB"},{"type":"section","page":408,"name":"Rituals","entries":[{"type":"pf2-h2","page":408,"name":"Casting Rituals","entries":["When you take charge of a ritual, you are its primary caster, and others assisting you are secondary casters. You can be a primary caster for a ritual even if you can't cast spells. You must know the ritual, and the ritual's spell level can be no higher than half your level rounded up.","You must also have the required proficiency rank in the skill used for the ritual's primary check (see Checks below), and as the primary caster, you must attempt this skill check to determine the ritual's effects. The primary skill check determines the tradition.","Rituals do not require spell slots to cast. You can heighten a ritual up to half your level rounded up, decided when the ritual is initiated. A ritual always takes at least 1 hour to perform, and often longer. While a ritual is a downtime activity, it's possible—albeit risky—to perform a ritual during exploration with enough uninterrupted time. A ritual's casting time is usually listed in days. Each day of casting requires 8 hours of participation in the ritual from all casters, with breaks during multiday rituals to allow rest. One caster can continue a multiday ritual, usually with some light chanting or meditation, while the other casters rest. All rituals require material, somatic, and verbal components throughout their casting time.",{"type":"pf2-h3","page":408,"name":"Learning Rituals","entries":["Learning a ritual does not count against any limits on spells in your spell repertoire or on any other normal spellcasting ability. Rituals are never common, though if you look hard, you can probably find someone who can perform an uncommon ritual for you. They may still be unwilling to teach it to you."],"source":"CRB"},{"type":"pf2-h3","page":408,"name":"Cost","entries":["A ritual's Cost entry lists valuable components required to cast the ritual. If a ritual doesn't have any such components, it won't have a Cost entry. The cost is consumed when you attempt the primary skill check. Costs are often presented as a base cost multiplied by the target's level and sometimes the spell's level. If the target's level is lower than 1, multiply the cost by 1 instead. Heightened versions that increase the base cost multiply it by the target's level or another value as appropriate. Most rituals that create permanent creatures, such as {@ritual create undead}, use costs based on the level of the spell, as presented on {@table creature creation rituals||Table 7–1}."],"source":"CRB"},{"type":"pf2-h3","page":408,"name":"Secondary Casters","entries":["Many rituals need additional secondary casters, who also don't need to be able to cast spells. Unlike a primary caster, a secondary caster doesn't need a minimum level or skill proficiency. The Secondary Casters entry, if present, indicates the minimum number of secondary casters required."],"source":"CRB"},{"type":"pf2-h3","page":408,"name":"Checks","entries":["At the ritual's culmination, you must attempt the skill check listed in the Primary Check entry to determine the ritual's outcome. Primary checks usually have a very hard DC for a level that's twice the ritual's spell level. As with other downtime activities, fortune and misfortune effects can't modify your checks for the ritual, nor can bonuses or penalties that aren't active throughout the process.","The GM can adjust the DCs of rituals, add or change primary or secondary checks, or even waive requirements to fit specific circumstances. For example, performing a ritual in a location where ley lines converge on the night of a new moon might make a normally difficult ritual drastically easier.",{"type":"data","tag":"table","name":"Creature Creation Rituals","source":"CRB"}],"source":"CRB"}],"data":{"quickrefIndex":true},"source":"CRB"},{"type":"pf2-h4","page":408,"name":"Secondary Checks","entries":["Often, a ritual requires secondary checks to represent aspects of its casting, usually with a standard DC for a level twice the ritual's spell level. A different secondary caster must attempt each secondary check. If there are more secondary casters than checks, the others don't attempt any.","Secondary casters attempt their checks before you attempt the primary check; no matter their results, the ritual proceeds to the primary check. Secondary checks affect the primary check depending on their results.",{"type":"successDegree","entries":{"Critical Success":"You gain a +2 circumstance bonus to the primary check.","Success":"No bonus or penalty.","Failure":"You take a –4 circumstance penalty to the primary check.","Critical Failure":"As failure, and you reduce the degree of success of the primary skill check by one step."}}],"data":{"quickrefIndex":true},"source":"CRB"},{"type":"pf2-h3","page":409,"name":"Effect","entries":["A ritual's effect depends on the result of the primary check.","If an effect lists a save DC, use your spell DC for the ritual's magic tradition (or 12 + your level + your highest mental ability modifier, if you don't have a spell DC)."],"data":{"quickrefIndex":true},"source":"CRB"},{"type":"pf2-h2","page":409,"name":"Rituals","entries":["{@note Please visit the {@filter rituals page|rituals||source=CRB} to view all Rituals.}"],"source":"CRB"}],"data":{"quickref":3},"source":"CRB"},{"type":"section","page":305,"name":"Saving Throws","entries":["Spells that require a target to attempt a save to resist some or all of the spell's effects have a Saving Throw entry. This entry presents the type of save for quick reference, and specific details appear in the spell description. Whenever a spell allows a saving throw, it uses the caster's spell DC.",{"type":"pf2-h3","page":305,"name":"Basic Saving Throws","entries":["If a spell's Saving Throw entry specifies a \"basic\" saving throw, the spell's potential effects all relate to the damage listed in the spell's description. The target takes no damage on a critical success, half damage on a success, full damage on a failure, or double damage on a critical failure. The rules for basic saving throws are found on page 449."],"source":"CRB"}],"data":{"quickref":3},"source":"CRB"},{"type":"section","page":305,"name":"Setting Triggers","entries":["If a spell is meant to respond only to certain events or under certain conditions—such as {@spell magic mouth}—it might require you to set a trigger. This is a simple sensory cue that causes the spell to activate. The spell activates as a reaction when the spell's sensor observes something that fits its trigger. Depending on the spell, the trigger might be the presence of a type of creature, such as \"red-haired dwarven women,\" or it could be an observed action, such as \"whenever someone enters the spell's area.\" Disguises and illusions fool the spell as long as they appear to match its parameters. For a spell to detect something visually, the spell's origin point must have line of sight. Darkness doesn't prevent this, but invisibility does, as does a successful {@skill Stealth} check to Hide (against the spell's DC). For auditory detection, line of sight isn't necessary, though the sound must be audible at the spell's origin point. A {@skill Stealth} check to Sneak can fool the sensor."],"data":{"quickref":3},"source":"CRB"},{"type":"section","page":305,"name":"Spell Attacks","entries":["Some spells require you to succeed at a spell attack roll to affect the target. This is usually because they require you to precisely aim a ray or otherwise make an accurate attack. A spell attack roll is compared to the target's AC.","Spell attack rolls benefit from any bonuses or penalties to attack rolls, including your multiple attack penalty, but not any special benefits or penalties that apply only to weapon or unarmed attacks. Spell attacks don't deal any damage beyond what's listed in the spell description.","In rare cases, a spell might have you make some other type of attack, such as a weapon Strike. Such attacks use the normal rules and attack bonus for that type of attack."],"data":{"quickref":3},"source":"CRB"},{"type":"section","page":298,"name":"Spell Slots","entries":["Characters of spellcasting classes can cast a certain number of spells each day; the spells you can cast in a day are referred to as spell slots. At 1st level, a character has only a small number of 1st-level spell slots per day, but as you advance in level, you gain more spell slots and new slots for higher-level spells. A spell's level indicates its overall power, from 1 to 10.",{"type":"pf2-h3","page":298,"name":"Prepared Spells","entries":["If you're a prepared spellcaster—such as a cleric, druid, or wizard—you must spend time each day preparing spells for that day. At the start of your daily preparations, you select a number of spells of different spell levels determined by your character level and class. Your spells remain prepared until you cast them or until you prepare spells again.","Each prepared spell is expended after a single casting, so if you want to cast a particular spell more than once in a day, you need to prepare that spell multiple times. The exceptions to this rule are spells with the cantrip trait; once you prepare a cantrip, you can cast it as many times as you want until the next time you prepare spells. See page 300 for more information on cantrips.","You might gain an ability that allows you to swap prepared spells or perform other aspects of preparing spells at different times throughout the day, but only your daily preparation counts for the purpose of effects that last until the next time you prepare spells."],"source":"CRB"},{"type":"pf2-h3","page":298,"name":"Spontaneous Spells","entries":["If you're a spontaneous spellcaster—such as a bard or a sorcerer—you choose which spell you're using a spell slot for at the moment you decide to cast it. This provides you with more freedom in your spellcasting, but you have fewer spells in your spell repertoire, as determined by your character level and class. When you make your daily preparations, all your spell slots are refreshed, but you don't get to change the spells in your repertoire."],"source":"CRB"},{"type":"pf2-red-box","page":299,"name":"Magical Traditions","entries":["Spellcasters cast spells from one of four different spell list, each representing a different magical tradition: arcane, divine, occult, and primal.","Your class determines which tradition of magic your spells use. In some cases, such as when a cleric gains spells from their deity or when a sorcerer gets spells from their bloodline, you might be able to cast spells from a different spell list. In these cases, the spell uses your magic tradition, not the list the spell normally comes from. When you cast a spell, add your tradition's trait to the spell.","Some types of magic, such as that of most magic items, don't belong to any single tradition. These have the magical trait instead of a tradition trait.",{"type":"table","style":"pf2-box__table--red","rows":[["Arcane","Divine","Occult","Primal"],["Arcane spellcasters use logic and rationality to categorize the magic inherent in the world around them. Because of its far-reaching approach, the arcane tradition has the broadest spell list, though it's generally poor at affecting the spirit or the soul. Wizards are the most iconic arcane spellcasters, poring over tomes and grimoires, though arcane sorcerers study the secrets of their blood to unlock the power within themselves.","The power of the divine is steeped in faith, the unseen, and belief in a power source from beyond the Material Plane. Clerics are the most iconic divine spellcasters, beseeching the gods to grant them their magic. Divine sorcerers can use the blood of their celestial or fiendish ancestors as a divine conduit, and champions call upon their gods to grant them martial prowess through divine guidance.","The practitioners of occult traditions seek to understand the unexplainable, categorize the bizarre, and otherwise access the ephemeral in a systematic way. Bards are the most iconic occult spellcasters, collecting strange esoterica and using their performances to influence the mind or elevate the soul, and occult sorcerers strive to understand the mysterious power in their blood.","An instinctual connection to and faith in the world, the cycle of day and night, theturning of the seasons, and the natural selection of predator and prey drive the primal tradition. Druids are the most iconic primal spellcasters, calling upon the magic of nature through deep faith and a connection to the plants and animals around them, and primal sorcerers call upon their fey or beast blood to harness the same natural energies."]]}],"source":"CRB"},{"type":"pf2-h3","page":299,"name":"Heightened Spells","entries":["Both prepared and spontaneous spellcasters can cast a spell at a higher spell level than that listed for the spell.","This is called heightening the spell. A prepared spellcaster can heighten a spell by preparing it in a higher-level slot than its normal spell level, while a spontaneous spellcaster can heighten a spell by casting it using a higher-level spell slot, so long as they know the spell at that level (see Heightened Spontaneous Spells below). When you heighten your spell, the spell's level increases to match the higher level of the spell slot you've prepared it in or used to cast it. This is useful for any spell, because some effects, such as counteracting, depend on the spell's level.","In addition, many spells have additional specific benefits when they are heightened, such as increased damage. These extra benefits are described at the end of the spell's stat block. Some heightened entries specify one or more levels at which the spell must be prepared or cast to gain these extra advantages. Each of these heightened entries states specifically which aspects of the spell change at the given level. Read the heightened entry only for the spell level you're using or preparing; if its benefits are meant to include any of the effects of a lower-level heightened entry, those benefits will be included in the entry.","Other heightened entries give a number after a plus sign, indicating that heightening grants extra advantages over multiple levels. The listed effect applies for every increment of levels by which the spell is heightened above its lowest spell level, and the benefit is cumulative. For example, {@spell fireball} says \"{@b Heightened (+1)} The damage increases by 2d6.\" Because {@spell fireball} deals {@damage 6d6} fire damage at 3rd level, a 4th-level {@spell fireball} would deal {@dice 8d6} fire damage, a 5th-level spell would deal {@dice 10d6} fire damage, and so on.",{"type":"pf2-h4","page":299,"name":"Heightened Spontaneous Spells","entries":["If you're a spontaneous spellcaster, you must know a spell at the specific level that you want to cast it in order to heighten it. You can add a spell to your spell repertoire at more than a single level so that you have more options when casting it. For example, if you added {@spell fireball} to your repertoire as a 3rd-level spell and again as a 5th-level spell, you could cast it as a 3rd-level or a 5th-level spell; however, you couldn't cast it as a 4th-level spell.","Many spontaneous spellcasting classes provide abilities like the signature spells class feature, which allows you to cast a limited number of spells as heightened versions even if you know the spell at only a single level."],"source":"CRB"}],"source":"CRB"},{"type":"pf2-red-box","page":299,"name":"The Four Essences","entries":["Spells that affect certain physical or metaphysical forces tend to be grouped into particular magical traditions. Scholars of magic widely agree that all of existence is composed of some combination of four essences, though they disagree on the names and particular qualities of each essence.","The following entries discuss each essence and the traditions and spell schools relevant to it; for instance, evocation spells tend to manipulate matter. The abjuration school is an unusual case, as abjuration spells draw upon different essences depending on who they are warding and what they are protecting against.",{"type":"table","style":"pf2-box__table--red","rows":[["Matter","Spirit","Mind","Life"],["Also called body, material essence, or physical essence, matter is the fundamental building block that makes up all physical things in the universe. The arcane and primal traditions are especially attuned toward manipulating and shaping matter. Spells that are used to create or alter matter most often come from the conjuration, evocation, or transmutation schools.","Also called soul, ethereal essence, or spiritual essence, spirit is an otherworldly building block that makes up a being's immaterial and immortal self. The spirit travels through the Ethereal Plane and into the Great Beyond after the death of the physical body. The spirit is most easily affected by divine and occult spells. Spirit spells are usually of the divination or necromancy schools.","Also called thought or astral essence, the mind essence allows thinking creatures to have rational thoughts, ideas, plans, logic, and memories. Mind touches even nonsapient creatures like animals, though in a more limited capacity. Arcane and occult casters usually excel at mind spells. Spells that use mind essence are usually found in the divination, enchantment, and illusion schools.","Also called heart, faith, instinct, or vital essence, life represents the animating universal force within all things. Whereas matter provides the base materials for a body, life keeps it alive and well. This essence is responsible for unconscious responses and belief, such as ancestral instincts and divine guidance. The divine and primal traditions hold power over life. Life spells are usually necromancy."]]}],"source":"CRB"}],"data":{"quickref":3},"source":"CRB"},{"type":"section","page":306,"name":"Walls","entries":["Spells that create walls list the depth, length, and height of the wall, also specifying how it can be positioned. Some walls can be shaped; you can manipulate the wall into a form other than a straight line, choosing its contiguous path square by square. The path of a shaped wall can't enter the same space more than once, but it can double back so one section is adjacent to another section of the wall."],"data":{"quickref":3},"source":"CRB"}]},{"type":"entries","entries":[{"type":"section","page":461,"name":"Actions","entries":["You affect the world around you primarily by using actions, which produce effects. Actions are most closely measured and restricted during the encounter mode of play, but even when it isn't important for you to keep strict track of actions, they remain the way in which you interact with the game world. There are four types of actions: single actions, activities, reactions, and free actions.","{@b Single actions} can be completed in a very short time. They're self-contained, and their effects are generated within the span of that single action. During an encounter, you get 3 actions at the beginning of your turn, which you can use as described on page 468.","{@b Activities} usually take longer and require using multiple actions, which must be spent in succession. Stride is a single action, but Sudden Charge is an activity in which you use both the Stride and Strike actions to generate its effect.","{@b Reactions} have triggers, which must be met for you to use the reaction. You can use a reaction anytime its trigger is met, whether it's your turn or not. In an encounter, you get 1 reaction each round, which you can use as described on page 468. Outside of encounters, your use of reactions is more flexible and up to the GM. Reactions are usually triggered by other creatures or by events outside your control.","{@b Free actions} don't cost you any of your actions per turn, nor do they cost your reaction. A free action with no trigger follows the same rules as a single action (except the action cost), and a free action with a trigger follows the same rules as a reaction (except the reaction cost).",{"type":"pf2-brown-box","page":461,"name":"ACTION ICON KEY","entries":["These icons appear in stat blocks as shorthand for each type of action.","{@as 1} Single Action","{@as 2} Two-Action Activity","{@as 3} Three-Action Activity","{@as R} Reaction","{@as F} Free Action"],"source":"CRB"},{"type":"pf2-h3","page":461,"name":"Activities","entries":["An activity typically involves using multiple actions to create an effect greater than you can produce with a single action, or combining multiple single actions to produce an effect that's different from merely the sum of those actions. In some cases, usually when spellcasting, an activity can consist of only 1 action, 1 reaction, or even 1 free action.","An activity might cause you to use specific actions within it. You don't have to spend additional actions to perform them—they're already factored into the activity's required actions. (See Subordinate Actions on page 462.) You have to spend all the actions of an activity at once to gain its effects. In an encounter, this means you must complete it during your turn. If an activity gets interrupted or disrupted in an encounter (page 462), you lose all the actions you committed to it.",{"type":"pf2-h4","page":461,"name":"Exploration and Downtime Activities","entries":["Outside of encounters, activities can take minutes, hours, or even days. These activities usually have the exploration or downtime trait to indicate they're meant to be used during these modes of play. You can often do other things off and on as you carry out these activities, provided they aren't significant activities of their own. For instance, if you're Repairing an item, you might move around to stretch your legs or have a brief discussion—but you couldn't also Decipher Writing at the same time.","If an activity that occurs outside of an encounter is interrupted or disrupted, as described in Disrupting Actions below, you usually lose the time you put in, but no additional time beyond that."],"source":"CRB"}],"source":"CRB"},{"type":"pf2-brown-box","page":462,"name":"IN-DEPTH ACTION RULES","entries":["These rules clarify some of the specifics of using actions.",{"type":"pf2-title","name":"Simultaneous Actions"},"You can use only one single action, activity, or free action that doesn't have a trigger at a time. You must complete one before beginning another. For example, the Sudden Charge activity states you must Stride twice and then Strike, so you couldn't use an Interact action to open a door in the middle of the movement, nor could you perform part of the move, make your attack, and then finish the move.","Free actions with triggers and reactions work differently. You can use these whenever the trigger occurs, even if the trigger occurs in the middle of another action.",{"type":"pf2-title","name":"Subordinate Actions"},"An action might allow you to use a simpler action—usually one of the Basic Actions on page 469—in a different circumstance or with different effects. This subordinate action still has its normal traits and effects, but is modified in any ways listed in the larger action. For example, an activity that tells you to Stride up to half your Speed alters the normal distance you can move in a Stride. The Stride would still have the move trait, would still trigger reactions that occur based on movement, and so on. The subordinate action doesn't gain any of the traits of the larger action unless specified. The action that allows you to use a subordinate action doesn't require you to spend more actions or reactions to do so; that cost is already factored in.","Using an activity is not the same as using any of its subordinate actions. For example, the quickened condition you get from the {@spell haste} spell lets you spend an extra action each turn to Stride or Strike, but you couldn't use the extra action for an activity that includes a Stride or Strike. As another example, if you used an action that specified, \"If the next action you use is a Strike,\" an activity that includes a Strike wouldn't count, because the next thing you are doing is starting an activity, not using the Strike basic action."],"source":"CRB"},{"type":"pf2-h3","page":462,"name":"Actions with Triggers","entries":["You can use free actions that have triggers and reactions only in response to certain events. Each such reaction and free action lists the trigger that must happen for you to perform it. When its trigger is satisfied—and {@i only} when it is satisfied—you can use the reaction or free action, though you don't have to use the action if you don't want to.","There are only a few basic reactions and free actions that all characters can use. You're more likely to gain actions with triggers from your class, feats, and magic items.",{"type":"pf2-h4","page":462,"name":"Limitations on Triggers","entries":["The triggers listed in the stat blocks of reactions and some free actions limit when you can use those actions. You can use only one action in response to a given trigger. For example, if you had a reaction and a free action that both had a trigger of \"your turn begins,\" you could use either of them at the start of your turn—but not both. If two triggers are similar, but not identical, the GM determines whether you can use one action in response to each or whether they're effectively the same thing. Usually, this decision will be based on what's happening in the narrative.","This limitation of one action per trigger is per creature; more than one creature can use a reaction or free action in response to a given trigger."],"source":"CRB"}],"source":"CRB"},{"type":"pf2-h3","page":462,"name":"Other Actions","entries":["Sometimes you need to attempt something not already covered by defined actions in the game. When this happens, the rules tell you how many actions you need to spend, as well any traits your action might have. For example, a spell that lets you switch targets might say you can do so \"by spending a single action, which has the {@trait concentrate}.\" Game masters can also use this approach when a character tries to do something that isn't covered in the rules."],"source":"CRB"},{"type":"pf2-h3","page":462,"name":"Gaining and Losing Actions","entries":["Conditions can change the number of actions you can use on your turn, or whether you can use actions at all. The slowed condition, for example, causes you to lose actions, while the quickened condition causes you to gain them.","Conditions are detailed in the appendix on pages 618–623.","Whenever you lose a number of actions—whether from these conditions or in any other way—you choose which to lose if there's any difference between them. For instance, the {@spell haste} spell makes you quickened, but it limits what you can use your extra action to do. If you lost an action while {@spell haste} was active, you might want to lose the action from haste first, since it's more limited than your normal actions.","Some effects are even more restrictive. Certain abilities, instead of or in addition to changing the number of actions you can use, say specifically that you can't use reactions. The most restrictive form of reducing actions is when an effect states that you can't act: this means you can't use any actions, or even speak. When you can't act, you don't regain your actions and reaction on your turn."],"source":"CRB"},{"type":"pf2-h3","page":462,"name":"Disrupting Actions","entries":["Various abilities and conditions, such as an Attack of Opportunity, can disrupt an action. When an action is disrupted, you still use the actions or reactions you committed and you still expend any costs, but the action's effects don't occur. In the case of an activity, you usually lose all actions spent for the activity up through the end of that turn. For instance, if you began a {@action Cast a Spell} activity requiring 3 actions and the first action was disrupted, you lose all 3 actions that you committed to that activity.","The GM decides what effects a disruption causes beyond simply negating the effects that would have occurred from the disrupted action. For instance, a Leap disrupted midway wouldn't transport you back to the start of your jump, and a disrupted item hand off might cause the item to fall to the ground instead of staying in the hand of the creature who was trying to give it away."],"source":"CRB"}],"data":{"quickref":4},"source":"CRB"},{"type":"section","page":457,"name":"Afflictions","entries":["Diseases and poisons are types of afflictions, as are curses and radiation. An affliction can infect a creature for a long time, progressing through different and often increasingly debilitating stages. The level of an affliction is the level of the monster, hazard, or item causing the affliction or, in the case of a spell, is listed in the affliction entry for that spell.",{"type":"pf2-h3","page":457,"name":"Format","entries":["Whether appearing in a spell, as an item, or within a creature's stat block, afflictions appear in the following format.",{"type":"pf2-h4","page":457,"name":"Name and Traits","entries":["The affliction's name is given first, followed by its traits in parentheses—including the trait for the type of affliction (curse, disease, poison, and so forth). If the affliction needs to have a level specified, it follows the parentheses, followed by any unusual details, such as restrictions on removing the conditions imposed by an affliction."],"source":"CRB"},{"type":"pf2-h4","page":457,"name":"Saving Throw","entries":["When you're first exposed to the affliction, you must attempt a saving throw against it. This first attempt to stave off the affliction is called the initial save. An affliction usually requires a Fortitude save, but the exact save and its DC are listed after the name and type of affliction. Spells that can poison you typically use the caster's spell DC.","On a successful initial saving throw, you are unaffected by that exposure to the affliction. You do not need to attempt further saving throws against it unless you are exposed to the affliction again.","If you fail the initial saving throw, after the affliction's onset period elapses (if applicable), you advance to stage 1 of the affliction and are subjected to the listed effect. On a critical failure, after its onset period (if applicable), you advance to stage 2 of the affliction and are subjected to that effect instead. The stages of an affliction are described below."],"source":"CRB"},{"type":"pf2-h4","page":458,"name":"Onset","entries":["Some afflictions have onset times. For these afflictions, once you fail your initial save, you don't gain the effects for the first stage of the affliction until the onset time has elapsed. If this entry is absent, you gain the effects for the first stage (or the second stage on a critical failure) immediately upon failing the initial saving throw."],"source":"CRB"},{"type":"pf2-h4","page":458,"name":"Maximum Duration","entries":["If an affliction lasts only a limited amount of time, it lists a maximum duration. Once this duration passes, the affliction ends. Otherwise, the affliction lasts until you succeed at enough saves to recover, as described in Stages below."],"source":"CRB"},{"type":"pf2-h4","page":458,"name":"Stages","entries":["An affliction typically has multiple stages, each of which lists an effect followed by an interval in parentheses. When you reach a given stage of an affliction, you are subjected to the effects listed for that stage.","At the end of a stage's listed interval, you must attempt a new saving throw. On a success, you reduce the stage by 1; on a critical success, you reduce the stage by 2. You are then subjected to the effects of the new stage. If the affliction's stage is ever reduced below stage 1, the affliction ends and you don't need to attempt further saves unless you're exposed to the affliction again.","On a failure, the stage increases by 1; on a critical failure, the stage increases by 2. You are then subjected to the effects listed for the new stage. If a failure or critical failure would increase the stage beyond the highest listed stage, the affliction instead repeats the effects of the highest stage."],"source":"CRB"}],"source":"CRB"},{"type":"pf2-h3","page":458,"name":"Conditions from Afflictions","entries":["An affliction might give you conditions with a longer or shorter duration than the affliction. For instance, if an affliction causes you to be drained but has a maximum duration of 5 minutes, you remain drained even after the affliction ends, as is normal for the drained condition. Or, you might succeed at the flat check to remove persistent damage you took from an ongoing affliction, but you would still need to attempt saves to remove the affliction itself, and failing one might give you new persistent damage."],"source":"CRB"},{"type":"pf2-h3","page":458,"name":"Multiple Exposures","entries":["Multiple exposures to the same curse or disease currently affecting you have no effect. For a poison, however, failing the initial saving throw against a new exposure increases the stage by 1 (or by 2 if you critically fail) without affecting the maximum duration. This is true even if you're within the poison's onset period, though it doesn't change the onset length."],"source":"CRB"},{"type":"pf2-h3","page":458,"name":"Virulent Afflictions","entries":["Afflictions with the {@trait virulent} trait are harder to remove.","You must succeed at two consecutive saves to reduce a virulent affliction's stage by 1. A critical success reduces a virulent affliction's stage by only 1 instead of by 2."],"source":"CRB"}],"data":{"quickref":4},"source":"CRB"},{"type":"section","page":443,"name":"Checks","entries":["When success isn't certain—whether you're swinging a sword at a foul beast, attempting to leap across a chasm, or straining to remember the name of the earl's second cousin at a soiree—you'll attempt a check. Pathfinder has many types of checks, from skill checks to attack rolls to saving throws, but they all follow these basic steps.",{"type":"list","style":"list-decimal","items":["Roll a d20 and identify the modifiers, bonuses, and penalties that apply.","Calculate the result.","Compare the result to the difficulty class (DC).","Determine the degree of success and the effect."]},"Checks and difficulty classes (DC) both come in many forms. When you swing your sword at that foul beast, you'll make an attack roll against its Armor Class, which is the DC to hit another creature. If you are leaping across that chasm, you'll attempt an {@skill Athletics} skill check with a DC based on the distance you are trying to jump. When calling to mind the name of the earl's second cousin, you attempt a check to Recall Knowledge. You might use either the Society skill or a Lore skill you have that's relevant to the task, and the DC depends on how common the knowledge of the cousin's name might be, or how many drinks your character had when they were introduced to the cousin the night before.","No matter the details, for any check you must roll the d20 and achieve a result equal to or greater than the DC to succeed. Each of these steps is explained below.",{"type":"pf2-h3","page":444,"name":"Step 1: Roll D20 and Identify The Modifiers, Bonuses, and Penalties That Apply","entries":["Start by rolling your d20. You'll then identify all the relevant modifiers, bonuses, and penalties that apply to the roll. A {@b modifier} can be either positive or negative, but a {@b bonus} is always positive, and a {@b penalty} is always negative.","The sum of all the modifiers, bonuses, and penalties you apply to the d20 roll is called your total modifier for that statistic.","Nearly all checks allow you to add an {@b ability modifier} to the roll. An ability modifier represents your raw capabilities and is derived from an ability score, as described on page 20. Exactly which ability modifier you use is determined by what you're trying to accomplish. Usually a sword swing applies your Strength modifier, whereas remembering the name of the earl's cousin uses your Intelligence modifier.","When attempting a check that involves something you have some training in, you will also add your {@b bonus}. This bonus depends on your proficiency rank:","untrained, trained, expert, master, or legendary. If you're untrained, your bonus is +0—you must rely on raw talent and any bonuses from the situation. Otherwise, the bonus equals your character's level plus a certain amount depending on your rank. If your proficiency rank is trained, this bonus is equal to your level + 2, and higher proficiency ranks further increase the amount you add to your level.",{"type":"table","colStyles":["text-center","text-center"],"rows":[["Proficiency Rank","Proficiency Bonus"],["Untrained","0"],["Trained","Your level + 2"],["Expert","Your level + 4"],["Master","Your level + 6"],["Legendary","Your level + 8"]]},"There are three other types of bonus that frequently appear: circumstance bonuses, item bonuses, and status bonuses. If you have different types of bonus that would apply to the same roll, you'll add them all. But if you have multiple bonuses of the same type, you can use only the highest bonus on a given roll—in other words, they don't \"stack.\" For instance, if you have both a proficiency bonus and an item bonus, you add both to your d20 result, but if you have two item bonuses that could apply to the same check, you add only the higher of the two.","{@b Circumstance bonuses} typically involve the situation you find yourself in when attempting a check. For instance, using Raise a Shield with a buckler grants you a +1 circumstance bonus to AC. Being behind cover grants you a +2 circumstance bonus to AC. If you are both behind cover and Raising a Shield, you gain only the +2 circumstance bonus for cover, since they're the same type and the bonus from cover is higher.","{@b Item bonuses} are granted by some item that you are wearing or using, either mundane or magical. For example, armor gives you an item bonus to AC, while expanded alchemist's tools grant you an item bonus to {@skill Crafting} checks when making alchemical items.","{@b Status bonuses} typically come from spells, other magical effects, or something applying a helpful, often temporary, condition to you. For instance, the 3rd-level {@spell heroism} spell grants a +1 status bonus to attack rolls, {@skill Perception} checks, saving throws, and skill checks. If you were under the effect of {@spell heroism} and someone cast the {@spell bless} spell, which also grants a +1 status bonus on attacks, your attack rolls would gain only a +1 status bonus, since both spells grant a +1 status bonus to those rolls, and you only take the highest status bonus.","Penalties work very much like bonuses. You can have {@b circumstance penalties {@b status penalties}, and sometimes even {@b item penalties.} Like bonuses of the same type, you take only the worst all of various penalties of a given type. However, you can apply both a bonus and a penalty of the same type on a single roll. For example, if you had a +1 status bonus from a {@spell heroism} spell but a –2 status penalty from the sickened condition, you'd apply them both to your roll—so {@spell heroism} still helps even though you're feeling unwell.","Unlike bonuses, penalties can also be {@b untyped}, in which case they won't be classified as \"circumstance,\" \"item,\" or \"status.\" Unlike other penalties, you always add all your untyped penalties together rather than simply taking the worst one. For instance, when you use attack actions, you incur a multiple attack penalty on each attack you make on your turn after the first attack, and when you attack a target that's beyond your weapon's normal range increment, you incur a range penalty on the attack.","Because these are both untyped penalties, if you make multiple attacks at a faraway target, you'd apply both the multiple attack penalty and the range penalty to your roll.","Once you've identified all your various modifiers, bonuses, and penalties, you move on to the next step."],"source":"CRB"},{"type":"pf2-h3","page":445,"name":"Step 2: Calculate the Result","entries":["This step is simple. Add up all the various modifiers, bonuses, and penalties you identified in Step 1—this is your total modifier. Next add that to the number that came up on your d20 roll. This total is your check result."],"source":"CRB"},{"type":"pf2-h3","page":445,"name":"Step 3: Compare the Result to the DC","entries":["This step can be simple, or it can create suspense. Sometimes you'll know the {@b Difficulty Class} ({@b DC}) of your check. In these cases, if your result is equal to or greater than the DC, you succeed! If your roll anything less than the DC, you fail.","Other times, you might not know the DC right away. Swimming across a river would require an {@skill Athletics} check, but it doesn't have a specified DC—so how will you know if you succeed or fail? You call out your result to the GM and they will let you know if it is a success, failure, or otherwise. While you might learn the exact DC through trial and error, DCs sometimes change, so asking the GM whether a check is successful is the best way to determine whether or not you have met or exceeded the DC.",{"type":"pf2-h4","page":445,"name":"Calculating DCs","entries":["Whenever you attempt a check, you compare your result against a DC. When someone or something else attempts a check against you, rather than both forces rolling against one another, the GM (or player, if the opponent is another PC) compares their result to a fixed DC based on your relevant statistic. Your DC for a given statistic is 10 + the total modifier for that statistic."],"source":"CRB"}],"source":"CRB"},{"type":"pf2-h3","page":445,"name":"Step 4: Determine the Degree of Success and Effect","entries":["Many times, it's important to determine not only if you succeed or fail, but also how spectacularly you succeed or fail. Exceptional results—either good or bad—can cause you to critically succeed at or critically fail a check.","You critically succeed at a check when a check's result meets or exceeds the DC by 10 or more. If the check is an attack roll, this is sometimes called a critical hit. You can also critically fail a check. The rules for critical failure—sometimes called a fumble—are the same as those for a critical success, but in the other direction: if you fail a check by 10 or more, that's a critical failure.","If you rolled a 20 on the die (a \"natural 20\"), your result is one degree of success better than it would be by numbers alone. If you roll a 1 on the d20 (a \"natural 1\"), your result is one degree worse. This means that a natural 20 usually results in a critical success and natural 1 usually results in a critical failure. However, if you were going up against a very high DC, you might get only a success with a natural 20, or even a failure if 20 plus your total modifier is 10 or more below the DC. Likewise, if your modifier for a statistic is so high that adding it to a 1 from your d20 roll exceeds the DC by 10 or more, you can succeed even if you roll a natural 1! If a feat, magic item, spell, or other effect does not list a critical success or critical failure, treat is as an ordinary success or failure instead.","Some other abilities can change the degree of success for rolls you get. When resolving the effect of an ability that changes your degree of success, always apply the adjustment from a natural 20 or natural 1 before anything else."],"source":"CRB"}],"data":{"quickref":4},"source":"CRB"},{"type":"section","page":467,"name":"Concealment and Invisibility","entries":["The concealed and invisible conditions reflect certain circumstances that can make a creature harder to see.",{"type":"pf2-h4","page":467,"name":"Concealed","entries":["This condition protects a creature if it's in mist, within dim light, or amid something else that obscures sight but does not provide a physical barrier to effects. An effect or type of terrain that describes an area of concealment makes all creatures within it concealed.","When you target a creature that's {@condition concealed} from you, you must attempt a DC {@flatDC 5} flat check before you roll to determine your effect. If you fail, you don't affect the target. the {@condition concealed} condition doesn't change which of the main categories of detection apply to the creature. A creature in a light fog bank is still observed even though it's concealed."],"source":"CRB"},{"type":"pf2-h4","page":467,"name":"Invisible","entries":["A creature with the invisible condition (by way of an {@spell invisibility} spell or {@item invisibility potion}, for example) is automatically {@condition undetected} to any creatures relying on sight as their only precise sense. Precise senses other than sight ignore the invisible condition.","You can use the {@action Seek} basic action to attempt to figure out an {@condition invisible} creature's location, making it instead only {@condition hidden} from you. This lasts until the {@condition invisible} creature successfully uses {@action Sneak} to become {@condition undetected} again. If you're already {@condition observed||observing} a creature when it becomes {@condition invisible}, it starts out {@condition hidden}, since you know where it was when it became {@condition invisible}, though it can then {@action Sneak} to become {@condition undetected}.","Other effects might make an {@condition invisible} creature hidden or even observed but concealed. For instance, if you were tracking an invisible creature's footprints through the snow, the footprints would make it hidden.","Similarly, throwing a net over an {@condition invisible} creature would make it {@condition observed} but {@condition concealed} for as long as the net is on the creature."],"source":"CRB"}],"data":{"quickref":4},"source":"CRB"},{"type":"section","page":618,"name":"Condition Values","entries":["Some conditions have a numerical value, called a condition value, indicated by a numeral following the condition. This value conveys the severity of a condition, and such conditions often give you a bonus or penalty equal to their value. These values can often be reduced by skills, spells, or simply waiting. If a condition value is ever reduced to 0, the condition ends."],"data":{"quickref":4},"source":"CRB"},{"type":"section","page":453,"name":"Conditions","entries":["The results of various checks might apply conditions to you or, less often, an item. Conditions change your state of being in some way. You might be gripped with fear or made faster by a spell or magic item. One condition represents what happens when a creature successfully drains your blood or life essence, while others represent creatures' attitudes toward you and how they interact with you.","Conditions are persistent; when you're affected by a condition, its effects last until the stated duration ends, the condition is removed, or terms dictated in the condition cause it to end. The rules for conditions are summarized on page 454 and described in full on pages 618–623.",{"type":"pf2-brown-box","name":"CONDITIONS","entries":["These conditions appear often in the game and are defined in detail in the Conditions Appendix on pages 618–623. Here's a brief summary of each.","{@b {@condition Blinded}:} You're unable to see.","{@b {@condition Broken}:} This item can't be used for its normal function until repaired.","{@b {@condition Clumsy}:} You can't move as easily or gracefully as usual.","{@b {@condition Concealed}:} Fog or similar obscuration makes you difficult to see and target.","{@b {@condition Confused}:} You attack indiscriminately.","{@b {@condition Controlled}:} Another creature determines your actions.","{@b {@condition Dazzled}:} Everything is {@condition concealed} to you.","{@b {@condition Deafened}:} You're unable to hear.","{@b {@condition Doomed}:} With your soul in peril, you are now closer to death.","{@b {@condition Drained}:} Blood loss or something similar has leached your vitality.","{@b {@condition Dying}:} You're slipping closer to death.","{@b {@condition Encumbered}:} You're carrying more weight than you can manage.","{@b {@condition Enfeebled}:} Your strength has been sapped away.","{@b {@condition Fascinated}:} You are compelled to focus your attention on something.","{@b {@condition Fatigued}:} Your defenses are lower and you can't focus while exploring.","{@b {@condition Flat-Footed}:} You're unable to defend yourself to your full capability.","{@b {@condition Fleeing}:} You must run away.","{@b {@condition Friendly}:} An NPC with this condition has a good attitude toward you.","{@b {@condition Frightened}:} Fear makes you less capable of attacking and defending.","{@b {@condition Grabbed}:} A creature, object, or magic holds you in place.","{@b {@condition Helpful}:} An NPC with this condition wants to assist you.","{@b {@condition Hidden}:} A creature you're {@condition hidden} from knows your location but can't see you.","{@b {@condition Hostile}:} An NPC with this condition wants to harm you.","{@b {@condition Immobilized}:} You can't move.","{@b {@condition Indifferent}:} An NPC with this condition doesn't have a strong opinion about you.","{@b {@condition Invisible}:} Creatures can't see you.","{@b {@condition Observed}:} You're in plain view.","{@b {@condition Paralyzed}:} You body is frozen in place.","{@b {@condition Persistent Damage|CRB|Persistent Damage}:} You keep taking damage every round.","{@b {@condition Petrified}:} You've been turned to stone.","{@b {@condition Prone}:} You're lying on the ground and easier to attack.","{@b {@condition Quickened}:} You get an extra action each turn.","{@b {@condition Restrained}:} You're tied up and can't move, or a grappling creature has you pinned.","{@b {@condition Sickened}:} You're sick to your stomach.","{@b {@condition Slowed}:} You lose actions each turn.","{@b {@condition Stunned}:} You can't use actions.","{@b {@condition Stupefied}:} Your can't access your full mental faculties, and you have trouble casting spells.","{@b {@condition Unconscious}:} You're asleep or knocked out.","{@b {@condition Undetected}:} A creature you're {@condition undetected} by doesn't know where you are.","{@b {@condition Unfriendly}:} An NPC with this condition doesn't like you.","{@b {@condition Unnoticed}:} A creature is entirely unaware you're present.","{@b {@condition Wounded}:} You've been brought back from the brink of death but haven't fully recovered."]}],"data":{"quickref":4},"source":"CRB"},{"type":"section","page":458,"name":"Counteracting","entries":["Some effects try to counteract spells, afflictions, conditions, or other effects. Counteract checks compare the power of two forces and determine which defeats the other. Successfully counteracting an effect ends it unless noted otherwise.","When attempting a counteract check, add the relevant skill modifier or other appropriate modifier to your check against the target's DC. If you're counteracting an affliction, the DC is in the affliction's stat block. If it's a spell, use the caster's DC. The GM can also calculate a DC based on the target effect's level. For spells, the counteract check modifier is your spellcasting ability modifier plus your spellcasting proficiency bonus, plus any bonuses and penalties that specifically apply to counteract checks. What you can counteract depends on the check result and the target's level. If an effect is a spell, its level is the counteract level.","Otherwise, halve its level and round up to determine its counteract level. If an effect's level is unclear and it came from a creature, halve and round up the creature's level.",{"type":"successDegree","entries":{"Critical Success":"Counteract the target if its counteract level is no more than 3 levels higher than your effect's counteract level.","Success":"Counteract the target if its counteract level is no more than 1 level higher than your effect's counteract level.","Failure":"Counteract the target if its counteract level is lower than your effect's counteract level.","Critical Failure":"You fail to counteract the target."}}],"data":{"quickref":4},"source":"CRB"},{"type":"section","page":477,"name":"Cover","entries":["When you're behind an obstacle that could block weapons, guard you against explosions, and make you harder to detect, you're behind cover. Standard cover gives you a +2 circumstance bonus to AC, to Reflex saves against area effects, and to {@skill Stealth} checks to {@action Hide}, {@action Sneak}, or otherwise avoid detection. You can increase this to greater cover using the {@action Take Cover} basic action, increasing the circumstance bonus to +4. If cover is especially light, typically when it's provided by a creature, you have lesser cover, which grants a +1 circumstance bonus to AC. A creature with standard cover or greater cover can attempt to use {@skill Stealth} to {@action Hide}, but lesser cover isn't sufficient.",{"type":"table","colStyles":["text-center","text-center","text-center"],"rows":[["Type of Cover","Bonus","Can Hide"],["Lesser","+1 to AC","No"],["Standard","+2 to AC, Reflex, {@skill Stealth}","Yes"],["Greater","+4 to AC, Reflex, {@skill Stealth}","Yes"]]},"Cover is relative, so you might simultaneously have cover against one creature and not another. Cover applies only if your path to the target is partially blocked. If a creature is entirely behind a wall or the like, you don't have {@quickref line of effect||3|line of effect} and typically can't target it at all.","Usually, the GM can quickly decide whether your target has cover. If you're uncertain or need to be more precise, draw a line from the center of your space to the center of the target's space. If that line passes through any terrain or object that would block the effect, the target has standard cover (or greater cover if the obstruction is extreme or the target has {@action Take Cover||Taken Cover}). If the line passes through a creature instead, the target has lesser cover. When measuring cover against an area effect, draw the line from the effect's point of origin to the center of the creature's space.",{"type":"pf2-h4","page":477,"name":"Cover and Large Creatures","entries":["If a creature between you and a target is two or more sizes larger than both you and your target, that creature's space blocks the effect enough to provide standard cover instead of lesser cover. The GM might determine that a creature doesn't gain cover from terrain that it's significantly larger than. For example, a Huge dragon probably wouldn't receive any benefit from being behind a 1-foot-wide pillar."],"source":"CRB"},{"type":"pf2-h4","page":477,"name":"Special Circumstances","entries":["Your GM might allow you to overcome your target's cover in some situations. If you're right next to an arrow slit, you can shoot without penalty, but you have greater cover against someone shooting back at you from far away. Your GM might let you reduce or negate cover by leaning around a corner to shoot or the like. This usually takes an action to set up, and the GM might measure cover from an edge or corner of your space instead of your center."],"source":"CRB"}],"data":{"quickref":4},"source":"CRB"},{"type":"section","page":450,"name":"Damage","entries":["In the midst of combat, you attempt checks to determine if you can damage your foe with weapons, spells, or alchemical concoctions. On a successful check, you hit and deal damage. Damage decreases a creature's Hit Points on a 1-to-1 basis (so a creature that takes 6 damage loses 6 Hit Points). The full rules can be found in the Hit Points, Healing, and Dying section on page 459.","Damage is sometimes given as a fixed amount, but more often than not you'll make a damage roll to determine how much damage you deal. A damage roll typically uses a number and type of dice determined by the weapon or unarmed attack used or the spell cast, and it is often enhanced by various modifiers, bonuses, and penalties.","Like checks, a damage roll—especially a melee weapon damage roll—is often modified by a number of modifiers, penalties, and bonuses. When making a damage roll, you take the following steps, explained in detail below.",{"type":"list","style":"list-decimal","items":["Roll the dice indicated by the weapon, unarmed attack, or spell, and apply the modifiers, bonuses, and penalties that apply to the result of the roll.","Determine the damage type.","Apply the target's immunities, weaknesses, and resistances to the damage.","If any damage remains, reduce the target's Hit Points by that amount."]},{"type":"pf2-h3","page":450,"name":"Step 1: Roll The Damage Dice and Apply Modifiers, Bonuses, and Penalties","entries":["Your weapon, unarmed attack, spell, or sometimes even a magic item determines what type of dice you roll for damage, and how many. For instance, if you're using a normal longsword, you'll roll {@dice 1d8}. If you're casting a 3rd-level {@spell fireball} spell, you'll roll {@dice 6d6}. Sometimes, especially in the case of weapons, you'll apply modifiers, bonuses, and penalties to the damage.","When you use melee weapons, unarmed attacks, and thrown ranged weapons, the most common modifier you'll add to damage is your Strength ability modifier. Weapons with the propulsive trait sometimes add half your Strength modifier. You typically do not add an ability modifier to spell damage, damage from most ranged weapons, or damage from alchemical bombs and similar items.","As with checks, you might add circumstance, status, or item bonuses to your damage rolls, but if you have multiple bonuses of the same type, you add only the highest bonus of that type. Again like checks, you may also apply circumstance, status, item, and untyped penalties to the damage roll, and again you apply only the greatest penalty of a specific type but apply all untyped penalties together.","Use the formulas below.",{"type":"pf2-inset","entries":["Melee damage roll = damage die of weapon or unarmed attack + Strength modifier + bonuses + penalties"]},{"type":"pf2-inset","entries":["Ranged damage roll = damage die of weapon + Strength modifier for thrown weapons + bonuses + penalties"]},{"type":"pf2-inset","entries":["Spell (and similar effects) damage roll = damage die of the effect + bonuses + penalties"]},"If the combined penalties on an attack would reduce the damage to 0 or below, you still deal 1 damage.",{"type":"pf2-h4","page":451,"name":"Increasing Damage","entries":["In some cases, you increase the number of dice you roll when making weapon damage rolls. Magic weapons etched with the {@item striking} rune can add one or more weapon damage dice to your damage roll. These extra dice are the same die size as the weapon's damage die. At certain levels, most characters gain the ability to deal extra damage from the weapon specialization class feature."],"source":"CRB"},{"type":"pf2-h4","page":451,"name":"Persistent Damage","entries":["Persistent damage is a condition that causes damage to recur beyond the original effect. Unlike with normal damage, when you are subject to persistent damage, you don't take it right away. Instead, you take the specified damage at the end of your turns, after which you attempt a DC {@flatDC 15} flat check to see if you recover from the persistent damage.","Like normal damage, it can be doubled or halved based on the results of an attack roll or saving throw.","See the Conditions Appendix on pages 618–623 for the complete rules regarding the persistent damage condition."],"source":"CRB"},{"type":"pf2-h4","page":451,"name":"Doubling and Halving Damage","entries":["Sometimes you'll need to halve or double an amount of damage, such as when the outcome of your Strike is a critical hit, or when you succeed at a basic Reflex save against a spell. When this happens, you roll the damage normally, adding all the normal modifiers, bonuses, and penalties. Then you double or halve the amount as appropriate (rounding down if you halved it). The GM might allow you to roll the dice twice and double the modifiers, bonuses, and penalties instead of doubling the entire result, but this usually works best for singletarget attacks or spells at low levels when you have a small number of damage dice to roll. Benefits you gain specifically from a critical hit, like the {@item flaming} weapon rune's persistent fire damage or the extra damage die from the fatal weapon trait, aren't doubled."],"source":"CRB"}],"source":"CRB"},{"type":"pf2-h3","page":451,"name":"Step 2: Determine The Damage Type","entries":["Once you've calculated how much damage you deal, you'll need to determine the damage type. There are many types of damage and sometimes certain types are applied in different ways. The smack of a club deals bludgeoning damage. The stab of a spear deals piercing damage. The staccato crack of a {@spell lightning bolt} spell deals electricity damage. Sometimes you might apply precision damage, dealing more damage for hitting a creature in a vulnerable spot or when the target is somehow vulnerable. The damage types are described on page 452.",{"type":"pf2-h4","page":451,"name":"Damage Types and Traits","entries":["When an attack deals a type of damage, the attack action gains that trait. For example, the {@action Strike||Strikes} and attack actions you use wielding a sword when its {@item flaming} rune is active gain the fire trait, since the rune gives the weapon the ability to deal fire damage."],"source":"CRB"},{"type":"pf2-brown-box","name":"DAMAGE TYPES","entries":["Damage has a number of different types and categories, which are described below.",{"type":"pf2-title","name":"Physical Damage"},"Damage dealt by weapons, many physical hazards, and a handful of spells is collectively called physical damage. The main types of physical damage are bludgeoning, piercing, and slashing. {@b Bludgeoning damage} comes from weapons and hazards that deal blunt-force trauma, like a hit from a club or being dashed against rocks. {@b Piercing damage} is dealt from stabs and punctures, whether from a dragon's fangs or the thrust of a spear. {@b Slashing damage} is delivered by a cut, be it the swing of the sword or the blow from a scythe blades trap.","Ghosts and other incorporeal creatures have a high resistance to physical attacks that aren't magical (attacks that lack the magical trait). Furthermore, most incorporeal creatures have additional, though lower, resistance to magical physical damage (such as damage dealt from a mace with the magical trait) and most other damage types.",{"type":"pf2-title","name":"Energy Damage"},"Many spells and other magical effects deal energy damage. Energy damage is also dealt from effects in the world, such as the biting cold of a blizzard to a raging forest fire. The main types of energy damage are acid, cold, electricity, fire, and sonic. {@b Acid damage} can be delivered by gases, liquids, and certain solids that dissolve flesh, and sometimes harder materials. {@b Cold damage} freezes material by way of contact with chilling gases and ice. {@b Electricity Damage} comes from the discharge of powerful lightning and sparks. {@b Fire damage} burns through heat and combustion. {@b Sonic damage} assaults matter with high-frequency vibration and sound waves. Many times, you deal energy damage by casting magic spells, and doing so is often useful against creatures that have immunities or resistances to physical damage.","Two special types of energy damage specifically target the living and the undead. Positive energy often manifests as healing energy to living creatures but can create {@b positive damage} that withers undead bodies and disrupts and injures incorporeal undead. Negative energy often revivifies the unnatural, unliving power of undead, while manifesting as {@b negative damage} that gnaws at the living.","Powerful and pure magical energy can manifest itself as {@b force damage}. Few things can resist this type of damage—not even incorporeal creatures such as ghosts and wraiths.",{"type":"pf2-title","name":"Alignment Damage"},"Weapons and effects keyed to a particular alignment can deal {@b chaotic}, {@b evil}, {@b good}, or {@b lawful} damage. These damage types apply only to creatures that have the opposing alignment trait. Chaotic damage harms only lawful creatures, evil damage harms only good creatures, good damage harms only evil creatures, and lawful damage harms only chaotic creatures.",{"type":"pf2-title","name":"Mental Damage"},"Sometimes an effect can target the mind with enough psychic force to actually deal damage to the creature. When it does, it deals {@b mental damage}. Mindless creatures and those with only programmed or rudimentary intelligence are often immune to mental damage and effects.",{"type":"pf2-title","name":"Poison Damage"},"Venoms, toxins and the like can deal {@b poison damage}, which affects creatures by way of contact, ingestion, inhalation, or injury. In addition to coming from monster attacks, alchemical items, and spells, poison damage is often caused by ongoing afflictions, which follow special rules described on page 457.",{"type":"pf2-title","name":"Bleed Damage"},"Another special type of physical damage is {@b bleed damage}. This is persistent damage that represents loss of blood.","As such, it has no effect on nonliving creatures or living creatures that don't need blood to live. Weaknesses and resistances to physical damage apply. Bleed damage ends automatically if you're healed to your full Hit Points.",{"type":"pf2-title","name":"Precision Damage"},"Sometimes you are able to make the most of your attack through sheer precision. When you hit with an ability that grants you {@b precision damage}, you increase the attack's listed damage, using the same damage type, rather than tracking a separate pool of damage. For example, a non-magical dagger Strike that deals 1d6 precision damage from a rogue's sneak attack increases the piercing damage by 1d6.","Some creatures are immune to precision damage, regardless of the damage type; these are often amorphous creatures that lack vulnerable anatomy. A creature immune to precision damage would ignore the 1d6 precision damage in the example above, but it would still take the rest of the piercing damage from the Strike. Since precision damage is always the same type of damage as the attack it's augmenting, a creature that is resistant to physical damage, like a gargoyle, would resist not only the dagger's damage but also the precision damage, even though it is not specifically resistant to precision damage.",{"type":"pf2-title","name":"Precious Materials"},"While not their own damage category, precious materials can modify damage to penetrate a creature's resistances or take advantage of its weaknesses. For instance, silver weapons are particularly effective against lycanthropes and bypass the resistances to physical damage that most devils have."]}],"source":"CRB"},{"type":"pf2-h3","page":451,"name":"Step 3: Apply the Target's Immunities, Weaknesses, and Resistances","entries":["Defenses against certain types of damage or effects are called immunities or resistances, while vulnerabilities are called weaknesses. Apply immunities first, then weaknesses, and resistances third. Immunity, weakness, or resistance to an alignment applies only to damage of that type, not to damage from an attacking creature of that alignment.",{"type":"pf2-h4","page":451,"name":"Immunity","entries":["When you have immunity to a specific type of damage, you ignore all damage of that type. If you have immunity to a specific condition or type of effect, you can't be affected by that condition or any effect of that type. If you have immunity to effects with a certain trait (such as death effects, poison, or disease) you are unaffected by any effect with that trait. Often, an effect can be both a trait and a damage type (this is especially true in the case of energy damage types). In these cases, the immunity applies to the entire effect, not just the damage. You can still be targeted by an ability with an effect you are immune to; you just don't apply the effect. However, some complex effects might have parts that affect you even if you're immune to one of the effect's traits; for instance, a spell that deals both fire and acid damage can still deal acid damage to you even if you're immune to fire.","Immunity to critical hits works a little differently. When a creature immune to critical hits is critically hit by a Strike or other attack that deals damage, it takes normal damage instead of double damage. This does not make it immune to any other critical success effects of other actions that have the attack trait (such as {@action Grapple} and {@action Shove}).","Another exception is immunity to nonlethal attacks. If you are immune to nonlethal attacks, you are immune to all damage from attacks with the nonlethal trait, no matter what other type the damage has. For instance, a {@creature stone golem} has immunity to nonlethal attacks. This means that no matter how hard you hit it with your fist, you're not going to damage it—unless your fists don't have the {@trait nonlethal} trait, such as if you're a {@class monk}."],"source":"CRB"},{"type":"pf2-h4","page":453,"name":"Temporary Immunity","entries":["Some effects grant you immunity to the same effect for a set amount of time. If an effect grants you temporary immunity, repeated applications of that effect don't affect you for as long as the temporary immunity lasts. Unless the effect says it applies only to a certain creature's ability, it doesn't matter who created the effect. For example, the {@spell blindness} spell says, \"The target is temporarily immune to blindness for 1 minute.\" If anyone casts {@spell blindness} on that creature again before 1 minute passes, the spell has no effect.","Temporary immunity doesn't prevent or end ongoing effects of the source of the temporary immunity. For instance, if an ability makes you frightened and you then gain temporary immunity to the ability, you don't immediately lose the frightened condition due to the immunity you just gained—you simply don't become frightened if you're targeted by the ability again before the immunity ends."],"source":"CRB"},{"type":"pf2-h4","page":453,"name":"Weakness","entries":["If you have a weakness to a certain type of damage or damage from a certain source, that type of damage is extra effective against you. Whenever you would take that type of damage, increase the damage you take by the value of the weakness. For instance, if you are dealt 2d6 fire damage and have weakness 5 to fire, you take 2d6+5 fire damage.","If you have a weakness to something that doesn't normally deal damage, such as water, you take damage equal to the weakness value when touched or affected by it. If more than one weakness would apply to the same instance of damage, use only the highest applicable weakness value. This usually happens only when a monster is weak to both a type of physical damage and a given material."],"source":"CRB"},{"type":"pf2-h4","page":453,"name":"Resistance","entries":["If you have resistance to a type of damage, each time you take that type of damage, you reduce the amount of damage you take by the listed amount (to a minimum of 0 damage). Resistance can specify combinations of damage types or other traits. For instance, you might encounter a monster that's resistant to non-magical bludgeoning damage, meaning it would take less damage from bludgeoning attacks that weren't magical, but would take normal damage from your {@runeItem mace||+1 wepon potency|} (since it's magical) or a non-magical {@item spear} (since it deals piercing damage). A resistance also might have an exception. For example, resistance 10 to physical damage (except silver) would reduce any physical damage by 10 unless that damage was dealt by a silver weapon.","If you have more than one type of resistance that would apply to the same instance of damage, use only the highest applicable resistance value.","It's possible to have resistance to all damage. When an effect deals damage of multiple types and you have resistance to all damage, apply the resistance to each type of damage separately. If an attack would deal 7 slashing damage and 4 fire damage, resistance 5 to all damage would reduce the slashing damage to 2 and negate the fire damage entirely."],"source":"CRB"}],"source":"CRB"},{"type":"pf2-h3","page":453,"name":"Step 4: If Damage Remains, Reduce the Target's Hit Points","entries":["After applying the target's immunities, resistances, and weaknesses to the damage, whatever damage is left reduces the target's Hit Points on a 1-to-1 basis. More information about Hit Points can be found in the Hit Points, Healing, and Dying section on page 459.",{"type":"pf2-h4","page":453,"name":"Nonlethal Attacks","entries":["You can make a nonlethal attack in an effort to knock someone out instead of killing them (see Knocked Out and Dying on page 459). Weapons with the nonlethal trait (including fists) do this automatically. You take a –2 circumstance penalty to the attack roll when you make a nonlethal attack using a weapon that doesn't have the nonlethal trait. You also take this penalty when making a lethal attack using a nonlethal weapon.","Spells and other effects with the nonlethal trait that reduce a creature to 0 Hit Points knock the creature out instead of killing them."],"source":"CRB"}],"source":"CRB"}],"data":{"quickref":4},"source":"CRB"},{"type":"section","page":481,"name":"Downtime Mode","entries":["Downtime gives you time to rest fully, engage in crafting or a professional endeavor, learn new spells, retrain feats, or just have fun. You can sell items acquired during your adventures, buy new goods, and perform other activities as determined by your feats, your skills, and the settlement where you are spending the downtime.",{"type":"pf2-h2","page":481,"name":"Long-Term Rest","entries":["You can spend an entire day and night resting during downtime to recover Hit Points equal to your Constitution modifier (minimum 1) multiplied by twice your level."],"source":"CRB"},{"type":"pf2-h2","page":481,"name":"Retraining","entries":["Retraining offers a way to alter some of your character choices, which is helpful when you want to take your character in a new direction or change decisions that didn't meet your expectations. You can retrain feats, skills, and some selectable class features. You can't retrain your ancestry, heritage, background, class, or ability scores. You can't perform other downtime activities while retraining.","Retraining usually requires you to spend time learning from a teacher, whether that entails physical training, studying at a library, or falling into shared magical trances. Your GM determines whether you can get proper training or whether something can be retrained at all. In some cases, you'll have to pay your instructor.","Some abilities can be difficult or impossible to retrain (for instance, a sorcerer can retrain their bloodline only in extraordinary circumstances).","When retraining, you generally can't make choices you couldn't make when you selected the original option. For instance, you can't exchange a 2nd-level skill feat for a 4th-level one, or for one that requires prerequisites you didn't meet at the time you took the original feat. If you don't remember whether you met the prerequisites at the time, ask your GM to make the call. If you cease to meet the prerequisites for an ability due to retraining, you can't use that ability. You might need to retrain several abilities in sequence in order to get all the abilities you want.",{"type":"pf2-h3","page":481,"name":"Feats","entries":["You can spend a week of downtime retraining to swap out one of your feats. Remove the old feat and replace it with another of the same type. For example, you could swap a skill feat for another skill feat, but not for a wizard feat."],"source":"CRB"},{"type":"pf2-h3","page":481,"name":"Skills","entries":["You can spend a week of downtime retraining to swap out one of your skill increases. Reduce your proficiency rank in the skill losing its increase by one step and increase your proficiency rank in another skill by one step. The new proficiency rank has to be equal to or lower than the proficiency rank you traded away. For instance, if your bard is a master in {@skill Performance} and {@skill Stealth}, and an expert in {@skill Occultism}, you could reduce the character's proficiency in {@skill Stealth} to expert and become a master in {@skill Occultism}, but you couldn't reassign that skill increase to become legendary in {@skill Performance}. Keep track of your level when you reassign skill increases; the level at which your skill proficiencies changed can influence your ability to retrain feats with skill prerequisites.","You can also spend a week to retrain an initial trained skill you gained during character creation."],"source":"CRB"},{"type":"pf2-h3","page":481,"name":"Class Features","entries":["You can change a class feature that required a choice, making a different choice instead. This lets you change a druid order or a wizard school, for example. The GM will tell you how long this takes—always at least a month."],"source":"CRB"},{"type":"pf2-brown-box","page":481,"name":"SKILL DOWNTIME ACTIVITIES","entries":["Chapter 4: Skills includes several downtime activities, which are summarized here.","{@b {@action Craft}:} Using the {@skill Crafting} skill, you can create items from raw materials (page 244).","{@b {@action Create Forgery}:} You forge a document (page 251).","{@b {@action Earn Income}:} You earn money, typically using {@skill Crafting}, Lore, or {@skill Performance} (page 236).","{@b {@action Subsist}:} You find food and shelter in the wilderness or within a settlement (page 240).","{@b {@action Treat Disease}:} You spend time caring for a diseased creature in the hope of curing that creature (page 248)."],"source":"CRB"}],"source":"CRB"},{"type":"pf2-h2","page":481,"name":"Other Downtime Activities","entries":["Work with your GM if there are other ways you want to spend downtime. You might need to pay for your cost of living (the prices for this can be found on page 294).","You might acquire property, manage a business, become part of a guild or civic group, curry favor in a large city, take command of an army, take on an apprentice, start a family, or minister to a flock of the faithful."],"source":"CRB"}],"data":{"quickref":4},"source":"CRB"},{"type":"section","page":453,"name":"Effects","entries":["Anything you do in the game has an {@b effect}. Many of these outcomes are easy to adjudicate during the game.","If you tell the GM that you draw your sword, no check is needed, and the result is that your character is now holding a sword. Other times, the specific effect requires more detailed rules governing how your choice is resolved.","Many spells, magic items, and feats create specific effects, and your character will be subject to effects caused by monsters, hazards, the environment, and other characters.","While a check might determine the overall impact or strength of an effect, a check is not always part of creating an effect. Casting a {@spell fly} spell on yourself creates an effect that allows you to soar through the air, but casting the spell does not require a check. Conversely, using the Intimidate skill to Demoralize a foe does require a check, and your result on that check determines the effect's outcome.","The following general rules are used to understand and apply effects.",{"type":"pf2-h3","page":455,"name":"Duration","entries":["Most effects are discrete, creating an instantaneous effect when you let the GM know what actions you are going to use. Firing a bow, moving to a new space, or taking something out of your pack all resolve instantly. Other effects instead last for a certain duration. Once the duration has elapsed, the effect ends. The rules generally use the following conventions for durations, though spells have some special durations detailed on pages 304–305.","For an effect that lasts a number of rounds, the remaining duration decreases by 1 at the start of each turn of the creature that created the effect. This is common for beneficial effects that target you or your allies. Detrimental effects often last \"until the end of the target's next turn\" or \"through\" a number of their turns (such as \"through the target's next 3 turns\"), which means that the effect's duration decreases at the end of the creature's turn, rather than the start.","Instead of lasting a fixed number of rounds, a duration might end only when certain conditions are met (or cease to be true). If so, the effects last until those conditions are met."],"source":"CRB"},{"type":"pf2-h3","page":455,"name":"Range and Reach","entries":["Actions and other abilities that generate an effect typically work within a specified range or a reach. Most spells and abilities list a {@b range}—the maximum distance from the creature or object creating the effect in which the effect can occur.","Ranged and thrown weapons have a {@b range increment}.","Attacks with such weapons work normally up to that range. Attacks against targets beyond that range take a –2 penalty, which worsens by 2 for every additional multiple of that range, to a maximum of a –10 penalty after five additional range increments. Attacks beyond this range are not possible. For example, if you are using a shortbow, your attacks take no penalty against a target up to 60 feet away, a –2 penalty if a target is over 60 and up to 120 feet away, a –4 if a target is over 120 and up to 180 feet away, and so on, up to a maximum distance of 360 feet.","{@b Reach} is how far you can physically reach with your body or a weapon. Melee {@action Strike||Strikes} rely on reach. Your reach also creates an area around your space where other creatures could trigger your reactions. Your reach is typically 5 feet, but weapons with the reach trait can extend this. Larger creatures can have greater reach; for instance, an ogre has a 10-foot reach. Unlike with measuring most distances, 10-foot reach can reach 2 squares diagonally. Reach greater than 10 feet is measured normally; 20-foot reach can reach 3 squares diagonally, 25-foot reach can reach 4, and so on."],"source":"CRB"},{"type":"pf2-h3","page":455,"name":"Targets","entries":["Some effects require you to choose specific targets.","Targeting can be difficult or impossible if your chosen creature is undetected by you, if the creature doesn't match restrictions on who you can target, or if some other ability prevents it from being targeted.","Some effects require a target to be willing. Only you can decide whether your PC is willing, and the GM decides whether an NPC is willing. Even if you or your character don't know what the effect is, such as if your character is unconscious, you still decide if you're willing.","Some effects target or require an ally, or otherwise refer to an ally. This must be someone on your side, often another PC, but it might be a bystander you are trying to protect. You are not your own ally. If it isn't clear, the GM decides who counts as an ally or an enemy."],"source":"CRB"},{"type":"pf2-h3","page":456,"name":"Areas","entries":["Some effects occupy an area of a specified shape and size.","An area effect always has a point of origin and extends out from that point. There are four types of areas: emanations, bursts, cones, and lines. When you're playing in encounter mode and using a grid, areas are measured in the same way as movement (page 463), but areas' distances are never reduced or affected by {@quickref difficult terrain||3|terrain} or lesser cover (page 476). You can use the diagrams below as common reference templates for areas, rather than measuring squares each time. Many area effects describe only the effects on creatures in the area. The GM determines any effects to the environment and unattended objects.",{"type":"pf2-h4","page":456,"name":"Burst","entries":["A burst effect issues forth in all directions from a single corner of a square within the range of the effect, spreading in all directions to a specified radius. For instance, when you cast {@spell fireball}, it detonates at the corner of a square within 500 feet of you and creates a 20-foot burst, meaning it extends out 20 feet in every direction from the corner of the square you chose, affecting each creature whose space (or even one square of its space) is within the burst."],"source":"CRB"},{"type":"pf2-h4","page":457,"name":"Cone","entries":["A cone shoots out from you in a quarter circle on the grid.","When you aim a cone, the first square of that cone must share an edge with your space if you're aiming orthogonally, or it must touch a corner of your space if you're aiming diagonally. If you're Large or larger, the first square can run along the edge of any square of your space. You can't aim a cone so that it overlaps your space. The cone extends out for a number of feet, widening as it goes, as shown in the Areas diagram. For instance, when a green dragon uses its breath weapon, it breathes a cone of poisonous gas that originates at the edge of one square of its space and affects a quarter-circle area 30 feet on each edge.","If you make a cone originate from someone or something else, follow these same rules, with the first square of the cone using an edge or corner of that creature or object's space instead of your own."],"source":"CRB"},{"type":"pf2-h4","page":457,"name":"Emanation","entries":["An emanation issues forth from each side of your space, extending out to a specified number of feet in all directions. For instance, the {@spell bless} spell's emanation radiates 5 or more feet outward from the caster. Because the sides of a creature's space are the starting point for the emanation, an emanation from a Large or larger creature affects a greater overall area than that of a Medium or smaller creature. Unless the text states otherwise, the creature creating an emanation effect chooses whether the creature at its center is affected."],"source":"CRB"},{"type":"pf2-h4","page":457,"name":"Line","entries":["A line shoots forth from you in a straight line in a direction of your choosing. The line affects each creature whose space it overlaps. Unless a line effect says otherwise, it is 5 feet wide. For example, the {@spell lightning bolt} spell's area is a 60-foot line that's 5 feet wide."],"source":"CRB"}],"data":{"quickrefIndex":true},"source":"CRB"},{"type":"pf2-h3","page":457,"name":"Line of Effect","entries":["When creating an effect, you usually need an unblocked path to the target of a spell, the origin point of an effect's area, or the place where you create something with a spell or other ability. This is called a line of effect. You have line of effect unless a creature is entirely behind a solid physical barrier. Visibility doesn't matter for line of effect, nor do portcullises and other barriers that aren't totally solid. If you're unsure whether a barrier is solid enough, usually a 1-foot-square gap is enough to maintain a line of effect, though the GM makes the final call.","In an area effect, creatures or targets must have line of effect to the point of origin to be affected. If there's no line of effect between the origin of the area and the target, the effect doesn't apply to that target. For example, if there's a solid wall between the origin of a {@spell fireball} and a creature that's within the burst radius, the wall blocks the effect—that creature is unaffected by the {@spell fireball} and doesn't need to attempt a save against it. Likewise, any ongoing effects created by an ability with an area cease to affect anyone who moves outside of the line of effect."],"data":{"quickrefIndex":true},"source":"CRB"},{"type":"pf2-h3","page":457,"name":"Line of Sight","entries":["Some effects require you to have line of sight to your target. As long as you can precisely sense the area (as described in Perception on page 464) and it is not blocked by a solid barrier (as described in {@quickref Cover||3|Cover}), you have line of sight. An area of darkness prevents line of sight if you don't have {@ability darkvision}, but portcullises and other obstacles that aren't totally solid do not. If you're unsure whether a barrier is solid enough to block line of sight, usually a 1-foot-square gap is enough to maintain line of sight, though the GM makes the final call."],"data":{"quickrefIndex":true},"source":"CRB"}],"data":{"quickref":4},"source":"CRB"},{"type":"section","page":468,"name":"Encounter Mode","entries":[{"type":"pf2-h2","page":468,"name":"Structure","entries":["An encounter is played out in a series of rounds, during which the player characters, adversaries, and other participants in the encounter act in sequence.","You roll initiative to determine this order at the start of the encounter and then play through rounds until a conclusion is reached and the encounter ends. The rules in this section assume a combat encounter—a battle—but the general structure can apply to any kind of encounter.",{"type":"pf2-h3","page":468,"name":"Step 1: Roll Initiative","entries":["When the GM calls for it, you'll roll initiative to determine your place in the initiative order, which is the sequence in which the encounter's participants will take their turns. Rolling initiative marks the start of an encounter. More often than not, you'll roll initiative when you enter a battle.","Typically, you'll roll a Perception check to determine your initiative—the more aware you are of your surroundings, the more quickly you can respond. Sometimes, though, the GM might call on you to roll some other type of check. For instance, if you were Avoiding Notice during exploration (page 479), you'd roll a {@skill Stealth} check. A social encounter could call for a {@skill Deception} or {@skill Diplomacy} check.","The GM rolls initiative for anyone other than the player characters in the encounter. If these include a number of identical creatures, the GM could roll once for the group as a whole and have them take their turns within the group in any order. However, this can make battles less predictable and more dangerous, so the GM might want to roll initiative for some or all creatures individually unless it's too much of a burden.","Unlike a typical check, where the result is compared to a DC, the results of initiative rolls are ranked. This ranking sets the order in which the encounter's participants act—the initiative order. The character with the highest result goes first. The second highest follows, and so on until whoever had the lowest result takes their turn last.","If your result is tied with a foe's result, the adversary goes first. If your result is tied with another PC's, you can decide between yourselves who goes first when you reach that place in the initiative order. After that, your places in the initiative order usually don't change during the encounter."],"source":"CRB"},{"type":"pf2-h3","page":468,"name":"Step 2: Play a Round","entries":["A round begins when the participant with the highest initiative roll result starts their turn, and it ends when the one with the lowest initiative ends their turn. The process of taking a turn is detailed below. Creatures might also act outside their turns with reactions and free actions."],"source":"CRB"},{"type":"pf2-h3","page":468,"name":"Step 3: Begin the Next Round","entries":["Once everyone in the encounter has taken a turn, the round is over and the next one begins. Don't roll initiative again; the new round proceeds in the same order as the previous one, repeating the cycle until the encounter ends."],"source":"CRB"},{"type":"pf2-h3","page":468,"name":"Step 4: End the Encounter","entries":["When your foes are defeated, some sort of truce is reached, or some other event or circumstance ends the combat, the encounter is over. You and the other participants no longer follow the initiative order, and a more free-form style of play resumes, with the game typically moving into exploration mode. Sometimes at the end of an encounter, the GM will award Experience Points to the party or you'll find treasure to divvy up."],"source":"CRB"}],"source":"CRB"},{"type":"pf2-h2","page":468,"name":"Turns","entries":["When it's your turn to act, you can use single actions ({@as 1}), short activities ({@as 2} and {@as 3}), reactions ([reaction]), and free actions ({@as f}). When you're finished, your turn ends and the character next in the initiative order begins their turn.","Sometimes it's important to note when during your turn something happens, so a turn is divided into three steps.",{"type":"pf2-h3","page":468,"name":"Step 1: Start Your Turn","entries":["Many things happen automatically at the start of your turn—it's a common point for tracking the passage of time for effects that last multiple rounds. At the start of each of your turns, take these steps in any order you choose:",{"type":"list","items":["If you created an effect lasting for a certain number of rounds, reduce the number of rounds remaining by 1. The effect ends if the duration is reduced to 0. For example, if you cast a spell that lasts 3 rounds on yourself during your first turn of a fight, it would affect you during that turn, decrease to 2 rounds of duration at the start of your second turn, decrease to 1 round of duration at the start of your third turn, and expire at the start of your fourth turn.","You can use 1 free action or reaction with a trigger of \"Your turn begins\" or something similar.","If you're {@condition dying}, roll a recovery check (page 459).","Do anything else that is specified to happen at the start of your turn."]},"The last step of starting your turn is always the same.",{"type":"list","items":["Regain your 3 actions and 1 reaction. If you haven't spent your reaction from your last turn, you lose it—you can't \"save\" actions or reactions from one turn to use during the next turn. If a condition prevents you from being able to act, you don't regain any actions or your reaction. Some abilities or conditions (such as {@condition quickened} and {@condition slowed}) can change how many actions you regain and whether you regain your reaction. If you lose actions and gain additional actions (such as if you're both {@condition quickened} and {@condition slowed}), you choose which actions to lose."]}],"source":"CRB"},{"type":"pf2-h3","page":469,"name":"Step 2: Act","entries":["You can use actions in any order you wish during your turn, but you have to complete one action or activity before beginning another; for example, you can't use a single action in the middle of performing a 2-action activity. What actions you can use often depend on your class features, skills, feats, and items, but there are default actions anyone can use, described in Basic Actions below. Some effects might prevent you from acting. If you can't act, you can't use any actions, including reactions and free actions.","If you begin a 2-action or 3-action activity on your turn, you must be able to complete it on your turn. You can't, for example, begin to High Jump using your final action on one turn and then complete it as your first action on your next turn.","Once you have spent all 3 of your actions, your turn ends (as described in Step 3) and the next creature's turn begins. You can, however, use only some of your actions and end your turn early. As soon as your turn ends, you lose all your remaining actions, but not your reaction or your ability to use free actions."],"source":"CRB"},{"type":"pf2-h3","page":469,"name":"Step 3: End Your Turn","entries":["Once you've done all the things you want to do with the actions you have available, you reach the end of your turn.","Take the following steps in any order you choose. Play then proceeds to the next creature in the initiative order.",{"type":"list","items":["End any effects that last until the end of your turn. For example, spells with a sustained duration end at the end of your turn unless you used the {@action Sustain a Spell} action during your turn to extend them. Some effects caused by enemies might also last through a certain number of your turns, and you decrease the remaining duration by 1 during this step, ending the effect if its duration is reduced to 0.","If you have a {@condition Persistent Damage|CRB|persistent damage} condition, you take the damage at this point. After you take the damage, you can attempt the flat check to end the {@condition Persistent Damage|CRB|persistent damage}. You then attempt any saving throws for ongoing afflictions. Many other conditions change at the end of your turn, such as the {@condition frightened} condition decreasing in severity. These take place after you've taken any {@condition Persistent Damage|CRB|persistent damage}, attempted flat checks to end the {@condition Persistent Damage|CRB|persistent damage}, and attempted saves against any afflictions.","You can use 1 free action or reaction with a trigger of \"Your turn ends\" or something similar.","Resolve anything else specified to happen at the end of your turn."]}],"source":"CRB"},{"type":"pf2-brown-box","page":469,"name":"TRACKING INITIATIVE","entries":["The GM keeps track of the initiative order for an encounter.","It's usually okay for the players to know this order, since they'll see who goes when and be aware of one another's results. However, the GM might want to conceal the names of adversaries the PCs have yet to identify.","Once the encounter's order is set, it's usually not necessary to track the original initiative numbers. The GM can create a simple list, use a series of cards or other indicators, or use a {@i Pathfinder Combat Pad}, which has magnetic markers to allow for easily rearranging the order.",{"type":"pf2-title","name":"Changing the Initiative Order"},"Any method used to track the initiative order needs to be flexible because the order can change. A creature can use the Delay basic action to change its place in the order, in which case you can erase it from the list or pull its marker aside until it reenters the initiative order. When a creature gets knocked out, its initiative order also changes (see Knocked Out and Dying on page 459). Using the Ready basic action doesn't change a creature's place in the initiative order, though, because the designated action becomes a reaction."],"source":"CRB"}],"source":"CRB"},{"type":"pf2-h2","page":469,"name":"Basic Actions","entries":["Basic actions represent common tasks like moving around, attacking, and helping others. As such, every creature can use basic actions except in some extreme circumstances, and many of those actions are used very frequently. Most notably, you'll use Interact, Step, Stride, and Strike a great deal. Many feats and other actions call upon you to use one of these basic actions or modify them to produce different effects. For example, a more complex action might let you Stride up to double your Speed instead of just up to your Speed, and a large number of activities include a Strike.","Actions that are used less frequently but are still available to most creatures are presented in Specialty Basic Actions starting on page 472. These typically have requirements that not all characters are likely to meet, such as wielding a shield or having a burrow Speed.","In addition to the actions in these two sections, the actions for spellcasting can be found on pages 302–305, and the actions for using magic items appear on pages 531–534.","{@note To view all actions, please visit the {@filter Actions page.|actions||source=CRB}}",{"type":"pf2-brown-box","page":471,"name":"SPEAKING","entries":["As long as you can act, you can also speak. You don't need to spend any type of action to speak, but because a round represents 6 seconds of time, you can usually speak at most a single sentence or so per round. Special uses of speech, such as attempting a {@skill Deception} skill check to Lie, require spending actions and follow their own rules.","All speech has the auditory trait. If you communicate in some way other than speech, other rules might apply. For instance, using sign language is visual instead of auditory.","not trigger reactions that can be triggered by actions with the manipulate trait (such as Attack of Opportunity).","If you want to prepare to Release something outside of your turn, use the Ready activity."],"source":"CRB"},{"type":"pf2-h3","page":472,"name":"Specialty Basic Actions","entries":["These actions are useful under specific circumstances. Some require you to have a special movement type (page 463)."],"source":"CRB"}],"source":"CRB"},{"type":"pf2-h2","page":472,"name":"Activities in Encounters","entries":["Activities that take longer than a turn can't normally be performed during an encounter. Spells with a casting time of 1 minute or more are a common example of this, as are several skill actions. When you commit to an activity during your turn in an encounter, you commit to spending all of the actions it requires. If the activity gets interrupted partway through, you lose all of the actions you would have spent on that activity. Activities are described in full on page 461."],"source":"CRB"},{"type":"pf2-h2","page":472,"name":"Reactions in Encounters","entries":["Your reactions let you respond immediately to what's happening around you. The GM determines whether you can use reactions before your first turn begins, depending on the situation in which the encounter happens.","Once your first turn begins, you gain your actions and reaction. You can use 1 reaction per round. You can use a reaction on anyone's turn (including your own), but only when its trigger occurs. If you don't use your reaction, you lose it at the start of your next turn, though you typically then gain a reaction at the start of that turn.","Some reactions are specifically meant to be used in combat and can change how the battle plays out drastically.","One example of such a reaction is {@action Attack of Opportunity}, which {@class fighter||fighters} gain at 1st level.","This reaction lets you make a melee {@action Strike} if a creature within reach uses a {@trait manipulate} or {@trait move} action, makes a ranged attack, or leaves a square during a {@trait move} action. The Triggering Moves diagram on page 474 illustrates examples of movements that might trigger an {@action Attack of Opportunity} from a creature without reach and one with reach.","You'll notice this reaction allows you to use a modified basic action, a {@action Strike}. This follows the rules on subordinate actions found on page 462.","Because your {@action Attack of Opportunity} takes place outside of your turn, the attack roll doesn't incur a multiple attack penalty."],"source":"CRB"},{"type":"pf2-h2","page":473,"name":"Movement in Encounters","entries":["Your movement during encounter mode depends on the actions and other abilities you use. Whether you Stride, Step, Swim, or Climb, the maximum distance you can move is based on your Speed. Certain feats or magic items can grant you other movement types, allowing you to swiftly burrow, climb, fly, or swim (page 463).","When the rules refer to a \"movement cost\" or \"spending movement,\" they are describing how many feet of your Speed you must use to move from one point to another. Normally, movement costs 5 feet per square when you're moving on a grid, or it costs the number of feet you move if you're not using a grid. However, sometimes it's harder to move a certain distance due to {@quickref difficult terrain||3|terrain} or other factors. In such a case, you might have to spend a different amount of movement to move from one place to another.","For example, a form of movement might require 10 feet of movement to move 1 square, and moving through some types of terrain costs an extra 5 feet of movement per square.",{"type":"pf2-h3","page":473,"name":"Grid Movement","entries":["If an encounter involves combat, it's often a good idea to track the movement and relative position of the participants using a Pathfinder Flip-Mat, Flip-Tiles, or some other form of grid to display the terrain, and miniatures to represent the combatants. When a character moves on a grid, every 1-inch square of the play area is 5 feet across in the game world. Hence, a creature moving in a straight line spends 5 feet of its movement for every map square traveled.","Because moving diagonally covers more ground, you count that movement differently. The first square of diagonal movement you make in a turn counts as 5 feet, but the second counts as 10 feet, and your count thereafter alternates between the two. For example, as you move across 4 squares diagonally, you would count 5 feet, then 10, then 5, and then 10, for a total of 30 feet. You track your total diagonal movement across all your movement during your turn, but reset your count at the end of your turn."],"source":"CRB"},{"type":"pf2-h3","page":473,"name":"Size, Space, and Reach","entries":["Creatures and objects of different sizes occupy different amounts of space. The sizes and the spaces they each take up on a grid are listed in {@table Size and Reach||Table 9–1: Size and Reach}.","Table 9–1 also lists the typical reach for creatures of each size, for both tall creatures (most bipeds) and long creatures (most quadrupeds). See page 455 for more about reach.","The Space entry lists how many feet on a side a creature's space is, so a Large creature fills a 10-foot-by-10-foot space (4 squares on the grid). Sometimes part of a creature extends beyond its space, such as if a giant octopus is grabbing you with its tentacles. In that case, the GM will usually allow attacking the extended portion, even if you can't reach the main creature. A Small or larger creature or object takes up at least 1 square on a grid, and creatures of these sizes can't usually share spaces except in situations like a character riding a mount. Rules for moving through other creatures' spaces appear below.",{"type":"data","tag":"table","source":"CRB","name":"Size and Reach"},"Multiple Tiny creatures can occupy the same square. At least four can fit in a single square, though the GM might determine that even more can fit. Tiny creatures can occupy a space occupied by a larger creature as well, and if their reach is 0 feet, they must do so in order to attack."],"source":"CRB"},{"type":"pf2-h3","page":474,"name":"Move Actions That Trigger Reactions","entries":["Some reactions and free actions are triggered by a creature using an action with the move trait. The most notable example is Attack of Opportunity. Actions with the move trait can trigger reactions or free actions throughout the course of the distance traveled. Each time you exit a square (or move 5 feet if not using a grid) within a creature's reach, your movement triggers those reactions and free actions (although no more than once per move action for a given reacting creature). If you use a move action but don't move out of a square, the trigger instead happens at the end of that action or ability.","Some actions, such as Step, specifically state they don't trigger reactions or free actions based on movement."],"source":"CRB"},{"type":"pf2-h3","page":474,"name":"Moving Through a Creature's Space","entries":["You can move through the space of a willing creature. If you want to move through an unwilling creature's space, you can {@action Tumble Through} that creature's space using {@skill Acrobatics}. You can't end your turn in a square occupied by another creature, though you can end a move action in its square provided that you immediately use another move action to leave that square. If two creatures end up in the same square by accident, the GM determines which one is forced out of the square (or whether one falls prone).",{"type":"pf2-h4","page":474,"name":"Prone and Incapacitated Creatures","entries":["You can share a space with a prone creature if that creature is willing, unconscious, or dead and if it is your size or smaller. The GM might allow you to climb atop the corpse or unconscious body of a larger creature in some situations. A prone creature can't stand up while someone else occupies its space, but it can Crawl to a space where it's able to stand, or it can attempt to Shove the other creature out of the way."],"source":"CRB"},{"type":"pf2-h4","page":475,"name":"Creatures of Different Sizes","entries":["In most cases, you can move through the space of a creature at least three sizes larger than you (Table 9-1). This means a Medium creature can move through the space of a Gargantuan creature and a Small creature can move through the space of a Huge creature. Likewise, a bigger creature can move through the space of a creature three sizes smaller than itself or smaller. You still can't end your movement in a space occupied by a creature.","Tiny creatures are an exception. They can move through creatures' spaces and can even end their movement there."],"source":"CRB"},{"type":"pf2-h4","page":475,"name":"Objects","entries":["Because objects aren't as mobile as creatures are, they're more likely to fill a space. This means you can't always move through their spaces like you might move through a space occupied by a creature. You might be able to occupy the same square as a statue of your size, but not a wide column. The GM determines whether you can move into an object's square normally, whether special rules apply, or if you are unable to move into the square at all."],"source":"CRB"}],"source":"CRB"}],"source":"CRB"},{"type":"pf2-h3","page":475,"name":"Forced Movement","entries":["When an effect forces you to move, or if you start falling, the distance you move is defined by the effect that moved you, not by your Speed. Because you're not acting to move, this doesn't trigger reactions that are triggered by movement.","If forced movement would move you into a space you can't occupy—because objects are in the way or because you lack the movement type needed to reach it, for example—you stop moving in the last space you can occupy. Usually the creature or effect forcing the movement chooses the path the victim takes. If you're pushed or pulled, you can usually be moved through hazardous terrain, pushed off a ledge, or the like. Abilities that reposition you in some other way can't put you in such dangerous places unless they specify otherwise. In all cases, the GM makes the final call if there's doubt on where forced movement can move a creature."],"data":{"quickrefIndex":true},"source":"CRB"},{"type":"pf2-h3","page":475,"name":"Terrain","entries":["Several types of terrain can complicate your movement by slowing you down, damaging you, or endangering you.",{"type":"pf2-h4","page":475,"name":"Difficult Terrain","entries":["Difficult terrain is any terrain that impedes your movement, ranging from particularly rough or unstable surfaces to thick ground cover and countless other impediments. Moving into a square of {@b difficult terrain} (or moving 5 feet into or within an area of difficult terrain, if you're not using a grid) costs an extra 5 feet of movement.","Moving into a square of {@b greater difficult terrain} instead costs 10 additional feet of movement. This additional cost is not increased when moving diagonally. You can't Step into difficult terrain.","Movement you make while you are jumping ignores the terrain you're jumping over. Some abilities (such as flight or being incorporeal) allow you to avoid the movement reduction from some types of difficult terrain. Certain other abilities let you ignore difficult terrain on foot; such an ability also allows you to move through greater difficult terrain at the normal movement cost as for difficult terrain, though it wouldn't let you ignore greater difficult terrain unless the ability specifies otherwise."],"source":"CRB"},{"type":"pf2-h4","page":476,"name":"Hazardous Terrain","entries":["Hazardous terrain damages you whenever you move through it. An acid pool and a pit of burning embers are both examples of hazardous terrain. The amount and type of damage depend on the specific hazardous terrain."],"source":"CRB"},{"type":"pf2-h4","page":476,"name":"Narrow Surfaces","entries":["A narrow surface is so precariously thin that you need to {@action Balance} or risk falling. Even on a success, you are {@condition flat-footed} on a narrow surface.","Each time you are hit by an attack or fail a save on a narrow surface, you must succeed at a Reflex save (with the same DC as the {@skill Acrobatics} check to {@action Balance}) or fall."],"source":"CRB"},{"type":"pf2-h4","page":476,"name":"Uneven Ground","entries":["Uneven ground is an area unsteady enough that you need to {@action Balance} or risk falling prone and possibly injuring yourself, depending on the specifics of the uneven ground. You are {@condition flat-footed} on uneven ground. Each time you are hit by an attack or fail a save on uneven ground, you must succeed at a Reflex save (with the same DC as the {@skill Acrobatics} check to Balance) or fall prone."],"source":"CRB"},{"type":"pf2-h4","page":476,"name":"Inclines","entries":["An incline is an area so steep that you need to {@action Climb} using the {@skill Athletics} skill in order to progress upward.","You're {@condition flat-footed} when {@action Climb||Climbing} an incline."],"source":"CRB"}],"data":{"quickrefIndex":true},"source":"CRB"},{"type":"pf2-h2","page":477,"name":"Special Battles","entries":["Sometimes fights occur while the characters are atop mounts or when the PCs take to the sky or seas.",{"type":"pf2-h3","page":478,"name":"Mounted Combat","entries":["You can ride some creatures into combat. As noted in the {@action Mount} specialty basic action, your mount needs to be at least one size larger than you and willing. Your mount acts on your initiative. You must use the {@action Command an Animal} action (page 249) to get your mount to spend its actions. If you don't, the animal wastes its actions. If you have the Ride general feat, you succeed automatically when you {@action Command an Animal} that's your mount.","For example, if you are mounted on a horse and you make three attacks, your horse would remain stationary since you didn't command it. If you instead spent your first action to {@action Command an Animal} and succeeded, you could get your mount to Stride. You could spend your next action to attack or to command the horse to attack, but not both.",{"type":"pf2-h4","page":478,"name":"Mounted Attacks","entries":["You and your mount fight as a unit. Consequently, you share a multiple attack penalty. For example, if you Strike and then {@action Command an Animal} to have your mount Strike, your mount's attack takes a –5 multiple attack penalty.","You occupy every square of your mount's space for the purpose of making your attacks. If you were Medium and on a Large mount, you could attack a creature on one side of your mount, then attack on the opposite side with your next action. If you have a longer reach, the distance depends partly on the size of your mount. On a Medium or smaller mount, use your normal reach. On a Large or Huge mount, you can attack any square adjacent to the mount if you have 5- or 10-foot reach, or any square within 10 feet of the mount (including diagonally) if you have 15-foot reach."],"source":"CRB"},{"type":"pf2-h4","page":478,"name":"Mounted Defenses","entries":["When you're mounted, attackers can target either you or your mount. Anything that affects multiple creatures (such as an area) affects both of you as long as you're both in the area. You are in an attacker's reach or range if any square of your mount is within reach or range. Because your mount is larger than you and you share its space, you have lesser cover against attacks targeting you when you're mounted if the mount would be in the way.","Because you can't move your body as freely while you're riding a mount, you take a –2 circumstance penalty to Reflex saves while mounted. Additionally, the only move action you can use is the Mount action to dismount."],"source":"CRB"}],"source":"CRB"},{"type":"pf2-brown-box","page":478,"name":"THREE-DIMENSIONAL COMBAT","entries":["In aerial and aquatic combat, you might need to track positioning in three dimensions. For flying creatures, you might use one of the following methods:",{"type":"list","items":["Find platforms to place flying creatures' miniatures on.","Set a die next to a creature with the number indicating how many squares up in the air it is.","Make a stack of dice or tokens, 1 per 5 feet of elevation.","Write the elevation next to the monster on the grid. In underwater combat, choose a plane to be the\nbaseline, typically the waterline, the sea floor, or a stationary object you can measure from."]},"As with ground-based movement, moving diagonally up or down in 3-D space requires counting every other diagonal as 10 feet. Measure flanking in all directions—creatures above and below an enemy can flank it just as effectively as they can from opposite sides."],"source":"CRB"},{"type":"pf2-h3","page":478,"name":"Aerial Combat","entries":["Many monsters can fly, and PCs can use spells and items to gain the ability to fly. Flying creatures have to use the Fly action (page 472) to move through the air. Performing an especially tricky maneuver—such as trying to reverse course 180 degrees or fly through a narrow gap—might require using {@skill Acrobatics} to Maneuver in Flight. Creatures might fall from the sky, using the falling rules found on page 463. At the GM's discretion, some ground-based actions might not work in the air. For instance, a flying creature couldn't Leap."],"source":"CRB"},{"type":"pf2-h3","page":478,"name":"Aquatic Combat","entries":["Use these rules for battles in water or underwater:",{"type":"list","items":["You're {@condition flat-footed} unless you have a swim Speed.","You gain resistance 5 to acid and fire.","You take a –2 circumstance penalty to melee slashing or bludgeoning attacks that pass through water.","Ranged attacks that deal bludgeoning or slashing damage automatically miss if the attacker or target is underwater, and piercing ranged attacks made by an underwater creature or against an underwater target have their range increments halved.","You can't cast fire spells or use actions with the fire trait underwater.","At the GM's discretion, some ground-based actions might not work underwater or while floating."]},{"type":"pf2-h4","page":478,"name":"Drowning and Suffocating","entries":["You can hold your breath for a number of rounds equal to 5 + your Constitution modifier. Reduce your remaining air by 1 round at the end of each of your turns, or by 2 if you attacked or cast any spells that turn. You also lose 1 round worth of air each time you are critically hit or critically fail a save against a damaging effect. If you speak (including casting spells with verbal components or activating items with command components) you lose all remaining air.","When you run out of air, you fall {@condition unconscious} and start suffocating. You can't recover from being unconscious and must attempt a DC 20 Fortitude save at the end of each of your turns. On a failure, you take 1d10 damage, and on a critical failure, you die. On each check after the first, the DC increases by 5 and the damage by 1d10; these increases are cumulative. Once your access to air is restored, you stop suffocating and are no longer unconscious (unless you're at 0 Hit Points)."],"data":{"quickrefIndex":true},"source":"CRB"}],"data":{"quickrefIndex":true},"source":"CRB"}],"source":"CRB"}],"data":{"quickref":4},"source":"CRB"},{"type":"section","page":479,"name":"Exploration Mode","entries":["Much of exploration mode involves movement and roleplaying. You might be traveling from one town to another, chatting with a couple of merchants an outpost along the way, or maybe having a terse conversation with the watchful city guards at your destination. Instead of measuring your rate of movement in 5-foot squares every round, you measure it in feet or miles per minute, hour, or day, using your travel speed. Rather than deciding on each action every turn, you'll engage in an exploration activity, and you'll typically spend some time every day resting and making your daily preparations.",{"type":"pf2-h2","page":479,"name":"Travel Speed","entries":["Depending on how the GM tracks movement, you move in feet or miles based on your character's Speed with the relevant movement type. Typical rates are on the table below.",{"type":"data","tag":"table","source":"CRB","name":"Travel Speed"},"The rates in Table 9 –2 assume traveling over flat and clear terrain at a determined pace, but one that's not exhausting.","Moving through {@quickref difficult terrain||3|terrain} halves the listed movement rate. {@quickref greater difficult terrain||3|terrain} reduces the distance traveled to one-third the listed amount. If the travel requires a skill check to accomplish, such as mountain climbing or swimming, the GM might call for a check once per hour using the result and the table above to determine your progress."],"source":"CRB"},{"type":"pf2-h2","page":479,"name":"Exploration Activities","entries":["While you're traveling and exploring, tell the GM what you'd generally like to do along the way. If you to do nothing more than make steady progress toward your goal, you move at the full travel speeds given in Table 9 –2.","When you want to do something other than simply travel, you describe what you are attempting to do. It isn't necessary to go into extreme detail, such as \"Using my dagger, I nudge the door so I can check for devious traps.\" Instead, \"I'm searching the area for hazards\" is sufficient. The GM finds the best exploration activity to match your description and describes the effects of that activity. Some exploration activities limit how fast you can travel and be effective.","These are most common exploration activities.",{"type":"pf2-brown-box","page":480,"name":"SKILL EXPLORATION ACTIVITIES","entries":["Chapter 4: Skills includes numerous additional exploration activities, which are summarized here.","{@b {@action Borrow an Arcane Spell}:} You use {@skill Arcana} to prepare a spell from someone else's spellbook (page 241).","{@b {@action Coerce}:} You use {@skill Intimidation} to threaten a creature so it does what you want (page 247).","{@b {@action Cover Tracks}:} You use {@skill Survival} to obscure your passing (page 252).","{@b {@action Decipher Writing}:} You use a suitable skill to understand archaic, esoteric, or obscure texts (page 234).","{@b {@action Gather Information}:} You use {@skill Diplomacy} to canvass the area to learn about a specific individual or topic (page 246).","{@b {@action Identify Alchemy}:} You use Craft and alchemist's tools to identify an alchemical item (page 245).","{@b {@action Identify Magic}:} Using a variety of skills, you can learn about a magic item, location, or ongoing effect (page 238).","{@b {@action Impersonate}:} You use {@skill Deception} and usually a disguise kit to create a disguise (page 245).","{@b {@action Learn a Spell}:} You use the skill corresponding to the spell's tradition to gain access to a new spell (page 238).","{@b {@action Make an Impression}:} You use {@skill Diplomacy} to make a good impression on someone (page 246).","{@b {@action Repair}:} With a repair kit and the {@skill Crafting} skill, you fix a damaged item (page 243).","{@b {@action Sense Direction}:} You use {@skill Survival} to get a sense of where you are or determine the cardinal directions (page 252).","{@b {@action Squeeze}:} Using {@skill Acrobatics}, you squeeze though very tight spaces (page 241).","{@b {@action Track}:} You use {@skill Survival} to find and follow creatures' tracks (page 252).","{@b {@action Treat Wounds}:} You use {@skill Medicine} to treat a living creature's wounds (page 249)."],"source":"CRB"}],"source":"CRB"},{"type":"pf2-h2","page":480,"name":"Rest and Daily Preparations","entries":["You perform at your best when you take enough time to rest and prepare. Once every 24 hours, you can take a period of rest (typically 8 hours), after which you regain Hit Points equal to your Constitution modifier (minimum 1) times your level, and you might recover from or improve certain conditions (page 453). Sleeping in armor results in poor rest that leaves you {@condition fatigued}. If you go more than 16 hours without resting, you become {@condition fatigued} (you cannot recover from this until you rest at least 6 continuous hours).","After you rest, you make your daily preparations, which takes around 1 hour. You can prepare only if you've rested, and only once per day. Preparing includes the following:",{"type":"list","items":["Spellcasters regain spell slots, and prepared spellcasters choose spells to have available that day.","Focus Points, other abilities that refresh during your preparations, and abilities that can be used only a certain number of times per day, including magic item uses, are reset.","You don armor and equip weapons and other gear.","You invest up to 10 worn magic items to gain their benefits for the day."]}],"data":{"quickrefIndex":true},"source":"CRB"}],"data":{"quickref":4},"source":"CRB"},{"type":"section","page":476,"name":"Flanking","entries":["When you and an ally are flanking a foe, it has a harder time defending against you. A creature is {@condition flat-footed} (taking a –2 circumstance penalty to AC) to melee attacks from creatures that are flanking it.","To flank a foe, you and your ally must be on opposites sides or corners of the creature. A line drawn between the center of your space and the center of your ally's space must pass through opposite sides or opposite corners of the foe's space. Additionally, both you and the ally have to be able to act, must be wielding melee weapons or able to make an unarmed attack, can't be under any effects that prevent you from attacking, and must have the enemy within reach. If you are wielding a reach weapon, you use your {@trait reach} with that weapon for this purpose."],"data":{"quickref":4},"source":"CRB"},{"type":"section","page":444,"name":"Game Conventions","entries":["Pathfinder has many specific rules, but you'll also want to keep these general guidelines in mind when playing.",{"type":"pf2-h3","name":"The GM Has the Final Say"},"If you're ever uncertain how to apply a rule, the GM decides.","Of course, Pathfinder is a game, so when adjudicating the rules, the GM is encouraged to listen to everyone's point of view and make a decision that is both fair and fun.",{"type":"pf2-h3","name":"Specific Overrides General"},"A core principle of Pathfinder is that specific rules override general ones. If two rules conflict, the more specific one takes precedence. If there's still ambiguity, the GM determines which rule to use. For example, the rules state that when attacking a concealed creature, you must attempt a DC {@flatDC 5} flat check to determine if you hit. Flat checks don't benefit from modifiers, bonuses, or penalties, but an ability that's specifically designed to overcome concealment might override and alter this. If a rule doesn't specify otherwise, default to the general rules presented in this chapter. While some special rules may also state the normal rules to provide context, you should always default to the normal rules even if effects don't specifically say to.",{"type":"pf2-h3","name":"Rounding"},"You may need to calculate a fraction of a value, like halving damage. Always round down unless otherwise specified.","For example, if a spell deals 7 damage and a creature takes half damage from it, that creature takes 3 damage.",{"type":"pf2-h3","name":"Multiplying"},"When more than one effect would multiply the same number, don't multiply more than once. Instead, combine all the multipliers into a single multiplier, with each multiple after the first adding 1 less than its value. For instance, if one ability doubled the duration of one of your spells and another one doubled the duration of the same spell, you would triple the duration, not quadruple it.",{"type":"pf2-h3","name":"Duplicate Effects"},"When you're affected by the same thing multiple times, only one instance applies, using the higher level of the effects, or the newer effect if the two are the same level. For example, if you were using {@spell mage armor} and then cast it again, you'd still benefit from only one casting of that spell. Casting a spell again on the same target might get you a better duration or effect if it were cast at a higher level the second time, but otherwise doing so gives you no advantage.",{"type":"pf2-h3","name":"Ambiguous Rules"},"Sometimes a rule could be interpreted multiple ways. If one version is too good to be true, it probably is. If a rule seems to have wording with problematic repercussions or doesn't work as intended, work with your group to find a good solution, rather than just playing with the rule as printed."],"data":{"quickref":4},"source":"CRB"},{"type":"section","page":467,"name":"Hero Points","entries":["Your heroic deeds earn you Hero Points, which grant you good fortune or let you recover from the brink of death. Unlike most aspects of your character, which persist over the long term, Hero Points last for only a single session.","The GM is in charge of awarding Hero Points (guidelines for doing so can be found {@quickref here||4|rewards|1}).","Usually, each character gets 1 Hero Point at the start of a session and can gain more later by performing heroic deeds—something selfless, daring, or beyond normal expectations. You can have a maximum of 3 Hero Points at a time, and you lose any remaining Hero Points at the end of a session.","You can spend your Hero Points in one of two ways.","Neither of these is an action, and you can spend Hero Points even if you aren't able to act. You can spend a Hero Point on behalf of your familiar or animal companion.",{"type":"list","items":["{@b Spend 1 Hero Point} to reroll a check. You must use the second result. This is a fortune effect (which means you can't use more than 1 Hero Point on a check).","{@b Spend all your Hero Points} (minimum 1) to avoid death. You can do this when your {@condition dying} condition would increase. You lose the {@condition dying} condition entirely and stabilize with 0 Hit Points. You don't gain the {@condition wounded} condition or increase its value from losing the {@condition dying} condition in this way, but if you already had that condition, you don't lose it or decrease its value."]},{"type":"pf2-h3","page":467,"name":"Describing Heroic Deeds","entries":["Because spending Hero Points reflects heroic deeds or tasks that surpass normal expectations, if you spend a Hero Point, you should describe the deed or task your character accomplishes with it to the other players.","Your character's deed might invoke a lesson learned in a past adventure, could be spurred by a determination to save someone else, or might depend on an item that ended up on their person due to a previous exploit. If you don't want to describe the deed or don't have any strong ideas about how to do so, ask the GM to come up with something for you. This can be a collaborative process, too. The GM might remind you of a long-forgotten event in the campaign, and all you have to do is fill in how that event comes to mind just at the right time, motivating you to push past your limits."],"source":"CRB"}],"data":{"quickref":4},"source":"CRB"},{"type":"section","page":459,"name":"Hit Points, Healing, and Dying","entries":["All creatures and objects have Hit Points (HP). Your maximum Hit Point value represents your health, wherewithal, and heroic drive when you are in good health and rested. Your maximum Hit Points include the Hit Points you gain at 1st level from your ancestry and class, those you gain at higher levels from your class, and any you gain from other sources (like the Toughness general feat). When you take damage, you reduce your current Hit Points by a number equal to the damage dealt.","Some spells, items, and other effects, as well as simply resting, can heal living or undead creatures. When you are healed, you regain Hit Points equal to the amount healed, up to your maximum Hit Points.",{"type":"pf2-h3","page":459,"name":"Knocked Out and Dying","entries":["Creatures cannot be reduced to fewer than 0 Hit Points.","When most creatures reach 0 Hit Points, they die and are removed from play unless the attack was nonlethal, in which case they are instead knocked out for a significant amount of time (usually 1 minute or more). When undead and construct creatures reach 0 Hit Points, they are destroyed.","Player characters, their companions, and other significant characters and creatures don't automatically die when they reach 0 Hit Points. Instead, they are knocked out and are at risk of death. At the GM's discretion, villains, powerful monsters, special NPCs, and enemies with special abilities that are likely to bring them back to the fight (like ferocity, regeneration, or healing magic) can use these rules as well.","As a player character, when you are reduced to 0 Hit Points, you're knocked out with the following effects:",{"type":"list","items":["You immediately move your initiative position to directly before the turn in which you were reduced to 0 HP.","You gain the {@condition dying} 1 condition. If the effect that knocked you out was a critical success from the attacker or the result of your critical failure, you gain the {@condition dying} 2 condition instead. If you have the {@condition wounded} condition (page 460), increase your {@condition dying} value by an amount equal to your {@condition wounded} value. If the damage was dealt by a nonlethal attack or nonlethal effect, you don't gain the dying condition; you are instead unconscious with 0 Hit Points."]},{"type":"pf2-h4","page":459,"name":"Taking Damage while Dying","entries":["If you take damage while you already have the dying condition, increase your dying condition value by 1, or by 2 if the damage came from an attacker's critical hit or your own critical failure. If you have the wounded condition, remember to add the value of your wounded condition to your dying value."],"source":"CRB"}],"source":"CRB"},{"type":"pf2-h3","page":459,"name":"Recovery Checks","entries":["When you're dying, at the start of each of your turns, you must attempt a flat check with a DC equal to 10 + your current dying value to see if you get better or worse. This is called a recovery check. The effects of this check are as follows.",{"type":"successDegree","entries":{"Critical Success":"Your {@condition dying} value is reduced by 2.","Success":"Your {@condition dying} value is reduced by 1.","Failure":"Your {@condition dying} value increases by 1.","Critical Failure":"Your {@condition dying} value increases by 2."}}],"source":"CRB"},{"type":"pf2-h3","page":459,"name":"Conditions Related to Death and Dying","entries":["To understand the rules for getting knocked out and how dying works in the game, you'll need some more information on the conditions used in those rules.","Presented below are the rules for the {@condition dying}, {@condition unconscious}, wounded, and doomed conditions.",{"type":"pf2-h4","page":459,"name":"Dying","entries":["You are bleeding out or otherwise at death's door. While you have this condition, you are unconscious. Dying always includes a value. If this value ever reaches dying 4, you die. If you're dying, you must attempt a recovery check at the start of your turn each round to determine whether you get better or worse.","If you lose the {@condition dying} condition by succeeding at a recovery check and are still at 0 Hit Points, you remain unconscious, but you can wake up as described on page 460. You lose the dying condition automatically and wake up if you ever have 1 Hit Point or more. Anytime you lose the dying condition, you gain the wounded 1 condition, or increase your wounded value by 1 if you already have that condition."],"source":"CRB"},{"type":"pf2-h4","page":459,"name":"Unconscious","entries":["You're sleeping, or you've been knocked out. You can't act.","You take a –4 status penalty to AC, Perception, and Reflex saves, and you have the blinded and {@condition flat-footed} conditions.","When you gain this condition, you fall {@condition prone} and drop items you are wielding or holding unless the effect states otherwise or the GM determines you're in a position in which you wouldn't.","{@b If you're {@condition unconscious} because you're {@condition dying}}, you can't wake up as long as you have 0 Hit Points. If you're restored to 1 Hit Point or more via healing, you lose the dying and unconscious conditions and can act normally on your next turn.","If you are {@condition unconscious} and at 0 Hit Points, but not {@b dying}, you naturally return to 1 Hit Point and awaken after sufficient time passes. The GM determines how long you remain unconscious, from a minimum of 10 minutes to several hours. If you receive healing during this time, you lose the unconscious condition and can act normally on your next turn.","If you're {@condition unconscious} and have more than 1 Hit Point (typically because you are asleep or unconscious due to an effect), you wake up in one of the following ways.","Each causes you to lose the {@condition unconscious} condition.",{"type":"list","items":["You take damage, provided the damage doesn't reduce you to 0 Hit Points. (If the damage reduces you to 0 Hit Points, you remain {@condition unconscious} and gain the {@condition dying} condition as normal.)","You receive healing, other than the natural healing you get from resting.","Someone nudges or shakes you awake using an Interact action.","Loud noise is being made around you—though this isn't automatic. At the start of your turn, you automatically attempt a Perception check against the noise's DC (or the lowest DC if there is more than one noise), waking up if you succeed. This is often DC 5 for a battle, but if creatures are attempting to stay quiet around you, this Perception check uses their {@skill Stealth} DC. Some magical effects make you sleep so deeply that they don't allow you to attempt this Perception check.","If you are simply asleep, the GM decides you wake up either because you have had a restful night's sleep or something disrupted that rest."]}],"source":"CRB"},{"type":"pf2-h4","page":460,"name":"Wounded","entries":["You have been seriously injured during a fight. Anytime you lose the dying condition, you become wounded 1 if you didn't already have the wounded condition. If you already have the wounded condition, your wounded condition value instead increases by 1. If you gain the dying condition while wounded, increase the dying condition's value by your wounded value. The wounded condition ends if someone successfully restores Hit Points to you with Treat Wounds, or if you are restored to full Hit Points and rest for 10 minutes."],"source":"CRB"},{"type":"pf2-h4","page":460,"name":"Doomed","entries":["Your life is ebbing away, bringing you ever closer to death. Some powerful spells and evil creatures can inflict the doomed condition on you. Doomed always includes a value. The maximum dying value at which you die is reduced by your doomed value. For example, if you were {@condition doomed 1}, you would die upon reaching dying 3 instead of dying 4. If your maximum dying value is ever reduced to 0, you instantly die. When you die, you're no longer doomed.","Your {@condition doomed} value decreases by 1 each time you get a full night's rest."],"source":"CRB"}],"source":"CRB"},{"type":"pf2-h3","page":460,"name":"Death","entries":["After you die, you can't act or be affected by spells that target creatures (unless they specifically target dead creatures), and for all other purposes you are an object. When you die, you are reduced to 0 Hit Points if you had a different amount, and you can't be brought above 0 Hit Points as long as you remain dead. Some magic can bring creatures back to life, such as the {@ritual resurrect} ritual or the {@spell raise dead} spell."],"source":"CRB"},{"type":"pf2-h3","page":460,"name":"Heroic Recovery","entries":["If you have at least 1 Hero Point (page 467), you can spend all of your remaining Hero Points at the start of your turn or when your dying value would increase. You lose the dying condition entirely and stabilize with 0 Hit Points. You don't gain the wounded condition or increase its value from losing the dying condition in this way, but if you already had that condition, you don't lose it or decrease its value. You lose the dying condition and become conscious. You do not gain the wounded condition (or increase its value) when you perform a heroic recovery."],"source":"CRB"},{"type":"pf2-h3","page":461,"name":"Death Effects and Instant Death","entries":["Some spells and abilities can kill you immediately or bring you closer to death without needing to reduce you to 0 Hit Points first. These abilities have the death trait and usually involve negative energy, the antithesis of life. If you are reduced to 0 Hit Points by a death effect, you are slain instantly without needing to reach dying 4. If an effect states it kills you outright, you die without having to reach dying 4 and without being reduced to 0 Hit Points."],"source":"CRB"},{"type":"pf2-h3","page":461,"name":"Massive Damage","entries":["You die instantly if you ever take damage equal to or greater than double your maximum Hit Points in one blow."],"source":"CRB"},{"type":"pf2-h3","page":461,"name":"Temporary Hit Points","entries":["Some spells or abilities give you temporary Hit Points.","Track these separately from your current and maximum Hit Points; when you take damage, reduce your temporary Hit Points first. Most temporary Hit Points last for a limited duration. You can't regain lost temporary Hit Points through healing, but you can gain more via other abilities. You can have temporary Hit Points from only one source at a time. If you gain temporary Hit Points when you already have some, choose whether to keep the amount you already have and their corresponding duration or to gain the new temporary Hit Points and their duration."],"source":"CRB"},{"type":"pf2-h3","page":461,"name":"Fast Healing and Regeneration","entries":["A creature with fast healing or regeneration regains the listed amount of Hit Points each round at the beginning of its turn. A creature with regeneration has additional benefits. Its dying condition can't increase to a value that would kill it (this stops most creatures from going beyond dying 3) as long as its regeneration is active. If it takes damage of a type listed in the regeneration entry, its regeneration deactivates until the end of its next turn, including against the triggering damage."],"source":"CRB"},{"type":"pf2-h3","page":461,"name":"Items and Hit Points","entries":["Items have Hit Points like creatures, but the rules for damaging them are different (page 272). An item has a Hardness statistic that reduces damage the item takes by that amount. The item then takes any damage left over. If an item is reduced to 0 HP, it's destroyed. An item also has a Broken Threshold. If its HP are reduced to this amount or lower, it's broken, meaning it can't be used for its normal function and it doesn't grant bonuses. Damaging an unattended item usually requires attacking it directly, and can be difficult due to that item's Hardness and immunities. You usually can't attack an attended object (one on a creature's person)."],"source":"CRB"}],"data":{"quickref":4},"source":"CRB"},{"type":"section","page":443,"name":"Making Choices","entries":["Pathfinder is a game where your choices determine the story's direction. Throughout the game, the GM describes what's happening in the world and then asks the players, \"So what do you do?\" Exactly what you choose to do, and how the GM responds to those choices, builds a unique story experience. Every game is different, because you'll rarely, if ever, make the same decisions as another group of players.","This is true for the GM as well—two GMs running the exact same adventure will put different emphasis and flourishes on the way they present each scenario and encounter.","Often, your choices have no immediate risk or consequences. If you're traveling along a forest path and come across a fork in the trail, the GM will ask, \"Which way do you go?\" You might choose to take the right fork or the left. You could also choose to leave the trail, or just go back to town. Once your choice is made, the GM tells you what happens next. Down the line, that choice may impact what you encounter later in the game, but in many cases nothing dangerous happens immediately.","But sometimes what happens as a result of your choices is less than certain. In those cases, you'll attempt a check."],"data":{"quickref":4},"source":"CRB"},{"type":"section","page":463,"name":"Movement","entries":["Your movement and position determine how you can interact with the world. Moving around in exploration and downtime modes is relatively fluid and free form.","Movement in encounter mode, by contrast, is governed by rules explained in Movement in Encounters (page 473). The rules below apply regardless of which mode you're playing in.",{"type":"pf2-h3","page":463,"name":"Movement Types","entries":["Creatures in Pathfinder soar through the clouds, scale sheer cliffs, and tunnel underfoot. Most creatures have a Speed, which is how fast they can move across the ground. Some abilities give you different ways to move, such as through the air or underground.","Each of these special movement types has its own Speed value. Many creatures have these Speeds naturally. The various types of movement are listed below. Since the Stride action can be used only with your normal Speed, moving using one of these movement types requires using a special action, and you can't Step while using one of these movement types. Since Speed by itself refers to your land Speed, rules text concerning these special movement types specifies the movement types to which it applies. Even though Speeds aren't checks, they can have item, circumstance, and status bonuses and penalties. These can't reduce your Speeds below 5 feet unless stated otherwise.","Switching from one movement type to another requires ending your action that has the first movement type and using a new action that has the second movement type. For instance, if you Climbed 10 feet to the top of a cliff, you could then Stride forward 10 feet.",{"type":"pf2-h4","page":463,"name":"Speed","entries":["Most characters and monsters have a speed statistic—also called land Speed—which indicates how quickly they can move across the ground. When you use the Stride action, you move a number of feet equal to your Speed. Numerous other abilities also allow you to move, from Crawling to Leaping, and most of them are based on your Speed in some way. Whenever a rule mentions your Speed without specifying a type, it's referring to your land Speed."],"source":"CRB"},{"type":"pf2-h4","page":463,"name":"Burrow Speed","entries":["A burrow Speed lets you tunnel through the ground. You can use the {@action Burrow} action if you have a burrow Speed. Burrowing doesn't normally leave behind a tunnel unless the ability specifically states that it does. Most creatures need to hold their breath when burrowing, and they may need tremorsense (page 465) to navigate with any accuracy."],"source":"CRB"},{"type":"pf2-h4","page":463,"name":"Climb Speed","entries":["A climb Speed allows you to move up or down inclines and vertical surfaces. Instead of needing to attempt {@skill Athletics} checks to Climb, you automatically succeed and move up to your climb Speed instead of the listed distance.","You might still have to attempt {@skill Athletics} checks to Climb in hazardous conditions, to Climb extremely difficult surfaces, or to cross horizontal planes such as ceilings. You can also choose to roll an {@skill Athletics} check to Climb rather than accept an automatic success in hopes of getting a critical success. Your climb Speed grants you a +4 circumstance bonus to {@skill Athletics} checks to Climb.","If you have a climb Speed, you're not {@condition flat-footed} while climbing."],"source":"CRB"},{"type":"pf2-h4","page":463,"name":"Fly Speed","entries":["As long as you have a fly Speed, you can use the {@action Fly} and {@action Arrest a Fall} actions. You can also attempt to {@action Maneuver in Flight} if you're trained in the {@skill Acrobatics} skill.","Wind conditions can affect how you use the {@action Fly} action. In general, moving against the wind uses the same rules as moving through {@quickref difficult terrain||3|terrain} (or {@quickref greater difficult terrain||3|terrain}, if you're also flying upward), and moving with the wind allows you to move 10 feet for every 5 feet of movement you spend (not cumulative with moving straight downward). For more information on spending movement, see Movement in Encounters on page 473.","Upward and downward movement are both relative to the gravity in your area; if you're in a place with zero gravity, moving up or down is no different from moving horizontally."],"source":"CRB"},{"type":"pf2-h4","page":463,"name":"Swim Speed","entries":["With a swim Speed, you can propel yourself through the water with little impediment. Instead of attempting {@skill Athletics} checks to {@action Swim}, you automatically succeed and move up to your swim Speed instead of the listed distance. Moving up or down is still moving through {@quickref difficult terrain||3|terrain}.","You might still have to attempt checks to {@action Swim} in hazardous conditions or to cross turbulent water. You can also choose to roll an {@skill Athletics} check to {@action Swim} rather than accept an automatic success in hopes of getting a critical success. Your swim Speed grants you a +4 circumstance bonus to {@skill Athletics} checks to {@action Swim}.","Having a swim Speed doesn't necessarily mean you can breathe in water, so you might still have to hold your breath if you're underwater to avoid {@quickref drowning||3|drowning and suffocating}."],"source":"CRB"}],"source":"CRB"},{"type":"pf2-h3","page":463,"name":"Falling","entries":["When you fall more than 5 feet, you take bludgeoning damage equal to half the distance you fell when you land. Treat falls longer than 1,500 feet as though they were 1,500 feet (750 damage). If you take any damage from a fall, you land prone. You fall about 500 feet in the first round of falling and about 1,500 feet each round thereafter.","You can Grab an Edge as a reaction to reduce the damage from some falls. In addition, if you fall into water, snow, or another relatively soft substance, you can treat the fall as though it were 20 feet shorter, or 30 feet shorter if you intentionally dove in. The effective reduction can't be greater than the depth (so when falling into 10-foot-deep water, you treat the fall as 10 feet shorter).",{"type":"pf2-h4","page":464,"name":"Falling on a Creature","entries":["If you land on a creature, that creature must attempt a DC 15 Reflex save. Landing exactly on a creature after a long fall is almost impossible.",{"type":"successDegree","entries":{"Critical Success":"The creature takes no damage.","Success":"The creature takes bludgeoning damage equal to one-quarter the falling damage you took.","Failure":"The creature takes bludgeoning damage equal to half the falling damage you took.","Critical Failure":"The creature takes the same amount of bludgeoning damage you took from the fall."}}],"source":"CRB"},{"type":"pf2-h4","page":464,"name":"Falling Objects","entries":["A dropped object takes damage just like a falling creature. If the object lands on a creature, that creature can attempt a Reflex save using the same rules as for a creature falling on a creature. Hazards and spells that involve falling objects, such as a rock slide, have their own rules about how they interact with creatures and the damage they deal."],"source":"CRB"}],"data":{"quickrefIndex":true},"source":"CRB"}],"data":{"quickref":4},"source":"CRB"},{"type":"section","page":618,"name":"Overriding Conditions","entries":["Some conditions override others. This is always specified in the entry for the overriding condition. When this happens, all effects of the overridden condition are suppressed until the overriding condition ends. The overridden condition's duration continues to elapse, and it might run out while suppressed."],"data":{"quickref":4},"source":"CRB"},{"type":"section","page":464,"name":"Perception","entries":["Your Perception measures your ability to notice things, search for what's hidden, and tell whether something about a situation is suspicious. This statistic is frequently used for rolling initiative to determine who goes first in an encounter, and it's also used for the {@action Seek} action .","The rules for rolling a Perception check are found on page 448. The rules below describe the effects of light and visibility on your specific senses to perceive the world, as well as the rules for sensing and locating creatures with Perception.",{"type":"pf2-h3","page":464,"name":"Light","entries":["The amount of light in an area can affect how well you see things. There are three levels of light: bright light, dim light, and darkness. The rules in this book assume that all creatures are in bright light unless otherwise noted. A source of light lists the radius in which it sheds bright light, and it sheds dim light to double that radius.",{"type":"pf2-h4","page":464,"name":"Bright Light","entries":["In bright light, such as sunlight, creatures and objects can be observed clearly by anyone with average vision or better. Some types of creatures are dazzled or blinded by bright light."],"source":"CRB"},{"type":"pf2-h4","page":464,"name":"Dim Light","entries":["Areas in shadow or lit by weak light sources are in dim light. Creatures and objects in dim light have the {@condition concealed} condition, unless the seeker has {@ability darkvision} or {@ability low-light vision} (see Special Senses on page 465), or a precise sense other than vision."],"source":"CRB"},{"type":"pf2-h4","page":464,"name":"Darkness","entries":["A creature or object within darkness is hidden or undetected unless the seeker has {@ability darkvision} or a precise sense other than vision (Special Senses are on page 465). A creature without {@ability darkvision} or another means of perceiving in darkness has the blinded condition while in darkness, though it might be able to see illuminated areas beyond the darkness. If a creature can see into an illuminated area, it can observe creatures within that illuminated area normally. After being in darkness, sudden exposure to bright light might make you dazzled for a short time, as determined by the GM."],"source":"CRB"}],"source":"CRB"},{"type":"pf2-h3","page":464,"name":"Senses","entries":["The ways a creature can use {@skill Perception} depend on what senses it has. The primary concepts you need to know for understanding senses are precise senses, imprecise senses, and the three states of detection a target can be in: observed, hidden, or undetected. Vision, hearing, and scent are three prominent senses, but they don't have the same degree of acuity.",{"type":"pf2-h4","page":464,"name":"Precise Senses","entries":["Average vision is a precise sense—a sense that can be used to perceive the world in nuanced detail. The only way to target a creature without having drawbacks is to use a precise sense. You can usually detect a creature automatically with a precise sense unless that creature is hiding or obscured by the environment, in which case you can use the Seek basic action to better detect the creature."],"source":"CRB"},{"type":"pf2-h4","page":464,"name":"Imprecise Senses","entries":["Hearing is an imprecise sense—it cannot detect the full range of detail that a precise sense can. You can usually sense a creature automatically with an imprecise sense, but it has the hidden condition instead of the observed condition. It might be undetected by you if it's using {@skill Stealth} or is in an environment that distorts the sense, such as a noisy room in the case of hearing. In those cases, you have to use the Seek basic action to detect the creature. At best, an imprecise sense can be used to make an undetected creature (or one you didn't even know was there) merely hidden—it can't make the creature observed."],"source":"CRB"},{"type":"pf2-h4","page":465,"name":"Vague Senses","entries":["A character also has many vague senses—ones that can alert you that something is there but aren't useful for zeroing in on it to determine exactly what it is. The most useful of these for a typical character is the sense of smell. At best, a vague sense can be used to detect the presence of an unnoticed creature, making it undetected. Even then, the vague sense isn't sufficient to make the creature hidden or observed.","When one creature might detect another, the GM almost always uses the most precise sense available.","Pathfinder's rules assume that a given creature has vision as its only precise sense and hearing as its only imprecise sense. Some characters and creatures, however, have precise or imprecise senses that don't match this assumption. For instance, a character with poor vision might treat that sense as imprecise, an animal with the {@ability scent} ability can use its sense of smell as an imprecise sense, and a creature with echolocation or a similar ability can use hearing as a precise sense. Such senses are often given special names and appear as \"echolocation (precise),\" \"scent (imprecise) 30 feet,\" or the like."],"source":"CRB"}],"source":"CRB"},{"type":"pf2-h3","page":465,"name":"Special Senses","entries":["While a human might have a difficult time making creatures out in dim light, an elf can see those creatures just fine. And though elves have no problem seeing on a moonlit night, their vision cannot penetrate complete darkness, whereas a dwarf's can.","Special senses grant greater awareness that allows a creature with these senses to either ignore or reduce the effects of the undetected, hidden, or concealed conditions (described in Detecting Creatures below) when it comes to situations that foil average vision. The following are a few examples of common special senses.",{"type":"pf2-h4","page":465,"name":"Darkvision and Greater Darkvision","entries":["A creature with {@ability darkvision} or {@ability darkvision||greater darkvision} can see perfectly well in areas of darkness and dim light, though such vision is in black and white only. Some forms of magical darkness, such as a 4th-level {@spell darkness} spell, block normal {@ability darkvision}. A creature with {@ability darkvision||greater darkvision}, however, can see through even these forms of magical darkness."],"source":"CRB"},{"type":"pf2-h4","page":465,"name":"Low-Light Vision","entries":["A creature with {@ability low-light vision} can see in dim light as though it were bright light, so it ignores the {@condition concealed} condition due to dim light."],"source":"CRB"},{"type":"pf2-h4","page":465,"name":"Scent","entries":["Scent involves sensing creatures or objects by smell, and is usually a vague sense. The range is listed in the ability, and it functions only if the creature or object being detected emits an aroma (for instance, incorporeal creatures usually do not exude an aroma).","If a creature emits a heavy aroma or is upwind, the GM can double or even triple the range of {@ability scent} abilities used to detect that creature, and the GM can reduce the range if a creature is downwind."],"source":"CRB"},{"type":"pf2-h4","page":465,"name":"Tremorsense","entries":["Tremorsense allows a creature to feel the vibrations through a solid surface caused by movement. It is usually an imprecise sense with a limited range (listed in the ability). Tremorsense functions only if the detecting creature is on the same surface as the subject, and only if the subject is moving along (or burrowing through) the surface."],"source":"CRB"}],"source":"CRB"},{"type":"pf2-brown-box","page":465,"name":"DETECTING WITH OTHER SENSES","entries":["If a monster uses a sense other than vision, the GM can adapt the variables that keep its foes from being detected to equivalents that work with the monster's senses. For example, a creature that has echolocation might use hearing as a primary sense. This could mean its quarry is concealed in a noisy chamber, hidden in a great enough din, or even {@condition invisible} in the area of a {@spell silence} spell.",{"type":"pf2-title","name":"Using Stealth with Other Senses"},"The {@skill Stealth} skill is designed to use Hide for avoiding visual detection and Avoid Notice and Sneak to avoid being both seen and heard. For many special senses, a player can describe how they're avoiding detection by that special sense and use the most applicable {@skill Stealth} action. For instance, a creature stepping lightly to avoid being detected via tremorsense would be using Sneak.","In some cases, rolling a Dexterity-based {@skill Stealth} skill check to Sneak doesn't make the most sense. For example, when facing a creature that can detect heartbeats, a PC trying to avoid being detected might meditate to slow their heart rate, using Wisdom instead of Dexterity as the ability modifier for the {@skill Stealth} check. When a creature that can detect you has multiple senses, such as if it could also hear or see, the PC would use the lowest applicable ability modifier for the check."],"source":"CRB"},{"type":"pf2-h3","page":465,"name":"Detecting Creatures","entries":["There are three conditions that measure the degree to which you can sense a creature: observed, hidden, and undetected. However, the concealed and invisible conditions can partially mask a creature, and the unnoticed condition indicates you have no idea a creature is around. In addition to the descriptions here, you can find these conditions in the Conditions Appendix on pages 618–623.","With the exception of {@condition invisible}, these conditions are relative to the viewer—it's possible for a creature to be observed to you but hidden from your ally. When you're trying to target a creature that's hard to see or otherwise sense, various drawbacks apply. Most of these rules apply to objects you're trying to detect as well as creatures.","Typically, the GM tracks how well creatures detect each other, since neither party has perfect information. For example, you might think a creature is in the last place you sensed it, but it was able to Sneak away. Or you might think a creature can't see you in the dark, but it has {@ability darkvision}.","You can attempt to avoid detection by using the {@skill Stealth} skill (page 251) to Avoid Notice, Hide, or Sneak, or by using {@skill Deception} to Create a Diversion (page 245).",{"type":"pf2-h4","page":466,"name":"Observed","entries":["In most circumstances, you can sense creatures without difficulty and target them normally. Creatures in this state are observed. Observing requires a precise sense, which for most creatures means sight, but see the Detecting with Other Senses sidebar (page 465) for advice regarding creatures that don't use sight as their primary sense. If you can't observe the creature, it's either hidden, undetected, or unnoticed, and you'll need to factor in the targeting restrictions. Even if a creature is observed, it might still be concealed."],"source":"CRB"},{"type":"pf2-h4","page":466,"name":"Hidden","entries":["A creature that's hidden is only barely perceptible. You know what space a hidden creature occupies, but little else. Perhaps the creature just moved behind cover and successfully used the Hide action. Your target might be in a deep fogbank or behind a waterfall, where you can see some movement but can't determine an exact location. Maybe you've been {@condition blinded} or the creature is under the effects of {@spell invisibility}, but you used the {@action Seek} basic action to determine its general location based on hearing alone. Regardless of the specifics, you're {@condition flat-footed} to a hidden creature.","When targeting a {@condition hidden} creature, before you roll to determine your effect, you must attempt a DC {@flatDC 11} flat check. If you fail, you don't affect the creature, though the actions you used are still expended—as well as any spell slots, costs, and other resources. You remain {@condition flat-footed} to the creature, whether you successfully target it or not."],"source":"CRB"},{"type":"pf2-h4","page":466,"name":"Undetected","entries":["If a creature is undetected, you don't know what space it occupies, you're {@condition flat-footed} to it, and you can't easily target it. Using the {@action Seek} basic action can help you find an undetected creature, usually making it {@condition hidden} from you instead of {@condition undetected}. If a creature is {@condition undetected}, that doesn't necessarily mean you're unaware of its presence—you might suspect an {@condition undetected} creature is in the room with you, even though you're unable to find its space. The {@condition unnoticed} condition covers creatures you're entirely unaware of.","Targeting an {@condition undetected} creature is difficult. If you suspect there's a creature around, you can pick a square and attempt an attack. This works like targeting a {@condition hidden} creature, but the flat check and attack roll are both rolled in secret by the GM. The GM won't tell you why you missed—whether it was due to failing the flat check, rolling an insufficient attack roll, or choosing the wrong square. The GM might allow you to try targeting an undetected creature with some spells or other abilities in a similar fashion. {@condition Undetected} creatures are subject to area effects normally.","For instance, suppose an enemy elf wizard cast {@spell invisibility} and then {@action sneak||Sneaked} away. You suspect that with the elf's Speed of 30 feet, they probably moved 15 feet toward an open door. You move up and attack a space 15 feet from where the elf started and directly on the path to the door. The GM secretly rolls an attack roll and flat check, but they know that you were not quite correct—the elf was actually in the adjacent space! The GM tells you that you missed, so you decide to make your next attack on the adjacent space, just in case. This time, it's the right space, and the GM's secret attack roll and flat check both succeed, so you hit!"],"source":"CRB"},{"type":"pf2-h4","page":467,"name":"Unnoticed","entries":["If you have no idea a creature is even present, that creature is unnoticed by you. A creature that is undetected might also be unnoticed. This condition usually matters for abilities that can be used only against targets totally unaware of your presence."],"source":"CRB"}],"source":"CRB"}],"data":{"quickref":4},"source":"CRB"},{"type":"section","page":450,"name":"Special Checks","entries":["Some categories of checks follow special rules. The most notable are flat checks and secret checks.",{"type":"pf2-h3","page":450,"name":"Flat Checks","entries":["When the chance something will happen or fail to happen is based purely on chance, you'll attempt a flat check. A flat check never includes any modifiers, bonuses, or penalties—you just roll a d20 and compare the result on the die to the DC. Only abilities that specifically apply to flat checks can change the checks' DCs; most such effects affect only certain types of flat checks.","If more than one flat check would ever cause or prevent the same thing, just roll once and use the highest DC. In the rare circumstance that a flat check has a DC of 1 or lower, skip rolling; you automatically succeed. Conversely, if one ever has a DC of 21 or higher, you automatically fail."],"source":"CRB"},{"type":"pf2-h3","page":450,"name":"Secret Checks","entries":["Sometimes you as the player shouldn't know the exact result and effect of a check. In these situations, the rules (or the GM) will call for a secret check. The secret trait appears on anything that uses secret checks. This type of check uses the same formulas you normally would use for that check, but is rolled by the GM, who doesn't reveal the result. Instead, the GM simply describes the information or effects determined by the check's result. If you don't know a secret check is happening (for instance, if the GM rolls a secret Fortitude save against a poison that you failed to notice), you can't use any fortune or misfortune abilities (see the sidebar on page 449) on that check, but if a fortune or misfortune effect would apply automatically, the GM applies it to the secret check. If you know that the GM is attempting a secret check—as often happens with {@action Recall Knowledge} or Seek—you can usually activate fortune or misfortune abilities for that check. Just tell the GM, and they'll apply the ability to the check.","The GM can choose to make any check secret, even if it's not usually rolled secretly. Conversely, the GM can let you roll any check yourself, even if that check would usually be secret. Some groups find it simpler to have players roll all secret checks and just try to avoid acting on any out-of-character knowledge, while others enjoy the mystery."],"source":"CRB"}],"data":{"quickref":4},"source":"CRB"},{"type":"section","page":446,"name":"Specific Checks","entries":["While most checks follow these basic rules, it's useful to know about a few specific types of checks, how they're used, and how they differ from one another.",{"type":"pf2-h3","page":446,"name":"Attack Rolls","entries":["When you use a {@action Strike} action or make a spell attack, you attempt a check called an attack roll. Attack rolls take a variety of forms and are often highly variable based on the weapon you are using for the attack, but there are three main types: melee attack rolls, ranged attack rolls, and spell attack rolls. Spell attack rolls work a little bit differently, so they are explained separately on the next page.","{@b Melee attack rolls} use Strength as their ability modifier by default. If you're using a weapon or attack with the {@trait finesse} trait, then you can use your Dexterity modifier instead.",{"type":"pf2-inset","entries":["Melee attack roll result = d20 roll + Strength modifier (or optionally Dexterity modifier for a {@trait finesse} weapon) + proficiency bonus + other bonuses + penalties"]},"{@b Ranged attack rolls} use Dexterity as their ability modifier.",{"type":"pf2-inset","entries":["Ranged attack roll result = d20 roll + Dexterity modifier + proficiency bonus + other bonuses + penalties"]},"When attacking with a weapon, whether melee or ranged, you add your proficiency bonus for the weapon you're using. Your class determines your proficiency rank for various weapons. Sometimes, you'll have different proficiency ranks for different weapons. For instance, at 5th level, a fighter gains the weapon mastery class feature, which grants master proficiency with the simple and martial weapons of one weapon group, expert proficiency with advanced weapons of that group and other simple and martial weapons, and trained proficiency in all other advanced weapons.","The bonuses you might apply to attack rolls can come from a variety of sources. Circumstance bonuses can come from the aid of an ally or a beneficial situation. Status bonuses are typically granted by spells and other magical aids. The item bonus to attack rolls comes from magic weapons—notably, a weapon's potency rune (page 580).","Penalties to attack rolls come from situations and effects as well. Circumstance penalties come from risky tactics or detrimental circumstances, status penalties come from spells and magic working against you, and item penalties occur when you use a shoddy item (page 273). When making attack rolls, two main types of untyped penalties are likely to apply. The first is the multiple attack penalty, and the second is the range penalty. The first applies anytime you make more than one attack action during the course of your turn, and the other applies only with ranged or thrown weapons. Both are described below.",{"type":"pf2-h4","page":446,"name":"Multiple Attack Penalty","entries":["The more attacks you make beyond your first in a single turn, the less accurate you become, represented by the multiple attack penalty. The second time you use an {@trait attack} action during your turn, you take a –5 penalty to your check. The third time you attack, and on any subsequent attacks, you take a –10 penalty to your check. Every check that has the {@trait attack} trait counts toward your multiple attack penalty, including {@action Strike||Strikes}, spell attack rolls, certain skill actions like {@action Shove}, and many others.","Some weapons and abilities reduce multiple attack penalties, such as {@trait agile} weapons, which reduce these penalties to –4 on the second attack or –8 on further attacks.",{"type":"table","colStyles":["text-center","text-center","text-center"],"rows":[["Attack","Multiple Attack Penalty","Agile"],["First","None","None"],["Second","–5","–4"],["Third or subsequent","–10","–8"]]},"Always calculate your multiple attack penalty for the weapon you're using on that attack. For example, let's say you're wielding a {@item longsword} in one hand and a {@item shortsword} (which has the {@trait agile} trait) in your other hand, and you are going to make three {@action Strike||Strikes} with these weapons during the course of your turn. The first {@action Strike} you make during your turn has no penalty, no matter what weapon you are using. The second Strike will take either a –5 penalty if you use the {@item longsword} or a –4 penalty if you use the {@item shortsword}.","Just like the second attack, the penalty for your third attack is based on which weapon you're using for that particular {@action Strike}. It would be a –10 penalty with the {@item longsword} and a –8 penalty with the {@item shortsword}, no matter what weapon you used for your previous {@action Strike||Strikes}.","The multiple attack penalty applies only during your turn, so you don't have to keep track of it if you can perform an Attack of Opportunity or a similar reaction that lets you make a Strike on someone else's turn.",{"type":"pf2-h4","page":446,"name":"Range Penalty","entries":["Ranged and thrown weapons each have a listed range increment, and attacks with them grow less accurate against targets farther away (range and range increments are covered in depth on page 279). As long as your target is at or within the listed range increment, also called the first range increment, you take no penalty to the attack roll. If you're attacking beyond that range increment, you take a –2 penalty for each additional increment beyond the first.","You can attempt to attack with a ranged weapon or thrown weapon up to six range increments away, but the farther away you are, the harder it is to hit your target.","For example, the range increment of a crossbow is 120 feet. If you are shooting at a target no farther away than that distance, you take no penalty due to range. If they're beyond 120 feet but no more than 240 feet away, you take a –2 penalty due to range. If they're beyond 240 feet but no more than 360 feet away, you take a –4 penalty due to range, and so on, until you reach the last range increment: beyond 600 feet but no more than 720 feet away, where you take a –10 penalty due to range."],"source":"CRB"},{"type":"pf2-h4","page":447,"name":"Armor Class","entries":["Attack rolls are compared to a special difficulty class called an {@b Armor Class} ({@b AC}), which measures how hard it is for your foes to hit you with {@action Strike||Strikes} and other attack actions. Just like for any other check and DC, the result of an attack roll must meet or exceed your AC to be successful, which allows your foe to deal damage to you.","Armor Class is calculated using the following formula.",{"type":"pf2-inset","entries":["Armor Class = 10 + Dexterity modifier (up to your armor's Dex Cap) + proficiency bonus + armor's item bonus to AC + other bonuses + penalties"]},"Use the proficiency bonus for the category (light, medium, or heavy) or the specific type of armor you're wearing. If you're not wearing armor, use your proficiency in unarmored defense.","Armor Class can benefit from bonuses with a variety of sources, much like attack rolls. Armor itself grants an item bonus, so other item bonuses usually won't apply to your AC, but magic armor can increase the item bonus granted by your armor.","Penalties to AC come from situations and effects in much the same way bonuses do. Circumstance penalties come from unfavorable situations, and status penalties come from effects that impede your abilities or from broken armor. You take an item penalty when you wear shoddy armor (page 273)."],"source":"CRB"}],"source":"CRB"}],"source":"CRB"},{"type":"pf2-brown-box","page":447,"name":"STRIDING AND STRIKING","entries":["Two of the simplest and most common actions you'll use in combat are Stride and Strike, described in full on page 471.","{@b {@action Stride}} is an action that has the move trait and that allows you to move a number of feet up to your Speed.","You'll often need to Stride multiple times to reach a foe who's far away or to run from danger! Move actions can often trigger reactions or free actions. However, unlike other actions, a move action can trigger reactions not only when you first use the action, but also for every 5 feet you move during that action, as described on page 474. The Step action (page 471) lets you move without triggering reactions, but only 5 feet.","{@b {@action Strike}} is an action that has the attack trait and that allows you to attack with a weapon you're wielding or an unarmed attack (such as a fist).","If you're using a melee weapon or unarmed attack, your target must be within your reach; if you're attacking with a ranged weapon, your target must be within range. Your reach is how far you can physically extend a part of your body to make an unarmed attack, or the farthest distance you can reach with a melee weapon. This is typically 5 feet, but special weapons and larger creatures have longer reaches. Your range is how far away you can attack with a ranged weapon or with some types of magical attacks.","Different weapons and magical attacks have different maximum ranges, and ranged weapons get less effective as you exceed their range increments.","Striking multiple times in a turn has diminishing returns. The multiple attack penalty (detailed on page 446) applies to each attack after the first, whether those attacks are {@action Strike||Strikes}, special attacks like the Grapple action of the {@skill Athletics} skill, or spell attack rolls."],"source":"CRB"},{"type":"pf2-h3","page":447,"name":"Spell Attack Rolls","entries":["If you cast spells, you might be able to make a spell attack roll. These rolls are usually made when a spell makes an attack against a creature's AC.","The ability modifier for a spell attack roll depends on how you gained access to your spells. If your class grants you spellcasting, use your key ability modifier. Innate spells use your Charisma modifier unless the ability that granted them states otherwise. Focus spells and other sources of spells specify which ability modifier you use for spell attack rolls in the ability that granted them. If you have spells from multiple sources or traditions, you might use different ability modifiers for spell attack rolls for these different sources of spells. For example, a dwarf cleric with the Stonewalker ancestry feat would use her Charisma modifier when casting {@spell meld into stone} from that feat, since it's a divine innate spell, but she would use her Wisdom modifier when casting {@spell heal} and other spells using her cleric divine spellcasting.","Determine the spell attack roll with the following formula.",{"type":"pf2-inset","entries":["Spell attack roll result = d20 roll + ability modifier used for spellcasting + proficiency bonus + other bonuses + penalties"]},"If you have the ability to cast spells, you'll have a proficiency rank for your spell attack rolls, so you'll always add a proficiency bonus. Like your ability modifier, this proficiency rank may vary from one spell to another if you have spells from multiple sources. Spell attack rolls can benefit from circumstance bonuses and status bonuses, though item bonuses to spell attack rolls are rare. Penalties affect spell attack rolls just like any other attack roll—including your multiple attack penalty.","Many times, instead of requiring you to make a spell attack roll, the spells you cast will require those within the area or targeted by the spell to attempt a saving throw against your {@b Spell DC} to determine how the spell affects them.","Your spell DC is calculated using the following formula.",{"type":"pf2-inset","entries":["Spell DC = 10 + ability modifier used for spellcasting + proficiency bonus + other bonuses + penalties"]}],"data":{"quickrefIndex":true},"source":"CRB"},{"type":"pf2-h3","page":448,"name":"Perception","entries":["Perception measures your ability to be aware of your environment. Every creature has Perception, which works with and is limited by a creature's senses (described on page 464). Whenever you need to attempt a check based on your awareness, you'll attempt a Perception check.","Your Perception uses your Wisdom modifier, so you'll use the following formula when attempting a Perception check.",{"type":"pf2-inset","entries":["Perception check result = d20 roll + Wisdom modifier + proficiency bonus + other bonuses + penalties"]},"Nearly all creatures are at least trained in Perception, so you will almost always add a proficiency bonus to your Perception modifier. You might add a circumstance bonus for advantageous situations or environments, and typically get status bonuses from spells or other magical effects. Items can also grant you a bonus to Perception, typically in a certain situation. For instance, a fine spyglass grants a +1 item bonus to Perception when attempting to see something a long distance away. Circumstance penalties to Perception occur when an environment or situation (such as fog) hampers your senses, while status penalties typically come from conditions, spells, and magic effects that foil the senses. You'll rarely encounter item penalties or untyped penalties for Perception.","Many abilities are compared to your {@b Perception DC} to determine whether they succeed. Your Perception DC is 10 + your total Perception modifier.",{"type":"pf2-h4","page":448,"name":"Perception for Initiative","entries":["Often, you'll roll a Perception check to determine your order in initiative. When you do this, instead of comparing the result against a DC, everyone in the encounter will compare their results. The creature with the highest result acts first, the creature with the second-highest result goes second, and so on. Sometimes you may be called on to roll a skill check for initiative instead, but you'll compare results just as if you had rolled Perception. The full rules for initiative are found in the rules for encounter mode on page 468."],"source":"CRB"}],"source":"CRB"},{"type":"pf2-h3","page":448,"name":"Saving Throws","entries":["There are three types of saving throws: Fortitude saves, Reflex saves, and Will saves. In all cases, saving throws measure your ability to shrug off harmful effects in the form of afflictions, damage, or conditions. You'll always add a proficiency bonus to each save. Your class might give a different proficiency to each save, but you'll be trained at minimum. Some circumstances and spells might give you circumstance or status bonuses to saves, and you might find {@item resilient} armor or other magic items that give an item bonus.","{@b Fortitude saving throws} allow you to reduce the effects of abilities and afflictions that can debilitate the body.","They use your Constitution modifier and are calculated as shown in the formula below.",{"type":"pf2-inset","entries":["Fortitude save result = d20 roll + Constitution modifier + proficiency bonus + other bonuses + penalties"]},"{@b Reflex saving throws} measure how well you can respond quickly to a situation and how gracefully you can avoid effects that have been thrown at you. They use your Dexterity modifier and are calculated as shown in the formula below.",{"type":"pf2-inset","entries":["Reflex save result = d20 roll + Dexterity modifier + proficiency bonus + other bonuses + penalties"]},"{@b Will saving throws} measure how well you can resist attacks to your mind and spirit. They use your Wisdom modifier and are calculated as shown in the formula below.",{"type":"pf2-inset","entries":["Will save result = d20 roll + Wisdom modifier + proficiency bonus + other bonuses + penalties"]},"Sometimes you'll need to know your DC for a given saving throw. The DC for a saving throw is 10 + the total modifier for that saving throw.","Most of the time, when you attempt a saving throw, you don't have to use your actions or your reaction. You don't even need to be able to act to attempt saving throws. However, in some special cases you might have to take an action to attempt a save. For instance, you can try to recover from the sickened condition by spending an action to attempt a Fortitude save.",{"type":"pf2-h4","page":449,"name":"Basic Saving Throws","entries":["Sometimes you will be called on to attempt a basic saving throw. This type of saving throw works just like any other saving throw—the \"basic\" part refers to the effects.","For a basic save, you'll attempt the check and determine whether you critically succeed, succeed, fail, or critically fail like you would any other saving throw. Then one of the following outcomes applies based on your degree of success—no matter what caused the saving throw.",{"type":"successDegree","entries":{"Critical Success":"You take no damage from the spell, hazard, or effect that caused you to attempt the save.","Success":"You take half the listed damage from the effect.","Failure":"You take the full damage listed from the effect.","Critical Failure":"You take double the listed damage from the effect."}}],"source":"CRB"}],"source":"CRB"},{"type":"pf2-brown-box","page":449,"name":"FORTUNE AND MISFORTUNE EFFECTS","entries":["Fortune and misfortune effects can alter how you roll your dice. These abilities might allow you to reroll a failed roll, force you to reroll a successful roll, allow you to roll twice and use the higher result, or force you to roll twice and use the lower result.","You can never have more than one fortune and more than one misfortune effect come into play on a single roll. For instance, if an effect lets you roll twice and use the higher roll, you can't then use Halfling Luck (a fortune effect) to reroll if you fail. If multiple fortune effects would apply, you have to pick which to use. If two misfortune effects apply, the GM decides which is worse and applies it.","If both a fortune effect and a misfortune effect would apply to the same roll, the two cancel each other out, and you roll normally."],"source":"CRB"},{"type":"pf2-h3","page":449,"name":"Skill Checks","entries":["Pathfinder has a variety of skills, from {@skill Athletics} to {@skill Medicine} to {@skill Occultism}. Each grants you a set of related actions that rely on you rolling a skill check. Each skill has a key ability score, based on the scope of the skill in question. For instance, {@skill Athletics} deals with feats of physical prowess, like swimming and jumping, so its key ability score is Strength. {@skill Medicine} deals with the ability to diagnose and treat wounds and ailments, so its key ability score is Wisdom. The key ability score for each skill is listed in Chapter 4: Skills. No matter which skill you're using, you calculate a check for it using the following formula.",{"type":"pf2-inset","entries":["Skill check result = d20 roll + modifier of the skill's key ability score + proficiency bonus + other bonuses + penalties"]},"You're unlikely to be trained in every skill. When using a skill in which you're untrained, your proficiency bonus is +0; otherwise, it equals your level plus 2 for trained, or higher once you become expert or better. The proficiency rank is specific to the skill you're using. Aid from another character or some other beneficial situation may grant you a circumstance bonus. A status bonus might come from a helpful spell or magical effect. Sometimes tools related to the skill grant you an item bonus to your skill checks. Conversely, unfavorable situations might give you a circumstance penalty to your skill check, while harmful spells, magic, or conditions might also impose a status penalty. Using shoddy or makeshift tools might cause you to take an item penalty. Sometimes a skill action can be an attack, and in these cases, the skill check might take a multiple attack penalty, as described on page 446.","When an ability calls for you to use the DC for a specific skill, you can calculate it by adding 10 + your total modifier for that skill."],"source":"CRB"},{"type":"pf2-h3","page":450,"name":"Notating Total Modifiers","entries":["When creating your character and adventuring you'll record the total modifier for various important checks on your character sheet. Since many bonuses and penalties are due to the immediate circumstances, spells, and other temporary magical effects, you typically won't apply them to your notations.","Item bonuses and penalties are often more persistent, so you will often want to record them ahead of time. For instance, if you are using a weapon with a {@item +1 weapon potency} rune, you'll want to add the +1 item bonus to your notation for your attack rolls with that weapon, since you will include that bonus every time you attack with that weapon. But if you have a fine spyglass, you wouldn't add its item bonus to your Perception check notation, since you gain that bonus only if you are using sight—and the spyglass!—to see long distances."],"source":"CRB"}],"data":{"quickref":4},"source":"CRB"}]},{"type":"entries","entries":[{"type":"section","name":"Difficulty Classes","page":503,"alias":["DCs"],"entries":[{"type":"pf2-h2","page":503,"name":"Simple DCs","entries":["Sometimes you need to quickly set a Difficulty Class. The easiest method is to select a simple DC from Table 10–4 by estimating which proficiency rank best matches the task (that rank is usually not required to succeed at the task).","If it's something pretty much anyone would have a decent chance at, use the untrained DC. If it would require a degree of training, use the DC listed for trained, expert, master, or legendary proficiency, as appropriate to the complexity of the task. For example, say a PC was trying to uncover the true history behind a fable. You determine this requires a check to Recall Knowledge, and that only someone with master proficiency in Folktale Lore would know the information, so you'd set the DC at 30—the simple master DC.","Simple DCs work well when you need a DC on the fly and there's no level associated with the task. They're most useful for skill checks. Because there isn't much gradation between the simple DCs, they don't work as well for hazards or combatants, where the PCs' lives are on the line; you're better off using level-based DCs for such challenges.",{"type":"data","tag":"table","name":"Simple DCs","source":"CRB"}],"data":{"quickrefIndex":true},"source":"CRB"},{"type":"pf2-h2","page":503,"name":"Level-Based DCs","entries":["When you're determining a skill DC based on something that has a level, use Table 10–5 to set the DC. Find the level of the subject, and assign the corresponding DC. Since spells use a 1–10 scale, use the Spell Level column for them.","Use these DCs when a PC needs to Identify a Spell or {@action Recall Knowledge} about a creature, attempts to Earn Income by performing a task of a certain level, and so on. You can also use the level-based DCs for obstacles instead of assigning a simple DC. For example, you might determine that a wall in a high-level dungeon was constructed of smooth metal and is hard to climb. You could simply say only someone with master proficiency could climb it, and use the simple DC of 30. Or you might decide that the 15th-level villain who created the dungeon crafted the wall, and use the 15th-level DC of 34. Either approach is reasonable!","Note that PCs who invest in a skill become more likely to succeed at a DC of their level as they increase in level, and the listed DCs eventually become very easy for them.",{"type":"data","tag":"table","name":"DCs by Level","source":"CRB"}],"data":{"quickrefIndex":true},"source":"CRB"},{"type":"pf2-h2","page":503,"name":"Adjusting Difficulty","entries":["You might decide a DC should differ from the baseline, whether to account for PCs' areas of expertise or to represent the rarity of spells or items. A DC adjustment represents an essential difference in the difficulty of a task and applies to anyone attempting a specific check for it.","Adjustments happen most often with tasks whose DCs are based on their level. Adjustments use a scale of –10 to +10, from incredibly easy checks to incredibly hard ones, and are broken into increments of 2, 5, and 10.","You'll often apply the adjustments for uncommon, rare, or unique subjects.",{"type":"data","tag":"table","name":"DC Adjustments","source":"CRB"},"The adjustments' names don't translate to how hard a task actually is for a PC or group of PCs, and adjustments aren't meant to balance out or replace PCs' bonuses and penalties. PCs who invest in a skill will become better and better at that skill as they increase in level. For example, even the best 1st-level PC has grim odds against an incredibly hard 1st-level DC, with a huge chance of critical failure, but by 20th level, an optimized character with a modicum of magic or assistance can take down incredibly hard 20th-level DCs over half the time, critically failing only on a 1. At higher levels, many groups will find that the very hard DC is more like standard for them; keep that in mind if you need a check that presents a true challenge to a high level group.","You might use different DCs for a task based on the particular skill or statistic used for the check. Let's say your PCs encounter a magical tome about aberrant creatures. The tome is 4th-level and has the occult trait, so you set the DC of an {@skill Occultism} check to Identify the Magic to 19, based on Table 10–5. As noted in Identify Magic, other magic-related skills can typically be used at a higher DC, so you might decide the check is very hard for a character using {@skill Arcana} and set the DC at 24 for characters using that skill. If a character in your group had Aberration Lore, you might determine that it would be easy or very easy to use that skill and adjust the DC to 17 or 14. These adjustments aren't taking the place of characters' bonuses, modifiers, and penalties—they are due to the applicability of the skills being used.",{"type":"pf2-h3","page":504,"name":"Group Attempts","entries":["The DCs in this chapter give an individual character a strong and increasing chance of success if they have some proficiency. On occasion, though, you'll have a task that only one person in the group needs to succeed at, but that everyone can attempt. The number of dice being rolled means that there's a very high chance at least one of them will succeed. Most of the time, that's perfectly fine, but sometimes you'll want the task to be a challenge, with some uncertainty as to whether the party can succeed. In these cases, make the check very hard, or incredibly hard if you want it to be particularly difficult or at high levels.","At these DCs, most of the party will probably fail, but someone will probably still succeed, likely a character who has heavily invested in the given skill, as is expected for specialized characters."],"source":"CRB"}],"data":{"quickrefIndex":true},"source":"CRB"},{"type":"pf2-h2","page":504,"name":"Minimum Proficiency","entries":["Sometimes succeeding at a particular task requires a character to have a specific proficiency rank in addition to a success on the check. Locks and traps often require a certain proficiency rank to successfully use the Pick a Lock or Disable a Device actions of {@skill Thievery}. A character whose proficiency rank is lower than what's listed can attempt the check, but they can't succeed. You can apply similar minimum proficiencies to other tasks. You might decide, for example, that a particular arcane theorem requires training in {@skill Arcana} to understand. An untrained barbarian can't succeed at the check, but she can still attempt it if she wants—after all, she needs to have a chance to critically fail and get erroneous information!","For checks that require a minimum proficiency, keep the following guidelines in mind. A 2nd-level or lower task should almost never require expert proficiency, a 6th-level or lower task should almost never require master proficiency, and a 14th-level or lower task should almost never require legendary proficiency. If they did, no character of the appropriate level could succeed."],"data":{"quickrefIndex":true},"source":"CRB"},{"type":"pf2-h2","page":504,"name":"Specific Actions","entries":["Several parts of this book, most notably Chapter 4: Skills, state that you as the GM set the DCs for certain checks or determine other parameters. Here are guidelines for the most common tasks. Remember that all of these are guidelines, and you can adjust them as necessary to suit the situation.",{"type":"pf2-h3","page":504,"name":"Craft","entries":["When a character Crafts an item, use the item's level to determine the DC, applying the adjustments from Table 10–6 for the item's rarity if it's not common. You might also apply the easy DC adjustment for an item the crafter has made before. Repairing an item usually uses the DC of the item's level with no adjustments, though you might adjust the DC to be more difficult for an item of a higher level than the character can Craft."],"source":"CRB"},{"type":"pf2-h3","page":504,"name":"Earn Income","entries":["You set the task level when someone tries to Earn Income.","The highest-level task available is usually the same as the level of the settlement where the character is located. If you don't know the settlement's level, it's usually 0–1 for a village, 2–4 for a town, or 5–7 for a city. A PC might need to travel to a metropolis or capital to find tasks of levels 8-10, and to the largest cities in the world or another plane to routinely find tasks beyond that. Some locations might have higher-level tasks available based on the nature of the settlement. A major port might have higher-level tasks for Sailing Lore, a city with a vibrant arts scene might have higher-level tasks for {@skill Performance}, and so on. If someone is trying to use a particularly obscure skill, they might have trouble finding tasks of an ideal level, or any at all—no one in most settlements is clamoring for the expertise of someone with Troll Lore.","Once the PC has decided on a particular level of task from those available, use the DC for that level from Table 10–5. You might adjust the DC to be more difficult if there's inclement weather during an outdoor job, a rowdy audience for a performance, or the like."],"source":"CRB"},{"type":"pf2-h3","page":505,"name":"Gather Information","entries":["To set the DC to Gather Information, use a simple DC representing the availability of information about the subject. Adjust the DC upward if the PC Gathering Information seeks in-depth information. For example, if a character wants to Gather Information about a visiting caravan, you might decide that a common person wouldn't know much about it, but any merchant or guard would, so learning basic facts uses the simple DC for trained proficiency. A caravan leader's name is superficial, so discovering it might be DC 15 (the simple trained DC in Table 10–4). Learning the identity of the leader's employers, however, might be DC 20 if the employers are more obscure."],"source":"CRB"},{"type":"pf2-h3","page":505,"name":"Identify Magic or Learn a Spell","entries":["The DC to {@action Identify Magic} or {@action Learn a Spell} is usually the DC listed in Table 10–5 for the spell or item's level, adjusted for its rarity. A very strange item or phenomenon usually uses a higher DC adjustment. For a cursed item or certain illusory items, use an incredibly hard DC to increase the chance of misidentification."],"source":"CRB"},{"type":"pf2-h3","page":505,"name":"Recall Knowledge","entries":["On most topics, you can use simple DCs for checks to {@action Recall Knowledge}. For a check about a specific creature, trap, or other subject with a level, use a {@quickref level-based DCs||4|level-based dcs} (adjusting for rarity as needed). You might adjust the difficulty down, maybe even drastically, if the subject is especially notorious or famed. Knowing simple tales about an infamous dragon's exploits, for example, might be incredibly easy for the dragon's level, or even just a simple trained DC.",{"type":"pf2-h4","page":505,"name":"Alternative Skills","entries":["As noted in the action's description, a character might attempt to {@action Recall Knowledge} using a different skill than the ones listed as the default options. If the skill is highly applicable, like using {@skill Medicine} to identify a medicinal tonic, you probably don't need to adjust the DC. If its relevance is a stretch, adjust the DC upward as described in {@quickref Adjusting Difficulty||4|Adjusting Difficulty}."],"source":"CRB"},{"type":"pf2-h4","page":505,"name":"Additional Knowledge","entries":["Sometimes a character might want to follow up on a check to {@action Recall Knowledge}, rolling another check to discover more information. After a success, further uses of {@action Recall Knowledge} can yield more information, but you should adjust the difficulty to be higher for each attempt. Once a character has attempted an incredibly hard check or failed a check, further attempts are fruitless—the character has recalled everything they know about the subject."],"source":"CRB"},{"type":"pf2-h4","page":505,"name":"Creature Identification","entries":["A character who successfully identifies a creature learns one of its best-known attributes—such as a troll's regeneration (and the fact that it can be stopped by acid or fire) or a manticore's tail spikes. On a critical success, the character also learns something subtler, like a demon's weakness or the trigger for one of the creature's reactions.","The skill used to identify a creature usually depends on that creature's trait, as shown on Table 10–7, but you have leeway on which skills apply. For instance, hags are humanoids but have a strong connection to occult spells and live outside society, so you might allow a character to use {@skill Occultism} to identify them without any DC adjustment, while Society is harder. Lore skills can also be used to identify their specific creature. Using the applicable Lore usually has an easy or very easy DC (before adjusting for rarity).",{"type":"data","tag":"table","name":"Creature Identification Skills","source":"CRB"}],"source":"CRB"}],"source":"CRB"},{"type":"pf2-brown-box","page":506,"name":"DETERMINING THE SCOPE OF LORE","entries":["{@skill Lore} skills are one of the most specialized aspects of Pathfinder, but they require GM oversight, particularly in determining which {@skill Lore} subcategories are acceptable for characters to select. A {@skill Lore} subcategory represents a narrow focus, and thus it shouldn't replace all or even most of an entire skill, nor should it convey vast swaths of information. For example, a single {@skill Lore} subcategory doesn't cover all religions—that's covered by the {@skill Religion} skill—but a character could have a {@skill Lore} subcategory that covers a single deity. One {@skill Lore} subcategory won't cover an entire country or all of history, but it could cover a city, an ancient civilization, or one aspect of a modern country, like Taldan History {@skill Lore}. A single {@skill Lore} subcategory couldn't cover the entire multiverse, but it could cover a whole plane other than the Material Plane."],"source":"CRB"},{"type":"pf2-h3","page":506,"name":"Sense Direction","entries":["Pick the most appropriate simple DC when someone uses {@skill Survival} to Sense Direction. This is usually the trained DC in normal wilderness, expert in deep forest or underground, master in featureless or tricky locations, or legendary in weird or surreal environments on other planes."],"source":"CRB"},{"type":"pf2-h3","page":506,"name":"Social Skills","entries":["When a character uses {@skill Deception}, {@skill Diplomacy}, {@skill Intimidation}, or {@skill Performance} to influence or impress someone whose level or Will DC you don't know, estimate the level of the creature and use that DC. A commoner is usually level 0 or 1. Don't worry about being exact. It often makes sense to adjust the DC based on the target's attitude for {@skill Deception}, {@skill Diplomacy}, or {@skill Performance}, making the DC easy for a friendly creature, very easy for a helpful one, hard for an unfriendly one, or very hard for a hostile one. You might adjust the DC further or differently based on the PC's goal; for instance, the DC to Request something an indifferent NPC is fundamentally opposed to might be incredibly hard or impossible, and it might be easy to convince an unfriendly creature to do something it already wants to do."],"source":"CRB"},{"type":"pf2-h3","page":506,"name":"Subsist","entries":["A simple DC is usually sufficient for the Subsist action, with a trained DC for a typical situation. Use the disposition of the environment or city as a guide; an environment with scarce resources or a city with little tolerance for transience might require an expert or higher DC."],"source":"CRB"},{"type":"pf2-h3","page":506,"name":"Track","entries":["Often when a PC uses {@skill Survival} to Track, you can pick a simple DC and adjust it based on the circumstances. For example, an army is usually easy to track, so you could use the untrained DC of 10. If the army marched through mud, you could even adjust this down to DC 5. On the other hand, if the party pursues a cunning survivalist using Cover Tracks, you might use their {@skill Survival} DC as the DC to Track."],"source":"CRB"},{"type":"pf2-h3","page":506,"name":"Train an Animal","entries":["Train Animal (page 268) allows PCs to teach animals tricks. Use the level of the animal as the baseline; you can adjust the DC up if the trick is especially difficult, or down if the animal is especially domesticated, like a dog."],"source":"CRB"}],"source":"CRB"}],"data":{"quickref":5},"source":"CRB"},{"type":"section","source":"GMG","page":120,"name":"Drugs","entries":["Drugs offer short-term benefits with harmful side effects and long-term consequences. These short-term benefits, such as euphoria, draw many to drugs, but addiction keeps users hooked long after their first dose. A character can voluntarily fail their initial save against a drug, but for each dose they consume, they must attempt a saving throw against addiction, a disease that represents cravings and withdrawal. Addiction is unique to each drug, so a character can be affected by multiple instances of addiction at once.","Certain drugs alter how addiction works for that drug, adding the {@trait virulent} trait to the addiction, limiting the maximum stage a character can reach, or adding additional stages beyond those listed in the base affliction.",{"type":"data","tag":"disease","data":{"source":"GMG","page":120,"name":"Addiction","level":", level varies","type":"disease","entries":["Track the maximum stage you reach with each drug's addiction. This maximum stage is separate from your current addiction stage for the drug. The maximum stage can't be reduced, even if you fully remove the disease. When you take the drug, two things happen: you attempt a saving throw against addiction, and you suppress the effects of addiction for 1 day. Failing a save against addiction caused by taking the drug causes you to go to 1 stage higher than the maximum stage you had previously reached (2 stages higher on a critical failure). If you're currently suffering from addiction when you attempt a save from taking the drug, you can't improve your stage; if you succeed at the save, the stage remains the same as it was.","When you attempt your save against addiction each week, the stage you are currently at can't get worse—it can only stay the same or improve. The conditions from addiction can't be removed while you are affected by the addiction, and suppressing addiction by taking the drug only avoids the effects—it doesn't remove the disease.",{"type":"affliction","savingThrow":"Fortitude (DC equals that of the drug)","onset":"1 day","stages":[{"stage":1,"entry":"{@condition fatigued}","duration":"1 week"},{"stage":2,"entry":"{@condition fatigued} and {@condition sickened||sickened 1}","duration":"1 week"},{"stage":3,"entry":"{@condition fatigued}, {@condition drained||drained 1} and {@condition sickened||sickened 1}","duration":"1 week"},{"stage":4,"entry":"{@condition fatigued}, {@condition drained||drained 2}, {@condition sickened||sickened 2} and {@condition stupefied||stupefied 2}","duration":"1 week"}]}]}},{"type":"pf2-brown-box","source":"GMG","page":120,"name":"DRUGS IN YOUR GAME","entries":["Drugs are socially complex, and including them in your game has the potential to make some of your players uncomfortable—particularly players who have struggled with substance abuse themselves or seen friends and family members go through that struggle. As with any potentially difficult subject matter, you should discuss the role drugs play in your game with your players and ensure that all the players at the table are comfortable with the material; if they aren't, avoid the topic.","If you do include drugs in your game, consider the role they'll play. In some campaigns, drugs might simply be an element of flavor and a tool characters use to reach their goals; in others, the side effects and risk of addiction might be a terrible price to pay. The rules assume something of a middle path, where drugs are addictive substances that may provide a short-term benefit but have consequences. To make drugs more accessible in your game, remove some of the more severe stages of addiction. To make them more dangerous, add the {@trait virulent} trait to the addiction affliction, add more stages with increasingly severe effects, or increase the DC of the save against the addiction by 1 for every use of the drug, decreasing back to normal over time as they stop using the drug."]}],"data":{"quickref":5}},{"type":"section","page":512,"name":"Environment","entries":["Each of the environments presented in this section uses the terrain rules (which are summarized on page 514 and appear in full beginning on page 475) in different ways, so be sure to familiarize yourself with those rules before reading this section. Some environments refer to the rules for climate (page 517) and natural disasters (beginning on page 517). Many places have the traits of multiple environments; a snow-covered mountain might use both the arctic and mountain environments, for example. For environmental features with effects based on how tall or deep they are, those effects vary further based on a creature's size. For instance, a shallow bog for a Medium creature might be a deep bog for smaller creatures, and a deep bog for a Medium creature could be only a shallow bog for a larger creature (and so insignificant for a truly massive creature that it isn't even {@quickref difficult terrain||3|terrain}).","Table 10–12 lists the features of various environments alphabetically for quick reference. The Proficiency DC Band entry indicates a range of appropriate simple DCs for that environmental feature, while also providing a rough estimate of the danger or complexity of the feature.",{"type":"data","tag":"table","name":"Enviromental Features","source":"CRB"},{"type":"pf2-h2","page":512,"name":"Environmental Damage","entries":["Some environmental features or natural disasters deal damage. Because the amount of damage can vary based on the specific circumstances, the rules for specific environments and natural disasters use damage categories to describe the damage, rather than exact numbers.","Use Table 10–11 below to determine damage from an environment or natural disaster. When deciding the exact damage amount, use your best judgment based on how extreme you deem the danger to be.",{"type":"data","tag":"table","name":"Enviromental Damage","source":"CRB"}],"source":"CRB"},{"type":"pf2-h2","page":512,"name":"Aquatic","entries":["Aquatic environments are among the most challenging for PCs short of other worlds and unusual planes. PCs in an aquatic environment need a way to breathe (typically a {@spell water breathing} spell) and must usually {@action Swim} to move, though a PC who sinks to the bottom can walk awkwardly, using the rules for {@quickref greater difficult terrain||3|terrain}.","Characters in aquatic environments make frequent use of the {@quickref aquatic combat||3|aquatic combat} and {@quickref drowning and suffocation||3|drowning and suffocating} rules.",{"type":"pf2-h3","page":512,"name":"Currents and Flowing Water","entries":["Ocean currents, flowing rivers, and similar moving water are {@quickref difficult terrain||3|terrain} or {@quickref greater difficult terrain||3|terrain} (depending on the speed of the water) for a creature Swimming against the current. At the end of a creature's turn, it moves a certain distance depending on the current's speed. For instance, a 10-foot current moves a creature 10 feet in the current's direction at the end of that creature's turn."],"source":"CRB"},{"type":"pf2-h3","page":512,"name":"Visibility","entries":["It's much harder to see things at a distance underwater than it is on land, and it's particularly difficult if the water is murky or full of particles. In pure water, the maximum visual range is roughly 240 feet to see a small object, and in murky water, visibility can be reduced to only 10 feet or even less."],"source":"CRB"}],"source":"CRB"},{"type":"pf2-h2","page":512,"name":"Arctic","entries":["The main challenge in an arctic environment is the low temperature, but arctic environments also contain ice and snow. The disasters that most often strike in arctic environments are avalanches, blizzards, and floods.",{"type":"pf2-h3","page":512,"name":"Ice","entries":["Icy ground is both uneven ground and {@quickref difficult terrain||3|terrain}, as characters slip and slide due to poor traction."],"source":"CRB"},{"type":"pf2-h3","page":512,"name":"Snow","entries":["Depending on the depth of snow and its composition, most snowy ground is either {@quickref difficult terrain||3|terrain} or {@quickref greater difficult terrain||3|terrain}. In denser snow, characters can attempt to walk along the surface without breaking through, but some patches might be loose or soft enough that they're uneven ground."],"source":"CRB"}],"source":"CRB"},{"type":"pf2-h2","page":512,"name":"Desert","entries":["Desert encompasses sandy and rocky deserts as well as badlands. Though tundra is technically a desert, it's classified as arctic, as the climate is the primary challenge in such areas. Sandy deserts often have quicksand hazards (page 526) and sandstorms.",{"type":"pf2-h3","page":513,"name":"Rubble","entries":["Rocky deserts are strewn with rubble, which is {@quickref difficult terrain||3|terrain}. Rubble dense enough to be walked over rather than navigated through is uneven ground."],"source":"CRB"},{"type":"pf2-h3","page":513,"name":"Sand","entries":["Packed sand doesn't usually significantly impede a character's movement, but loose sand is either {@quickref difficult terrain||3|terrain} (if it's shallow) or uneven ground (if it's deep).","The wind in a desert often shifts sand into dunes, hills of loose sand with uneven ground facing the wind and steeper inclines away from the wind."],"source":"CRB"}],"source":"CRB"},{"type":"pf2-h2","page":513,"name":"Forest","entries":["These diverse environments include jungles and other wooded areas. They are sometimes struck by wildfires.",{"type":"pf2-h3","page":513,"name":"Canopies","entries":["Particularly dense forests, such as rain forests, have a canopy level above the ground. A creature trying to reach the canopy or travel along it must Climb. Swinging on vines and branches usually requires an {@skill Acrobatics} or {@skill Athletics} check. A canopy provides cover, and a thicker one can prevent creatures in the canopy from seeing those on the ground, and vice versa."],"source":"CRB"},{"type":"pf2-h3","page":513,"name":"Trees","entries":["While trees are omnipresent in a forest, they typically don't provide cover unless a character uses the Take Cover action. Only larger trees that take up an entire 5-foot square on the map (or more) are big enough to provide cover automatically."],"source":"CRB"},{"type":"pf2-h3","page":513,"name":"Undergrowth","entries":["Light undergrowth is {@quickref difficult terrain||3|terrain} that allows a character to Take Cover. Heavy undergrowth is {@quickref greater difficult terrain||3|terrain} that automatically provides cover. Some sorts of undergrowth, such as thorns, might also be hazardous terrain, and areas with plenty of twisting roots might be uneven ground."],"source":"CRB"}],"source":"CRB"},{"type":"pf2-h2","page":513,"name":"Mountain","entries":["Mountain environments also include hills, which share many aspects of mountains, though not their more extreme features. The most common disasters here are avalanches.",{"type":"pf2-h3","page":513,"name":"Chasms","entries":["Chasms are natural pits, typically at least 20 feet long and clearly visible (barring mundane or magical efforts to conceal them). The main danger posed by a chasm is that characters must Long Jump to get across. Alternatively, characters can take the safer but slower route of Climbing down the near side of the chasm and then ascending the far side to get across."],"source":"CRB"},{"type":"pf2-h3","page":513,"name":"Cliffs","entries":["Cliffs and rock walls require creatures to {@action Climb} to ascend or descend. Without extensive safety precautions, a critical failure can result in significant falling damage."],"source":"CRB"},{"type":"pf2-h3","page":513,"name":"Rubble","entries":["Mountains often have extremely rocky areas or shifting, gravelly scree that makes for {@quickref difficult terrain||3|terrain}. Especially deep or pervasive rubble is uneven ground."],"source":"CRB"},{"type":"pf2-h3","page":514,"name":"Slopes","entries":["Slopes vary from the gentle rises of normal terrain to {@quickref difficult terrain||3|terrain} and inclines, depending on the angle of elevation. Moving down a slope is typically normal terrain, but characters might need to Climb up particularly steep slopes."],"source":"CRB"},{"type":"pf2-h3","page":514,"name":"Undergrowth","entries":["Light undergrowth is common in mountains. It is {@quickref difficult terrain||3|terrain} and allows a character to Take Cover."],"source":"CRB"}],"source":"CRB"},{"type":"pf2-h2","page":514,"name":"Plains","entries":["The plains environment encompasses grasslands such as savannas and farmland. The most common disasters in plains are tornadoes and wildfires.",{"type":"pf2-h3","page":514,"name":"Hedges","entries":["Hedges are planted rows of bushes, shrubs, and trees.","Their iconic appearance in adventures consists of tall hedges grown into mazes. A typical hedge is 2 to 5 feet tall, takes up a row of squares, and provides cover. A character trying to push through a hedge faces {@quickref greater difficult terrain||3|terrain}; it's sometimes faster to Climb over."],"source":"CRB"},{"type":"pf2-h3","page":514,"name":"Undergrowth","entries":["Light undergrowth is {@quickref difficult terrain||3|terrain} that allows a character to Take Cover. Heavy undergrowth is {@quickref greater difficult terrain||3|terrain} that provides cover automatically.","Undergrowth in plains is usually light with a few scattered areas of heavy undergrowth, but fields of certain crops, like corn, are entirely heavy undergrowth."],"source":"CRB"}],"source":"CRB"},{"type":"pf2-h2","page":514,"name":"Swamp","entries":["Wetlands are the most common kind of swamp, but this category also includes drier marshes such as moors.","Swamps often contain quicksand hazards (page 526).","Despite their soggy nature, swamps aren't very likely to experience heavy flooding, since they act as natural sponges and absorb a great deal of water before they flood.",{"type":"pf2-h3","page":514,"name":"Bogs","entries":["Also called mires, bogs are watery areas that accumulate peat, are covered by shrubs and moss, and sometimes feature floating islands of vegetation covering deeper pools.","Shallow bogs are {@quickref difficult terrain||3|terrain} for a Medium creature, and deep bogs are {@quickref greater difficult terrain||3|terrain}. If a bog is deep enough that a creature can't reach the bottom, the creature has to Swim. Bogs are also acidic, so particularly extreme or magical bogs can be hazardous terrain."],"source":"CRB"},{"type":"pf2-h3","page":514,"name":"Undergrowth","entries":["Light undergrowth is {@quickref difficult terrain||3|terrain} that allows a character to Take Cover, while heavy undergrowth is {@quickref greater difficult terrain||3|terrain} that provides cover automatically.","Some sorts of undergrowth, such as thorns, are also hazardous terrain, and areas with plenty of twisting roots are uneven ground."],"source":"CRB"}],"source":"CRB"},{"type":"pf2-brown-box","page":514,"name":"TERRAIN RULES","entries":["Environments make frequent use of the rules for {@quickref difficult terrain||3|terrain}, {@quickref greater difficult terrain||3|terrain}, and hazardous terrain, so those rules are summarized here.","{@b Difficult terrain} is any terrain that impedes movement, ranging from particularly rough or unstable surfaces to thick ground cover and countless other impediments. Moving into a square of {@quickref difficult terrain||3|terrain} (or moving 5 feet into or within an area of {@quickref difficult terrain||3|terrain}, if you're not using a grid) costs an extra 5 feet of movement. Moving into a square of {@b greater difficult terrain} instead costs 10 additional feet of movement. This additional cost is not increased when moving diagonally. Creatures can't normally Step into {@quickref difficult terrain||3|terrain}.","Any movement creatures make while jumping ignores terrain that the creature is jumping over. Some abilities (such as flight or being incorporeal) allow creatures to avoid the movement reduction from some types of {@quickref difficult terrain||3|terrain}. Certain other abilities let creatures ignore {@quickref difficult terrain||3|terrain} while traveling on foot; such an ability also allows a creature to move through {@quickref greater difficult terrain||3|terrain} using the movement cost for {@quickref difficult terrain||3|terrain}, but unless the ability specifies otherwise, these abilities don't let creatures ignore {@quickref greater difficult terrain||3|terrain}.","{@b Hazardous terrain} damages creatures whenever they move through it. For instance, an acid pool, a pit of burning embers, and a spike-filled passageway all constitute hazardous terrain. The amount and type of damage depend on the specific hazardous terrain."],"source":"CRB"},{"type":"pf2-h2","page":514,"name":"Urban","entries":["Urban environments include open city spaces as well as buildings. The building information in this section also applies to ruins and constructed dungeons. Depending on their construction and location, cities might be vulnerable to many sorts of disasters, especially fires and floods.",{"type":"pf2-h3","page":514,"name":"Crowds","entries":["Crowded thoroughfares and similar areas are {@quickref difficult terrain||3|terrain}, or {@quickref greater difficult terrain||3|terrain} if an area is truly packed with people. You might allow a character to get a crowd to part using {@skill Diplomacy}, {@skill Intimidation}, or {@skill Performance}.","A crowd exposed to an obvious danger, like a fire or a rampaging monster, attempts to move away from the danger as quickly as possible, but it is slowed by its own mass. A fleeing crowd typically moves at the Speed of an average member each round (usually 25 feet), potentially trampling or leaving behind slower-moving members of the crowd."],"data":{"quickrefIndex":true},"source":"CRB"},{"type":"pf2-h3","page":515,"name":"Doors","entries":["Opening an unlocked door requires an Interact action (or more than one for a particularly complicated or large door). Stuck doors must be Forced Open, and locked ones require a character to Pick the Lock or Force them Open."],"source":"CRB"},{"type":"pf2-h3","page":515,"name":"Floors","entries":["Wooden floors are easy to walk on, as are flagstone floors made of fitted stones. However, floors of worn flagstone often contain areas of uneven ground."],"source":"CRB"},{"type":"pf2-h3","page":515,"name":"Gates","entries":["Walled settlements often have gates that the city can close for defense or open to allow travel. A typical gate consists of one portcullis at each end of a gatehouse, with murder holes in between or other protected spots from which guards can attack foes."],"source":"CRB"},{"type":"pf2-h3","page":515,"name":"Guards","entries":["Most settlements of significant size have guards working in shifts to protect the settlement at all hours, patrolling the streets and guarding various posts. The size of this force varies from one guard for every 1,000 residents to a force 10 times this number."],"source":"CRB"},{"type":"pf2-h3","page":515,"name":"Portcullises","entries":["A portcullis is a wooden or iron grate that descends to seal off a gate or corridor. Most are raised on ropes or chains operated by a winch, and they have locking mechanisms that keep them from being lifted easily. The rules on lifting a portcullis or bending its bars appear in the sidebar on this page. If a portcullis falls on a creature, use a slamming door trap (page 523)."],"source":"CRB"},{"type":"pf2-brown-box","page":515,"name":"DOORS, GATES, AND WALLS","entries":["Some of the most common obstacles that characters face in urban areas and dungeons are doors, gates, and walls.",{"type":"pf2-title","name":"Climbing"},"The table below gives the typical DC for {@skill Athletics} checks to Climb a structure, which is usually a simple DC. You might adjust the difficulty based on the specifics of the structure and environment.",{"type":"pf2-title","name":"Demolishing"},"A character might want to smash their way through a door, a window, or certain walls. The Hardness, Hit Point, and Broken Threshold values provided in the table below are based on the material the structure is typically made out of, so a portcullis made of iron, for example, has a higher Hardness than one of wood. For more on damaging objects, see page 272.","Strong walls, such as well-maintained masonry or hewn stone, can't be broken without dedicated work and proper tools. Getting through such walls requires downtime.",{"type":"table","rowLabelIdx":[0,5,11],"colStyles":["text-center","text-center","text-center"],"rows":[["Door","Climb DC","Hardness, HP (BT)"],["Wood","20","10, 40 (20)"],["Stone","30","14, 56 (28)"],["Reinforced Wood","15","15, 60 (30)"],["Iron","30","18, 72 (36)"],["Wall","Climb DC","Hardness, HP (BT)"],["Crumbling masonry","15","10, 40 (20)"],["Wooden slats","15","10, 40 (20)"],["Masonry","20","14, 56 (28)"],["Hewn stone","30","14, 56 (28)"],["Iron","40","18, 72 (36)"],["Portcullis","Climb DC","Hardness, HP (BT)"],["Wood","10","10, 40 (20)"],["Iron","10","18, 72 (36)"]]},{"type":"pf2-title","name":"Forcing Open"},"Structures that can be opened—such as doors, gates, and windows—can be Forced Open using {@skill Athletics}. This is usually necessary only if they're locked or stuck. The DC to Force Open a structure uses the {@skill Thievery} DC of its lock but adjusts it to be very hard (increasing the DC by 5).","If there's no lock, use the following table; when lifting a portcullis, use the lock DC or the DC from the table, whichever is higher."],"source":"CRB"},{"type":"pf2-h3","page":515,"name":"Rooftops","entries":["Rooftops make for memorable ambushes, chase scenes, infiltrations, and running fights. Flat roofs are easy to move across, but they're rare in any settlement that receives significant snowfall, since heavy buildups of snow can collapse a roof. Angled roofs are uneven ground, or inclines if they're especially steep. The peak of an angled roof is a narrow surface.","Hurdling from roof to roof often requires a Long Jump, though some buildings are close enough to Leap between.","A High Jump might be necessary to reach a higher roof, or a Leap followed by Grabbing an Edge and Climbing up."],"source":"CRB"},{"type":"pf2-h3","page":515,"name":"Sewers","entries":["Sewers are generally 10 feet or more below street level and are equipped with ladders or other means to ascend and descend. Raised paths along the walls allow sewer workers access, while channels in the center carry the waste itself. Less sophisticated sewers, or sections those workers don't usually access, might require wading through diseaseridden waste. Sewers can be accessed through sewer grates, which usually require 2 or more Interact actions to open.",{"type":"pf2-h4","page":516,"name":"Sewer Gas","entries":["Sewer gas often contains pockets of highly flammable gas. A pocket of sewer gas exposed to a source of flame explodes, dealing moderate environmental fire damage to creatures in the area."],"source":"CRB"}],"source":"CRB"}],"source":"CRB"},{"type":"pf2-h3","page":516,"name":"Stairs","entries":["Stairs are {@quickref difficult terrain||3|terrain} for characters moving up them, and shoddy stairs might also be uneven ground. Some temples and giant-built structures have enormous stairs that are {@quickref greater difficult terrain||3|terrain} both up and down, or might require Climbing every step."],"source":"CRB"},{"type":"pf2-h3","page":516,"name":"Streets","entries":["Most settlements have narrow and twisting streets that were largely established organically as the settlement grew. These roads are rarely more than 20 feet wide, with alleys as narrow as 5 feet. Streets are generally paved with cobblestones. If the cobblestones are in poor repair, they could be {@quickref difficult terrain||3|terrain} or uneven ground.","Particularly lawful or well-planned cities have major thoroughfares that allow wagons and merchants to reach marketplaces and other important areas in town. These need to be at least 25 feet wide to accommodate wagons moving in both directions, and they often have narrow sidewalks that allow pedestrians to avoid wagon traffic."],"source":"CRB"},{"type":"pf2-h3","page":516,"name":"Walls","entries":["Well-built structures have exterior walls of brick or stonemasonry. Smaller, lower-quality, or temporary structures might have wooden walls. Interior walls tend to be less sturdy; they could be made of wooden planks, or even simply of thick, opaque paper held in a wooden frame. An underground structure might have thick walls carved out of solid rock to prevent the weight of the ground above from collapsing the structure. Rules for climbing and breaking walls are in the sidebar on page 515."],"source":"CRB"},{"type":"pf2-h2","page":516,"name":"Underground","entries":["Underground environments consist of caves and natural underground areas. Artificial dungeons and ruins combine underground features with urban features like stairs and walls. Deep underground vaults have some of the same terrain features as mountains, such as chasms and cliffs.","The most common disasters underground are collapses.",{"type":"pf2-h3","page":516,"name":"Floors","entries":["Natural underground environments rarely have flat floors, instead featuring abrupt changes in elevation that result in {@quickref difficult terrain||3|terrain}, uneven ground, and inclines."],"source":"CRB"},{"type":"pf2-h3","page":516,"name":"Ledges","entries":["Ledges are narrow surfaces that overlook a lower area or provide the only means to move along the edge of a chasm. Moving across a narrow ledge requires using {@skill Acrobatics} to Balance."],"source":"CRB"},{"type":"pf2-h3","page":516,"name":"Rubble","entries":["Caverns can be covered in rubble, which is {@quickref difficult terrain||3|terrain}. Deep or pervasive rubble is also uneven ground."],"source":"CRB"},{"type":"pf2-h3","page":516,"name":"Stalagmites and Stalactites","entries":["Stalagmites are tapering columns that rise from the floor of a cave. Areas filled with stalagmites are {@quickref greater difficult terrain||3|terrain}, and especially large stalagmites have to be sidestepped or Climbed. Stalagmites can be sharp enough they can be used as hazardous terrain in some circumstances, as can stalactites (icicle-shaped formations that hang from the roof of a cave) if they're knocked loose from a ceiling or overhang."],"source":"CRB"},{"type":"pf2-h3","page":517,"name":"Walls","entries":["Natural cave walls are uneven, with nooks, crannies, and ledges. Since most caves are formed by water, cave walls are often damp, making them even more difficult to Climb."],"source":"CRB"},{"type":"pf2-brown-box","page":517,"name":"DUNGEONS","entries":["Dungeon environments, which include both ruins and contemporary buildings constructed in the wilderness, are a fairly common venue for adventures. As an environment, they combine urban features like doors and buildings (page 515) with features from an underground environment, and occasionally components from other environments. While underground dungeons are particularly common, you might also consider setting your adventure in a ruin reclaimed by the forest, with giant trees spreading their roots through the walls, or a ruin deep in a swamp, with bogs covering access to some of the ruin's hidden secrets."],"source":"CRB"}],"source":"CRB"},{"type":"pf2-h2","page":517,"name":"Climate","entries":["Weather is more than just set dressing to establish mood—it has mechanical effects you can combine with environmental components to create a more memorable encounter. Weather can impose circumstance penalties on certain checks, from –1 to –4 based on severity.",{"type":"pf2-h3","page":517,"name":"Fog","entries":["Fog imposes a circumstance penalty to visual {@skill Perception} checks, depending on the thickness; it causes creatures viewed through significant amounts of fog to be concealed; and it cuts off all visibility at half a mile or less—possibly much less. Conditions limiting visibility to about a mile are called mist, and those that do so to about 3 miles are called haze."],"source":"CRB"},{"type":"pf2-h3","page":517,"name":"Precipitation","entries":["Precipitation includes rain as well as colder snow, sleet, and hail. Wet precipitation douses flames, and frozen precipitation can create areas of snow or ice on the ground. Drizzle or light snowfall has little mechanical effect beyond limited visibility.",{"type":"pf2-h4","page":517,"name":"Visibility","entries":["Most forms of precipitation impose circumstance penalties on visual {@skill Perception} checks. Hail often is sparser but loud, instead penalizing auditory {@skill Perception} checks.","Especially heavy precipitation, such as a downpour of rain or heavy snow, might make creatures concealed if they're far away."],"source":"CRB"},{"type":"pf2-h4","page":517,"name":"Fatigue","entries":["Precipitation causes discomfort and fatigue. Anything heavier than drizzle or light snowfall reduces the time it takes for characters to become fatigued from overland travel to only 4 hours. Heavy precipitation can be dangerous in cold environments when characters go without protection. Soaked characters treat the temperature as one step colder (mild to severe, severe to extreme; see Temperature below)."],"source":"CRB"},{"type":"pf2-h4","page":517,"name":"Thunderstorms","entries":["High winds and heavy precipitation accompany many thunderstorms. There's also a very small chance that a character might be struck by lightning during a storm. A lightning strike usually deals moderate electricity damage, or major electricity damage in a severe thunderstorm."],"source":"CRB"}],"source":"CRB"},{"type":"pf2-h3","page":517,"name":"Temperature","entries":["Often, temperature doesn't impose enough of a mechanical effect to worry about beyond describing the clothing the characters need to wear to be comfortable.","Particularly hot and cold weather can make creatures fatigued more quickly during overland travel and can cause damage if harsh enough, as shown in Table 10–13 on page 518.","Appropriate cold-weather gear (such as the winter clothing) can negate the damage from severe cold or reduce the damage from extreme cold to that of particularly severe cold.",{"type":"data","tag":"table","name":"Temperature Effects","source":"CRB"}],"source":"CRB"},{"type":"pf2-h3","page":517,"name":"Wind","entries":["Wind imposes a circumstance penalty on auditory {@skill Perception} checks depending on its strength. It also interferes with physical ranged attacks such as arrows, imposing a circumstance penalty to attack rolls involving such weapons, and potentially making attacks with them impossible in powerful windstorms. Wind snuffs out handheld flames; lanterns protect their flame from the wind, but particularly powerful winds can extinguish these as well.",{"type":"pf2-h4","page":517,"name":"Moving in Wind","entries":["Wind is difficult or {@quickref greater difficult terrain||3|terrain} when Flying.","Moving in wind of sufficient strength requires a Maneuver in Flight action, and fliers are blown away on a critical failure or if they don't succeed at a minimum of one such check each round.","Even on the ground, particularly strong winds might require a creature to succeed at an {@skill Athletics} check to move, knocking the creature back and prone on a critical failure. On such checks, Small creatures typically take a –1 circumstance penalty, and Tiny creatures typically take a –2 penalty."],"source":"CRB"}],"source":"CRB"}],"source":"CRB"},{"type":"pf2-h2","page":518,"name":"Natural Disasters","entries":["Climate and environmental features can be a hindrance or long-term threat, but natural disasters represent acute danger, especially to those directly exposed to their fury.","The damage in the following sections uses the categories in {@table Environmental Damage||Table 10–11: Environmental Damage}.",{"type":"pf2-h3","page":518,"name":"Avalanches","entries":["Though the term avalanche specifically refers to a cascading flow of ice and snow down a mountain's slope, the same rules work for landslides, mudslides, and other similar disasters. Avalanches of wet snow usually travel up to 200 feet per round, though powdery snow can travel up to 10 times faster. Rockslides and mudslides are slower, sometimes even slow enough that a character might be able to outrun them.","An avalanche deals major or even massive bludgeoning damage to creatures and objects in its path. These victims are also buried under a significant mass. Creatures caught in an avalanche's path can attempt a Reflex save; if they succeed, they take only half the bludgeoning damage, and if they critically succeed, they also avoid being buried.",{"type":"pf2-h4","page":518,"name":"Burial","entries":["Buried creatures take minor bludgeoning damage each minute, and they potentially take minor cold damage if buried under an avalanche of snow. At the GM's discretion, creatures without a sufficient air pocket could also risk suffocation (page 478). A buried creature is restrained and usually can't free itself.","Allies or bystanders can attempt to dig out a buried creature. Each creature digging clears roughly a 5-footby- 5-foot square every 4 minutes with a successful {@skill Athletics} check (or every 2 minutes on a critical success).","Using shovels or other proper tools halves the time."],"source":"CRB"}],"source":"CRB"},{"type":"pf2-h3","page":518,"name":"Blizzards","entries":["Blizzards combine cold weather, heavy snow, and strong winds. They don't pose a single direct threat as other disasters do; instead, the combination of these factors all at once poses a substantial impediment to characters."],"source":"CRB"},{"type":"pf2-h3","page":518,"name":"Collapses","entries":["Collapses and cave-ins occur when caverns or buildings fall, dumping tons of rock or other material on those caught below or inside them. Creatures under the collapse take major or massive bludgeoning damage and become buried, just as with an avalanche. Fortunately, collapses don't spread unless they weaken the overall integrity of the area and lead to further collapses."],"source":"CRB"},{"type":"pf2-h3","page":518,"name":"Earthquakes","entries":["Earthquakes often cause other natural disasters in the form of avalanches, collapses, floods, and tsunamis, but they also present unique threats such as fissures, soil liquefaction, and tremors.",{"type":"pf2-h4","page":518,"name":"Fissures","entries":["Fissures and other ground ruptures can destabilize structures, but more directly they lead to creatures taking bludgeoning damage from falling into a fissure."],"source":"CRB"},{"type":"pf2-h4","page":518,"name":"Soil Liquefaction","entries":["Liquefaction occurs when granular particles shake to the point where they temporarily lose their solid form and act as liquids. When this happens to soil, it can cause creatures and even whole buildings to sink into the ground. You can use the {@spell earthquake} spell for more specific rules, though that spell represents only one particular kind of localized quake."],"source":"CRB"},{"type":"pf2-h4","page":518,"name":"Tremors","entries":["Tremors knock creatures prone, causing them to fall or careen into other objects, which can deal bludgeoning damage appropriate to the severity of the quake."],"source":"CRB"}],"source":"CRB"},{"type":"pf2-h3","page":518,"name":"Floods","entries":["Though more gradual floods can damage structures and drown creatures, flash floods are similar to avalanches, except with a liquid mass instead of a solid one. Instead of burying creatures, a flash flood carries creatures and even massive objects away, buffeting the creatures and potentially drowning them. The drowning rules appear on page 478.",{"type":"data","tag":"table","name":"Temperature Effects","source":"CRB"}],"source":"CRB"},{"type":"pf2-h3","page":519,"name":"Sandstorms","entries":["Mild sandstorms and dust storms don't present much more danger than a windy rainstorm, but they can cause damage to a creature's lungs and spread diseases across long distances. Heavy sandstorms deal minor slashing damage each round to those exposed to the sand, force creatures to hold their breath to avoid suffocation, or both."],"source":"CRB"},{"type":"pf2-h3","page":519,"name":"Tornadoes","entries":["In a tornado's path, wind conditions impose severe circumstance penalties, but creatures that would normally be blown away are instead picked up in the tornado's funnel, where they take massive bludgeoning damage from flying debris as they rise through the cone until they are eventually expelled (taking bludgeoning damage from falling).","Tornadoes usually travel around 300 feet per round (roughly 30 miles per hour). They normally travel a few miles before dissipating. Some tornadoes are stationary or travel much faster."],"source":"CRB"},{"type":"pf2-h3","page":519,"name":"Tsunamis","entries":["Tsunamis present many of the same dangers as flash floods but are much larger and more destructive. Tsunami waves can reach <100 feet> or more in height, wrecking buildings and creatures alike with massive bludgeoning damage from both the wave itself and debris pulled up along its path of destruction."],"source":"CRB"},{"type":"pf2-h3","page":519,"name":"Volcanic Eruptions","entries":["Volcanic eruptions can contain any combination of ash, lava bombs, lava flows, pyroclastic flows, and vents.",{"type":"pf2-h4","page":519,"name":"Ash","entries":["Ash from volcanic eruptions is hot enough to cause minor fire damage each minute. It limits visibility like a thick fog and can make air unbreathable, requiring characters to hold their breath or suffocate (page 478).","Ash clouds generate ash lightning strikes, which typically deal moderate electricity damage but are very unlikely to hit an individual creature. Ash buildup on the ground creates areas of uneven ground, {@quickref difficult terrain||3|terrain}, or {@quickref greater difficult terrain||3|terrain}, and ash in the atmosphere can block the sun for weeks or even months, leading to colder temperatures and longer winters."],"source":"CRB"},{"type":"pf2-h4","page":519,"name":"Lava Bombs","entries":["Pressure can launch lava into the air that falls as lava bombs: masses of lava that solidify as they fly and shatter on impact, dealing at least moderate bludgeoning damage and moderate fire damage."],"source":"CRB"},{"type":"pf2-h4","page":519,"name":"Lava Flows","entries":["Lava flows are an iconic volcanic threat; they usually move between 5 and 60 feet per round over normal ground, so characters can often outrun them. However, flows can move up to 300 feet per round in a steep volcanic tube or channel. Lava emanates heat that deals minor fire damage even before it comes into contact with creatures, and immersion in lava deals massive fire damage each round."],"source":"CRB"},{"type":"pf2-h4","page":519,"name":"Pyroclastic Flows","entries":["Mixes of hot gases and rock debris, pyroclastic flows spread much faster than lava, sometimes more than 4,000 feet per round. While cooler than the hottest lava, pyroclastic flows are capable of overwhelming entire settlements. They work like avalanches but deal half of their damage as fire damage."],"source":"CRB"},{"type":"pf2-h4","page":519,"name":"Vents","entries":["Steam vents shoot from the ground, dealing moderate fire damage or more in a wide column. Acidic and poisonous gases released from beneath the surface can create wide areas of hazardous terrain that deals at least minor acid or poison damage."],"source":"CRB"}],"source":"CRB"},{"type":"pf2-h3","page":519,"name":"Wildfires","entries":["Wildfires travel mainly along a front moving in a single direction. In a forest, the front can advance up to 70 feet per round (7 miles per hour). They can move up to twice as fast across plains due to a lack of shade and the relatively low humidity. Embers from the fire, carried by winds and rising hot air, can scatter, forming spot fires as far as 10 miles away from the main wildfire. Wildfires present three main threats: flames, heat, and smoke.",{"type":"pf2-h4","page":519,"name":"Flames","entries":["Flames are hazardous terrain, usually dealing moderate damage and potentially setting a character on fire, dealing moderate persistent fire damage. The flames from a small fire are often less dangerous than the advancing heat from the front of a large fire."],"source":"CRB"},{"type":"pf2-h4","page":519,"name":"Heat","entries":["Wildfires increase the temperature in advance of the front, reaching nearly 1,500° F at the fire's arrival, as hot as some lava. This begins as minor fire damage every round at a reasonable distance from the front and increases to massive fire damage for someone within the wildfire."],"source":"CRB"},{"type":"pf2-h4","page":519,"name":"Smoke","entries":["Wind can carry smoke far in front of the wildfire itself. Smoke imposes a circumstance penalty to visual {@skill Perception} checks, depending on the thickness. It causes creatures viewed through significant amounts of smoke to be concealed, and it cuts off all visibility at half a mile or less. Near or within the wildfire, the combination of smoke and heated air require characters to hold their breath or suffocate (page 478)."],"source":"CRB"}],"source":"CRB"}],"source":"CRB"}],"data":{"quickref":5},"source":"CRB"},{"type":"section","page":520,"name":"Hazards","entries":[{"type":"pf2-h2","page":520,"name":"Detecting a Hazard","entries":["Every hazard has a trigger of some kind that sets its dangers in motion. For traps, this could be a mechanism like a trip wire or a pressure plate, while for an environmental hazard or haunt, the trigger may simply be proximity. When characters approach a hazard, they have a chance of finding the trigger area or mechanism before triggering the hazard. They automatically receive a check to detect hazards unless the hazards require a minimum proficiency rank to do so.","During exploration, determine whether the party detects a hazard when the PCs first enter the general area in which it appears. If the hazard doesn't list a minimum proficiency rank, roll a secret Perception check against the hazard's {@skill Stealth} DC for each PC. For hazards with a minimum proficiency rank, roll only if someone is actively searching (using the Search activity while exploring or the {@action Seek} action in an encounter), and only if they have the listed proficiency rank or higher. Anyone who succeeds becomes aware of the hazard, and you can describe what they notice.","Magical hazards that don't have a minimum proficiency rank can be found using {@spell detect magic}, but this spell doesn't provide enough information to understand or disable the hazard—it only reveals the hazard's presence.","Determining a magical hazard's properties thoroughly enough to disable it requires either the use of more powerful magic or a successful skill check, likely using {@action Identify Magic} or {@action Recall Knowledge}. Magical hazards with a minimum proficiency rank cannot be found with {@spell detect magic} at all."],"source":"CRB"},{"type":"pf2-h2","page":520,"name":"Triggering a Hazard","entries":["If the group fails to detect a hazard and the hazard's trigger is a standard part of traveling (such as stepping on a floor plate or moving through a magical sensor while walking), the hazard's reaction occurs. Hazards that would be triggered only when someone directly manipulates the environment—by opening a door, for example—use their reactions only if a PC explicitly takes that action.",{"type":"pf2-h3","page":520,"name":"Reaction or Free Action","entries":["Most hazards have reactions that occur when they're triggered. For simple hazards, the reaction is the entirety of the hazard's effect. For complex hazards, the reaction may also cause the hazard to roll initiative, either starting a combat encounter or joining one already in progress, and the hazard continues to pose a threat over multiple rounds. Some hazards have a triggered free action instead of a reaction; for instance, quicksand can suck down multiple creatures per round."],"source":"CRB"},{"type":"pf2-h3","page":520,"name":"Routine","entries":["A complex hazard usually follows a set of preprogrammed actions called a routine. Once triggered, the hazard first performs its initial reaction; then, if the PCs are not yet in encounter mode, they should roll initiative. (If they're already in encounter mode, their initiative remains the same.) The hazard might tell you to roll initiative for it—in this case, the hazard rolls initiative using its {@skill Stealth} modifier.","After this happens, the hazard follows its routine each round on its initiative. The number of actions a hazard can take each round, as well as what they can be used for, depend on the hazard."],"source":"CRB"},{"type":"pf2-brown-box","page":520,"name":"MONSTERS AND HAZARDS","entries":["The statistics for NPCs and monsters usually don't list their proficiency ranks. Most of the time, they don't need to deal with detecting or disabling hazards the way PCs do, so you don't need this information. However, if a PC resets a trap in a monster's path or plans to lure a monster into a hazard, you can improvise this information.","For Perception, a monster is usually an expert at 3rd or 4th level, a master at 8th or 9th level, and legendary at 16th or 17th level. If the monster has {@skill Thievery} listed in its skills, it has the highest proficiency possible for its level (trained at 1st, expert at 3rd, master at 7th, and legendary at 15th); otherwise, it's untrained. Of course, an individual monster might deviate from these guidelines, especially if it's mindless or not very perceptive."],"source":"CRB"},{"type":"pf2-h3","page":520,"name":"Resetting a Hazard","entries":["Some hazards can be reset, allowing them to be triggered again. This can occur automatically, as for quicksand, whose surface settles after 24 hours, or manually, like a hidden pit, whose trapdoor must be closed for the pit to become hidden again."],"source":"CRB"}],"source":"CRB"},{"type":"pf2-h2","page":521,"name":"Disabling a Hazard","entries":["The most versatile method for deactivating traps is the Disable a Device action of the {@skill Thievery} skill, though most mechanical traps can also simply be smashed, and magical traps can usually be counteracted. Environmental hazards often can be overcome with {@skill Nature} or {@skill Survival}, and haunts can often be overcome with {@skill Occultism} or {@skill Religion}. The specific skill and DC required to disable a hazard are listed in the hazard's stat block. Like using Disable a Device, using these skills to disable a trap is a 2-action activity with the same degrees of success, though the activity might have different traits determined by the GM. As with detecting a hazard, disabling a hazard might require a character to have a certain proficiency rank in the listed skill.","A character must first detect a hazard (or have it pointed out to them) to try to deactivate it. They can attempt to deactivate a hazard whether or not it has already been triggered, though some hazards no longer pose a danger once their reactions have occurred, especially if there is no way for them to be reset.","For most hazards, a successful check for the listed skill against the DC in the stat block disables the hazard without triggering it. Any other means of deactivating the hazard are included in the hazard's stat block, as are any additional steps required to properly deactivate it.","A critical failure on any roll to disable a hazard triggers it, including a critical failure on a roll to counteract a magic hazard.","Some hazards require multiple successful checks to deactivate, typically because they have a particularly complicated component or have several discrete portions. For hazards with a complex component, a critical success on a check to disable the hazard counts as two successes on a single component.",{"type":"pf2-h3","page":521,"name":"Damaging a Hazard","entries":["Rather than trying to carefully disable a hazard, a character might just smash it. Damaging a mechanical trap or another physical hazard works like damaging objects: the hazard reduces the damage it takes by its Hardness. In most cases, hitting the hazard also triggers it, as explained in Attacking a Hazard below. If a hazard's Hit Points are reduced to its Broken Threshold (BT) or lower, the hazard becomes broken and can't be activated, though it can still be repaired. If it's reduced to 0 HP, it's destroyed and can't be repaired. (See page 272 in Chapter 6 for more information on damaging objects.)","Hazards' AC, applicable saving throw modifiers, Hardness, HP, and BT are listed in their stat blocks. A hazard that doesn't list one of these statistics can't be affected by anything targeting that statistic. For example, a hazard that has HP but no BT can't be broken, but can still be destroyed. Hazards are immune to anything an object is immune to unless specifically noted otherwise, and they can't be targeted by anything that can't target objects. Some hazards may have additional immunities, as well as resistances or weaknesses.",{"type":"pf2-h4","page":521,"name":"Attacking a Hazard","entries":["If someone hits a hazard—especially if it's a mechanical trap—they usually trigger it, though you might determine otherwise in some cases. An attack that breaks the hazard might prevent it from triggering, depending on the circumstances. If the hazard has multiple parts, breaking one part might still trigger the trap. For example, if a trap has a trip wire in one location and launches an attack from another location, severing the trip wire could still trigger the attack. Destroying a trap in one blow almost never triggers it. These rules also apply to most damaging spells or other effects in addition to attacks."],"source":"CRB"},{"type":"pf2-h4","page":521,"name":"Repairing a Hazard","entries":["You might allow a character to repair a damaged hazard to restore its functionality. You determine the specifics of this, since it can vary by trap. The Repair action might be insufficient if fixing the trap requires gathering scattered components or the like. If the item has a Reset entry, the character needs to do whatever is listed there, in addition to repairing the damage."],"source":"CRB"}],"source":"CRB"},{"type":"pf2-h3","page":521,"name":"Counteracting a Magical Hazard","entries":["Some magical hazards can be counteracted using {@spell dispel magic} and the counteracting rules found on page 458. These hazards' spell levels and counteract DCs are listed in their stat block. Counteracting a hazard otherwise works like using a skill check to disable the hazard."],"source":"CRB"}],"source":"CRB"},{"type":"pf2-h2","page":521,"name":"Hazard Experience","entries":["Characters gain Experience Points for overcoming a hazard, whether they disable it, avoid it, or simply endure its attacks. If they trigger the same hazard later on, they don't gain XP for the hazard again. The XP values for hazards of different levels also appear on page 508, but are repeated here for convenience. The XP for a complex hazard is equal to the XP for a monster of the same level, and the XP for a simple hazard is one-fifth of that. Hazards of a lower level than the party's level –4 are trivial and award no XP.",{"type":"data","tag":"table","name":"Hazard XP","source":"CRB"}],"source":"CRB"},{"type":"pf2-h2","page":522,"name":"Hazard Format","entries":["Hazards are presented in a stat block format similar to those used for monsters. A few notes regarding the format follow the sample stat block.",{"type":"data","tag":"generic","data":{"source":"CRB","page":522,"name":"Hazard Name","category":"Hazard","level":" [Level]","traits":["traits"],"sections":[[[{"name":"Stealth","entry":"This entry lists the {@skill Stealth} modifier for a complex\nhazard's initiative or the {@skill Stealth} DC to detect a simple\nhazard, followed by the minimum proficiency rank to detect\nthe hazard (if any) in parentheses. If {@spell detect magic} can be\nused to detect the hazard, this information is located here\nas well."}],[{"name":"Description","entry":"This explains what the hazard looks like and might\ninclude special rules."}]],[[{"name":"Disable","entry":"The DC of any skill checks required to disable the\nhazard are here; if the hazard can be counteracted, its spell\nlevel and counteract DC are listed in parentheses."}],[{"name":"AC","entry":"the hazard's AC"},{"name":"Saving Throws","entry":"the hazard's saves. Usually\nonly haunts are subject to Will saves."}],[{"name":"Hardness","entry":"the hazard's Hardness"},{"name":"HP","entry":"the hazard's Hit Points,\nwith its Broken Threshold in parentheses"},{"name":"Immunities","entry":"the\nhazard's immunities"},{"name":"Weaknesses","entry":"the hazard's weaknesses,\nif any"},{"name":"Resistances","entry":"the hazard's resistances, if any"}],[{"name":"Action Type","entry":"{@as r} or {@as f} This is the reaction or free action the\nhazard uses"},{"name":"Trigger","entry":"The trigger that sets off the hazard\nappears here"},{"name":"Effect","entry":"For a simple hazard, this effect is often\nall the hazard does. For a complex hazard, this might also\ncause the hazard to roll initiative.\nRoutine This section describes what a"}],[{"name":"Routine","entry":"This section describes what a complex hazard does on\neach of its turns during an encounter; the number in parentheses\nafter the word \"Routine\" indicates how many actions the hazard\ncan use each turn. Simple hazards don't have this entry."}],[{"name":"Action","entry":"Any action the hazard can use appears here. Typically,\nthis is a melee or ranged attack."}]],[[{"name":"Reset","entry":"If the hazard can be reset, that information is here."}]]]}},{"type":"pf2-h3","page":522,"name":"Level","entries":["The hazard's level indicates what level of party it's a good challenge for. If the hazard involves a toxin, curse, or other non-spell feature, that feature's level is the hazard's level."],"source":"CRB"},{"type":"pf2-h3","page":522,"name":"Traits","entries":["The most notable hazard traits are trap (constructed to harm intruders), environmental (natural hazards), and haunt (spectral phenomena). Traps have a trait to indicate whether they're magical or mechanical. Hazards that have initiative and a routine have the complex trait."],"source":"CRB"},{"type":"pf2-h3","page":522,"name":"Stealth or Stealth DC","entries":["Complex hazards list their {@skill Stealth} modifier, which they use for initiative, instead of their {@skill Stealth} DC. If you need the DC, it's equal to this modifier + 10."],"source":"CRB"}],"source":"CRB"},{"type":"pf2-h2","page":526,"name":"Hazards","entries":["{@note To view all Hazards, please view the {@filter Hazards page.|hazards||source=CRB}}",{"type":"pf2-brown-box","page":528,"name":"UPGRADED SUMMONING RUNES","entries":["You can make a summoning rune of nearly any level. It summons a creature of a level equal to the trap's level.","Use {@table DCs by Level||Table 10–5: DCs by Level} to determine the {@skill Thievery} DC and spell DC, using the trap's level and applying a {@table DC Adjustments||hard adjustment} (+2). The {@skill Stealth} modifier for the trap is equal to this number –10. Stronger summoning runes usually require expert proficiency or better in {@skill Perception} to find, and they might require a higher proficiency rank in {@skill Thievery} to disable."],"source":"CRB"}],"source":"CRB"}],"data":{"quickref":5},"source":"CRB"},{"type":"section","page":483,"name":"Planning a Campaign","entries":["A Pathfinder game is typically structured as a campaign—a serialized story that focuses on a single party of characters.","A campaign is subdivided into multiple adventures, smaller stories that involve exploration and interaction with nonplayer characters. A single adventure represents a complete story that might be connected to the larger arc of a campaign. Playing an adventure spans one or more game sessions—gatherings where the group plays a part of the adventure over the course of several hours.","A campaign provides the overall structure for your Pathfinder game. As you prepare for your campaign, you'll establish its scope and themes, which you'll then reinforce in the adventures and scenes that take place within it.",{"type":"pf2-brown-box","page":483,"name":"COLLABORATION DURING PLAY","entries":["As Game Master, you have the final say on how the world and rules function, and how nonplayer characters act. This rule's purpose is to make the game run smoothly, with one guiding hand ensuring consistency. It's not intended to make one player into a dictator over the rest of the group. Collaboration is vital to roleplaying games!","How you implement collaboration in a game depends on what your players are interested in. In some groups, players enjoy adding details to the world and to nonplayer characters. In others, players want to feel like the world is outside their control, and the only decisions they get to make are those made by their own characters. Both are fun and acceptable ways to play.","You are encouraged to collect input from your players before you start, asking what storytelling genres they'd like to emphasize, which areas of the world they want to play in, the types of enemies they'd like to face, or which published adventure they want to play. A good campaign includes some back-and-forth at the beginning as the players figure out what characters they want to play and you figure out what sort of adventure to run. The results can range from building an adventure entirely to fit the characters to choosing a specific published adventure, having the players make their characters, and then just adapting the beginning of that adventure so that all the player characters have a reason to be involved.","As you play, opportunities to collaborate will occur again and again. When players throw out suggestions or come up with specific theories about the events of the campaign, they're telling you what they'd like to see in the game. Try to find ways to incorporate their suggestions, but with enough of a twist that each still includes something unexpected."],"source":"CRB"},{"type":"pf2-h3","page":483,"name":"Campaign Length","entries":["The length of a campaign can range from a few sessions to many years. Two main factors determine campaign length: how much time you need to complete the story, and how much time players want to devote to the game.","A single session, or a \"one-shot,\" is great if your group is trying out Pathfinder or wants to play a specific short adventure. This requires a smaller time commitment but requires the GM to present the events of the game in a way that is immediately engaging, since there's less opportunity for the players to become invested in the story or setting.","If you want to play through a longer campaign, you'll need to add some story elements that speak directly to the characters in your game rather than just to the events of the adventure. In other words, the characters should have individual goals in addition to the group's overall goals.","You can estimate how long a campaign will take by looking at the amount of time you actually have to play, or the number of character levels you intend the characters to advance. It typically takes three to four sessions for a group to level up. Since you'll probably cancel sessions on occasion, playing once a week for a year results in roughly a 14-level campaign, playing every 2 weeks for a year gives you an 8-level campaign, and playing monthly allows for a 5-level campaign. If you play only once a month, you might consider holding longer sessions and using fast advancement (page 509).","It's entirely okay to have a campaign with an indefinite length. Many groups play through one adventure and then decide to take on another. If you run an indefinite campaign, however, avoid ongoing plots that you can't satisfactorily end if the campaign comes to a close after the next adventure. If you introduce an overwhelmingly powerful villain who's crucial to the story but can't be stopped until the player characters are 15th level, ending the campaign at 8th level will feel anticlimactic.","It pays to be conservative when estimating your campaign length and scope. It's always tempting to run a 20-level epic campaign with complex, interwoven plots, but such games can fall apart long before the end if your group can play only once a month and the players have other responsibilities.",{"type":"pf2-h4","name":"Expected Duration","entries":["Not every campaign ends at the same point. Some campaigns go all the way to 20th level, ending after the player characters attain the height of power and confront the greatest threats any mortal could face. Others end at a lower level, after the group takes down a major villain or solves a crucial problem. And still other campaigns end when players become unable to attend or decide its a good time to stop playing.","You should have an end point in mind when you start a campaign. Still, you have to be flexible, since you're telling the story alongside other players, and your initial expectations for the campaign may be proven incorrect. When you think you're heading toward a satisfying conclusion, it's useful to check in with the other players. You might say, \"I think we have about two sessions left. Does that work for everyone? Is there any unfinished business you want to take care of?\" This lets you gauge whether your assumptions match up with the rest of the group—and make any necessary adjustments."]}],"source":"CRB"},{"type":"pf2-h3","page":484,"name":"Themes","entries":["The themes you choose for your campaign are what distinguish it from other campaigns. They include the major dramatic questions of your story and the repeated use of certain environments or creatures, and they can also include embracing a genre beyond traditional high fantasy. The themes you choose for your campaign also suggest storyline elements you might use.","A storyline's themes usually relate to the backstories, motivations, and flaws of the player characters and villains. For example, if you've chosen revenge as one of the themes of your game, you might introduce a villain whose quest for revenge tears his life apart and causes tragic harm to those around him. If one of the player characters is a chaotic good believer in liberty and freedom, you might engage that character by pitting the group against slavers. Or, you might choose a theme of love, leading to nonplayer characters involved in doomed romances, seeking to regain lovers they have lost, or courting the player characters.","Using similar locations and related creatures helps you form connections between disparate adventures. The players feel like their characters are becoming experts negotiating with giants, navigating seaways, battling devils, exploring the planes, or dealing with whatever the recurring elements are. For example, you might have the players explore a frozen tundra early on, then later travel to an icy plane filled with more difficult challenges that can be overcome using knowledge they've previously developed. Likewise, hobgoblin soldiers may be tough enemies for your group at low levels, but as the PCs attain higher levels and the hobgoblins become mere minions of another creature, the players feel a sense of progression.","Pathfinder is a fantasy adventure game, but you can shift your campaign to include elements of other fictional genres. You might want to infuse your game a with a sense of horror, reduce the amount of magic and use slow advancement (page 509) to make it a tale of sword and sorcery, or turn magic into technology for a steampunk setting."],"source":"CRB"},{"type":"pf2-h3","page":485,"name":"A Welcoming Environment","entries":["The role of Game Master comes with the responsibility of ensuring you and the rest of the players have a rewarding, fun time during the game. Games can deal with difficult subjects and have stressful moments, but fundamentally Pathfinder is a leisure activity. It can remain so only if the players follow the social contract and respect one another.","Players with physical or mental disabilities might find themselves more challenged than abled players. Work with your players to ensure they have the resources and support they need. Additionally, be on the lookout for behavior that's inappropriate, whether intentional or inadvertent, and pay careful attention to players' body language during the game. If you notice a player becoming uncomfortable, you are empowered to pause the game, take it in a new direction, privately check in with your players during or after the session, or take any other action you think is appropriate.","If a player tells you they're uncomfortable with something in the game, whether it's content you've presented as the GM or another player's or PC's actions, listen carefully to that player and take steps to ensure they can once again have fun during your game. If you're preparing prewritten material and you find a character or a situation inappropriate, you are fully empowered to change any details as you see fit. You also have the authority (and responsibility) to ask players to change their behavior—or even leave the table—if what they're doing is unacceptable or makes others feel uncomfortable. It's never appropriate to make the person who is uncomfortable responsible for resolving a problem. It's okay if mistakes happen. What's important is how you respond and move forward.","Gaming is for everyone. Never let those acting in bad faith undermine your game or exclude other players. Your efforts are part of the long-term process of making games and game culture welcoming to all. Working together, we can build a community where players of all identities and experiences feel safe.",{"type":"pf2-brown-box","page":485,"name":"TOOLS FOR RESPONSIBLE PLAY","entries":["Consent and comfort are important topics for roleplaying games, and many designers have created techniques to help facilitate responsible play. Some methods you can use are lines and veils, developed by Ron Edwards, and the X-Card, developed by John Stavropoulos.","Lines and Veils The terms \"line\" and \"veil\" can give your table a common vocabulary for the concepts described in this section. A line is a hard limit to the actions players might take, such as \"We're drawing a line at torture.\" The group agrees not to cross a line and omits that content from the game.","A veil indicates something that shouldn't be described in detail. The scene fades to black for a veil, or the group moves on to discuss a different topic, though whatever the veil is drawn across still happens. For example, you might say, \"We'll draw a veil across the scene as those characters head into the bedroom.\" You might come up with some lines and veils in advance, but then find more as play continues.","The X-Card Draw an \"X\" on a card, and you've got an X-Card. Place it on the table at the start of the session and describe its use to the players: any player can silently reject content they find upsetting by tapping the X-Card; whoever's speaking then rewinds a bit and continues on, excising the objectionable content. As with setting the basic guidelines for your campaign, there are no questions asked, no judgment, and no argument when someone invokes the X-Card. You can, however, ask for clarification if you need it, such as \"How far back should I rewind this?\" Some groups instead make an X with their hands, say \"Let's X that out,\" or use some other method. Either way, follow up with the player privately, after the game, to see if the guidelines need to be revised.","You can find more details at {@b {@link tinyurl.com/x-card-rpg|https://tinyurl.com/x-card-rpg}}."],"source":"CRB"},{"type":"pf2-h4","page":486,"name":"Objectionable Content","entries":["Before a campaign begins, check in with your players—as a group or individually—to find out what types of content they want to allow in the game, and which topics they would prefer to avoid. Because the story unfolds in real time, it's essential that you discuss these topics before the game starts. These discussions are intended to keep players safe, and so it's not okay to ask why someone wants a type of content banned. If someone wants it banned, ban it—no questions asked.","It can help to start with a rating, like those used for movies or video games. Pathfinder games often include violence and cruelty. What's the limit on how graphically these concepts should be described? Can players swear at the table? Does anyone have phobias they don't want to appear in the game, such as spiders or body horror?","After you figure out the limits on objectionable content, you have four important tasks:",{"type":"list","items":["Clearly convey these limits to the other players.","Ensure you and the players abide by the boundaries.","Act immediately if someone becomes uncomfortable about content during a session, even if it wasn't already banned in a prior discussion. Once the issue is resolved, move on.","Resolve the issue if any player deliberately pushes these boundaries, tries to find loopholes, tries to renegotiate the limits, or belittles people for having a different tolerance to objectionable content."]}],"source":"CRB"},{"type":"pf2-h4","page":486,"name":"The Pathfinder Baseline","entries":["You might find that your players don't have much to say on the topic of objectionable content, and just assume that general societal mores will keep the most uncomfortable topics out of the game. That's not always enough, as that approach relies on shared assumptions that aren't always accurate. The following is a set of basic assumptions that works for many groups, which you can modify to fit your preferences and those of the other players.",{"type":"list","items":["Bloodshed, injuries, and even dismemberment might be described. However, excessive descriptions of gore and cruelty should be avoided.","Romantic and sexual relationships can happen in the game, but players should avoid being overly suggestive. Sex always happens \"off-screen.\" Because attempts at initiating a relationship between player characters can be uncomfortably similar to one player hitting on another, this should generally be avoided (and is entirely inappropriate when playing with strangers).","Avoid excessively gross or scatological descriptions."]},"The following acts should never be performed by player characters:",{"type":"list","items":["Torture","Rape, nonconsensual sexual contact, or sexual threats","Harm to children, including sexual abuse","Owning slaves or profiting from the slave trade","Reprehensible uses of mind-control magic"]},"Villains might engage in such acts, but they won't happen \"on-screen\" or won't be described in detail. Many groups choose to not have villains engage in these activities at all, keeping these reprehensible acts out of mind entirely."],"source":"CRB"},{"type":"pf2-h4","name":"Social Splash Damage","page":486,"entries":["As important as it is to take care of yourself and the other players in your game, be mindful of your group's impact on the other people around you. If you're playing in a space that's not your own, respect your hosts. If you're playing in public, consider the comfort of the people around you, not just what your group is comfortable with. It's easy to get caught up in a game, as we get sucked into the microcosm of an imagined world, but don't ignore the real world around you. Be aware when you're making too much noise, leaving a mess, alarming passersby with graphic descriptions of violence, or even just giving the cold shoulder to curious spectators witnessing RPG play for the first time."],"source":"CRB"}],"source":"CRB"},{"type":"pf2-h3","page":486,"name":"Character Creation","entries":["At the outset of a new campaign, the players will create new player characters. Part of that process involves you introducing what the campaign will be about and what types of characters are most appropriate. Work with the players to determine which rule options are available. The safest options are the common choices from the {@book Pathfinder Core Rulebook|CRB}. If players want to use common options from other books or uncommon or rare options, through play, review those options to see if any of them conflict with the style of campaign you have in mind or might present strange surprises down the road. It's usually best to allow new options, but there's no obligation to do so. Be as open as you're comfortable with."],"source":"CRB"}],"data":{"quickref":5},"source":"CRB"},{"type":"section","page":486,"name":"Preparing an Adventure","entries":["An adventure is a self-contained collection of story elements, characters, and settings that become the basis for the story you and the other players tell. Think of the adventure as an outline for your own story. You'll have major beats you want to include, some consistent characters, and themes you want to convey, but all sorts of things can change during the process of turning the outline into a completed story.","You might use a published adventure from Paizo or another company, or you might construct your own adventure as you prepare for your game sessions.",{"type":"pf2-h3","page":486,"name":"Published Adventures","entries":["Prewritten adventures include background information and nonplayer characters needed for the story, plus all the locations, maps, and monster groups necessary for both exploration and encounters. Prewritten adventures can speed up your preparation, since you can simply read the relevant sections of the adventure before a game, and you don't have to create everything from scratch. A published adventure already includes the expected amount of encounters and treasure, and you can find adventures built for different character levels to match your group. Reading a published adventure or running one as your first game can help you see how adventures are structured, which makes it easier to write one later if you choose.","Though a published adventure is prewritten, it's not set in stone. Changing the details of an adventure to suit your group isn't just acceptable, it's preferred! Use the backstories and predilections of the player characters to inform how you change the adventure. This can mean altering adversaries so they're linked to the player characters, changing the setting to a place some of the player characters are from, or excising particular scenes if you know they won't appeal to your players."],"source":"CRB"},{"type":"pf2-h3","page":487,"name":"Creating Adventures","entries":["Building your own adventure is much more challenging than using a published one, but it lets you express yourself, be even more creative, and tailor the game directly to the players and their characters. Later sections in this chapter include guidelines for building and running encounters, placing treasure, and setting appropriately difficult challenges, all to help you construct your own adventures.","Adventure plotting can start at many different points. You might begin with a particular antagonist, then construct an adventure that fits that villain's theme and leads the group to them. Alternatively, you could start with an interesting location for exploration, then populate it with adversaries and challenges appropriate to the setting.",{"type":"pf2-h4","page":487,"name":"Locations","entries":["Memorable settings that include mysterious and fantastical locations for players to visit can elicit the players' curiosity.","Exploring each location should be a treat in itself, not just a chore the players must complete to get from one fight to the next. As you create a locale, picture it in your mind's eye and write down minor details you can include as you narrate the game. Describing decorations, natural landmarks, wildlife, peculiar smells, and even temperature changes make a place feel more real.","Beyond monsters and loot, your locations can include environment-based challenges, from environmental conditions like blizzards to puzzles, traps, or other hazards.","These challenges should suit your adventure's location: walls of brambles in a castle ruin overrun with vegetation, pools of acid in a cursed swamp, or magical traps in the tomb of a paranoid wizard. Rules for environments appear on page 512, and those for hazards start on page 520."],"source":"CRB"},{"type":"pf2-h4","page":487,"name":"Encounters","entries":["A robust set of encounters forms the backbone of your adventure. Encounters often feature combat with other creatures, but they can also include hazards, or you might create social encounters in which characters duel only with words. The rules for building encounters appropriate to your group's level begin below.","Some adventures have a clear and direct progression, with encounters occurring at specific times or in a specific order. Others, such as a dungeon filled with interconnected rooms the group can investigate in any order, are nonlinear, and the group can face encounters in any order—or even avoid them entirely. Most adventures are somewhere in between, with some keystone encounters you know the characters will need to contend with, but others that are optional."],"source":"CRB"},{"type":"pf2-h4","page":487,"name":"Treasure","entries":["Your adventure should give out an amount of treasure that's appropriate to the characters' level. The guidelines for assigning treasure are on page 508. You can dole out treasure in all kinds of ways. Treasure could be items carried by an adversary, rewards from a patron for completing a mission, or a classic pile of coins and items inside a wooden chest guarded by a monster. It's best to spread treasure throughout an adventure rather than stockpiled in a single hoard. This gives the players incremental rewards, letting their characters advance in frequent small steps rather than giant leaps separated by many hours of play."],"source":"CRB"}],"source":"CRB"},{"type":"pf2-brown-box","page":488,"name":"USING RARITY AND ACCESS","entries":["The rarity system has two purposes: to convey how common or rare certain spells, creatures, or items are in the game world, and to give you an easy tool to control the complexity of your game. Uncommon and rare options aren't more powerful than other options of their level, but they introduce complications for certain types of stories, or are less common in the world. For instance, it might be more challenging to run a mystery adventure when a player can cast an uncommon spell such as {@spell detect evil}.","At the start of the campaign, communicate your preferred expectations on rarity to the players. Unless you decide otherwise, the players can choose from any common options they qualify for, plus any uncommon options granted by their character choices—primarily their ancestry and class. By default, a character who tries hard enough might eventually find an uncommon option, whereas a rare option is always a special reward.","Beyond that baseline, you can grant access as freely as you want; some GMs open up all uncommon and rare options universally. If you're not sure, just look over any uncommon or rare elements before you include them as rewards or otherwise allow a player to acquire them.",{"type":"pf2-title","name":"Rewards"},"You can use uncommon and rare rules elements to reward characters. These still have the same value and approximate power as any other treasure of the same Price, but they're just a bit more special because they hail from distant lands or have unusual or surprising abilities.","Items are the most likely candidates for uncommon or rare rewards, but an NPC might teach an uncommon or rare spell to a PC in gratitude or to help the party prepare for a certain adversary. You can also improvise extra benefits based around uncommon or rare items. For instance, if a PC gains a rare plant with occult uses, you might also decide that the PC should temporarily get more money if they use it while Earning Income using Herbalism Lore, because it enables them to produce novel poultices.",{"type":"pf2-title","name":"Different Locations"},"The rarities in this book assume you're playing in the Inner Sea region of Golarion, where most Pathfinder games are set. These rarities are also suitable for most western medieval fantasy games. However, you might want to alter the rarities for a campaign set in another location on Golarion (detailed in Chapter 8), to emphasize a non-human culture, or to play in a fantasy setting with different roots, like a wuxia game based on Chinese culture. These changes most often affect basic items. If you start your campaign in a dwarven stronghold, for example, you might make all the weapons with the dwarf trait common. You should feel free to adjust rarities to suit your campaign's theme, but if you do, you should share your changes with your group."],"source":"CRB"},{"type":"pf2-h3","page":488,"name":"Building Encounters","entries":["The most common type of encounter is a combat encounter, where the PCs face other creatures. Combat encounters are strictly governed by rules; the guidelines that follow will help you build combat encounters that pose appropriate challenges for your group. Building hazard encounters works the same way. Social encounters are more free-form, and are up to you as the GM to design.","To build a combat encounter, first decide how the encounter fits in the adventure as a whole. Then, estimate how much of a threat you want the encounter to pose, using one of five categories below.","{@b Trivial-threat} encounters are so easy that the characters have essentially no chance of losing; they shouldn't even need to spend significant resources unless they are particularly wasteful. These encounters work best as warm-ups, palate cleansers, or reminders of how awesome the characters are. A trivial-threat encounter can still be fun to play, so don't ignore them just because of the lack of threat.","{@b Low-threat} encounters present a veneer of difficulty and typically use some of the party's resources. However, it would be rare or the result of very poor tactics for the entire party to be seriously threatened.","{@b Moderate-threat} encounters are a serious challenge to the characters, though unlikely to overpower them completely. Characters usually need to use sound tactics and manage their resources wisely to come out of a moderate-threat encounter ready to continue on and face a harder challenge without resting.","{@b Severe-threat} encounters are the hardest encounters most groups of characters can consistently defeat. These encounters are most appropriate for important moments in your story, such as confronting a final boss. Bad luck, poor tactics, or a lack of resources due to prior encounters can easily turn a severe-threat encounter against the characters, and a wise group keeps the option to disengage open.","{@b Extreme-threat} encounters are so dangerous that they are likely to be an even match for the characters, particularly if the characters are low on resources. This makes them too challenging for most uses. An extremethreat encounter might be appropriate for a fully rested group of characters that can go all-out, for the climactic encounter at the end of an entire campaign, or for a group of veteran players using advanced tactics and teamwork.",{"type":"pf2-h4","page":488,"name":"XP Budget","entries":["Once you've selected a threat level, it's time to build the encounter. You have an XP budget based on the threat, and each creature costs some of that budget. Start with the monsters or NPCs that are most important to the encounter, then decide how you want to use the rest of your XP budget. Many encounters won't match the XP budget exactly, but they should come close. The XP budget is based on a group of four characters. If your group is larger or smaller, see Different Party Sizes below."],"source":"CRB"},{"type":"pf2-h4","page":488,"name":"Choosing Creatures","entries":["In all but the most unusual circumstances, you'll select creatures for your encounter that range from 4 levels lower than the PCs' level to 4 levels higher (see {@table Creature XP and Role||Table 10–2: Creature XP and Role}). Each creature has a part to play in your encounter, from a lowly lackey to a boss so mighty it could defeat the entire party single-handedly.","Each creature costs some of the XP from your XP budget for the encounter, based on its level compared to the levels of the characters in your party. For instance, if the PCs are 5th level, a 2nd-level creature is a \"party level –3\" creature, a lackey appropriate for a lowto- moderate-threat encounter, and it costs 15 XP in an encounter's XP budget. Party level is explained in detail on page 508."],"source":"CRB"},{"type":"pf2-h4","page":488,"name":"Different Party Sizes","entries":["For each additional character in the party beyond the fourth, increase your XP budget by the amount shown in the Character Adjustment value for your encounter in {@table Encounter Budget||Table 10–1: Encounter Budget}. If you have fewer than four characters, use the same process in reverse: for each missing character, remove that amount of XP from your XP budget. Note that if you adjust your XP budget to account for party size, the XP awards for the encounter don't change—you'll always award the amount of XP listed for a group of four characters.","It's best to use the XP increase from more characters to add more enemies or hazards, and the XP decrease from fewer characters to subtract enemies and hazards, rather than making one enemy tougher or weaker. Encounters are typically more satisfying if the number of enemy creatures is fairly close to the number of player characters."],"source":"CRB"},{"type":"data","tag":"table","source":"CRB","name":"Encounter Budget"},{"type":"data","tag":"table","source":"CRB","name":"Creature XP and Role"}],"data":{"quickrefIndex":true},"source":"CRB"}],"data":{"quickref":5},"source":"CRB"},{"type":"section","page":507,"name":"Rewards","entries":[{"type":"pf2-h2","page":507,"name":"Hero Points","entries":["Unlike Experience Points and treasure, which stay with a character, Hero Points are granted and used on a per-session basis. At the start of a game session, you give out 1 Hero Point to each player character. You can also give out more Hero Points during the game, typically after a heroic moment or accomplishment (see below). As noted on page 467, a player can spend 1 Hero Point for a reroll, or they can spend all their Hero Points to recover when near death.","In a typical game, you'll hand out about 1 Hero Point during each hour of play after the first (for example, 3 extra points in a 4-hour session). If you want a more overthetop game, or if your group is up against incredible odds and showing immense bravery, you might give them out at a faster rate, like 1 every 30 minutes (6 over a 4-hour session). Try to ensure each PC has opportunities to earn Hero Points, and avoid granting all of the Hero Points to a single character.","Brave last stands, protecting innocents, and using a smart strategy or spell to save the day could all earn a character a Hero Point. Look for those moments when everybody at the table celebrates or sits back in awe of a character's accomplishments; that's your cue to issue that character a Hero Point.","The party could also gain Hero Points for their accomplishments throughout the game. For a moderate or major accomplishment, consider giving out a Hero Point as well. This point typically goes to a PC who was instrumental in attaining that accomplishment."],"source":"CRB"},{"type":"pf2-h2","page":507,"name":"Experience Points","entries":["As characters adventure, they earn Experience Points (XP).","These awards come from achieving goals, completing social encounters, exploring new places, fighting monsters, overcoming hazards, and other sorts of deeds. You have a great deal of control over when the characters gain XP, though the following guidelines are what you're expected to give out in a standard campaign.","Normally, when a player character reaches 1,000 XP or more, they level up, reduce their XP by 1,000, and start progressing toward the next level. Other means of advancement are described in the Advancement Speeds sidebar on page 509.",{"type":"pf2-h3","page":507,"name":"XP Awards","entries":["Experience Points are awarded for encounters, exploration, and progress in an adventure. When the PCs face direct opposition, such as a fight or a social conflict, the XP earned is based on the level of the challenge the party overcame. Characters can also gain XP from exploration, such as finding secret areas, locating a hideout, enduring a dangerous environment, or mapping an entire dungeon.","Any XP awarded goes to all members of the group. For instance, if the party wins a battle worth 100 XP, they each get 100 XP, even if the party's rogue was off in a vault stealing treasure during the battle. But if the rogue collected a splendid and famous gemstone, which you've decided was a moderate accomplishment worth 30 XP, each member of the party gets 30 XP, too.",{"type":"pf2-h3","page":507,"name":"Adversaries and Hazards","entries":["Encounters with adversaries and hazards grant a set amount of XP. When the group overcomes an encounter with creatures or hazards, each character gains XP equal to the total XP of the creatures and hazards in the encounter (this excludes XP adjustments for different party sizes; see Party Size on page 508 for details).","Trivial encounters don't normally grant any XP, but you might decide to award the same XP as for a minor or moderate accomplishment for a trivial encounter that was important to the story, or for an encounter that became trivial because of the order in which the PCs encountered it in a nonlinear adventure."],"source":"CRB"},{"type":"pf2-h3","page":507,"name":"Accomplishments","entries":["Characters' actions that move the story forward—like securing a major alliance, establishing an organization, or causing an NPC to have a change of heart—are considered accomplishments and should be rewarded with XP. Their significance determines the size of the XP award. Determine whether the achievement was a minor, moderate, or major accomplishment, and refer to {@table XP Awards||Table 10–8: XP Awards} to award an appropriate amount of XP. Minor accomplishments include all sorts of significant, memorable, or surprising moments in the game. A moderate accomplishment typically represents a goal that takes most of a session to complete, and a major accomplishment is usually the culmination of the characters' efforts across many sessions. Moderate and major accomplishments usually come after heroic effort, so that's an ideal time to also give a Hero Point to one or more of the characters involved.","As mentioned earlier, it's up to you how much XP to give out for accomplishments. As a general guideline, in a given game session, you'll typically give several minor awards, one or two moderate awards, and only one major award, if any."],"source":"CRB"},{"type":"data","tag":"table","name":"XP Awards","source":"CRB"}],"source":"CRB"},{"type":"pf2-h3","page":508,"name":"Party Size","entries":["The rules for advancement assume a group of four PCs. The rules for encounters (page 489) describe how to accommodate groups of a different size, but the XP awards don't change—always award the amount of XP listed for a group of four characters. You usually won't need to make many adjustments for a differently sized group outside of encounters. Be careful of providing too many ways to get accomplishment XP when you have a large group, though, since they can pursue multiple accomplishments at once, which can lead to the PCs leveling up too fast."],"source":"CRB"},{"type":"pf2-h3","page":508,"name":"Group Parity and Party Level","entries":["It's recommended that you keep all the player characters at the same XP total. This makes it much easier to know what challenges are suitable for your players. Having characters at different levels can mean weaker characters die more easily and their players feel less effective, which in turn makes the game less fun for those players.","If you choose not to keep the whole group at the same character level, you'll need to select a party level to determine your XP budget for encounters. Choose the level you think best represents the party's ability as a whole. Use the highest level if only one or two characters are behind, or an average if everyone is at a different level. If only one character is two or more levels ahead, use a party level suitable for the lower-level characters, and adjust the encounters as if there were one additional PC for every 2 levels the higher-level character has beyond the rest of the party.","Party members who are behind the party level gain double the XP other characters do until they reach the party's level. When tracking individually, you'll need to decide whether party members get XP for missed sessions."],"source":"CRB"}],"source":"CRB"},{"type":"pf2-h2","page":508,"name":"Treasure","entries":["As the GM, it's your job to distribute treasure to the player characters. Treasure appears throughout an adventure, and the PCs obtain it by raiding treasure hoards, defeating foes who carry valuable items or currency, getting paid for successful quests, and any other way you can imagine.","This section provides guidelines for distributing treasure in a typical Pathfinder campaign, but you always have the freedom to assign extra treasure for a high-powered game, less treasure for a gritty survival horror adventure, or any amount in between.",{"type":"pf2-h3","page":508,"name":"Treasure by Level","entries":["{@table Party Treasure by Level||Table 10–9: Party Treasure by Level} on the next page shows how much treasure you should give out over the course of a level for a group of four PCs. The Total Value column gives an approximate total value of all the treasure, in case you want to spend it like a budget. The next several columns provide suggestions for breaking down that total into permanent items, which the PCs keep and use for a long time; consumables, which are destroyed after being used once; and currency, which includes coins, gems, and other valuables primarily spent to acquire items or services. The final column gives the amount of currency to add for each PC beyond four in the group; use this only if you have more than four characters in the game. (Different Party Sizes on page 510 provides more guidance on this.) For instance, between the time your PCs reach 3rd level and the time they reach 4th level, you should give them the treasure listed in the table for 3rd level, worth approximately 500 gp: two 4th-level permanent items, two 3rd-level permanent items, two 4th-level consumables, two 3rd-level consumables, two 2nd-level consumables, and 120 gp worth of currency.","When assigning 1st-level permanent items, your best options are armor, weapons, and other gear from Chapter 6 worth between 10 and 20 gp. The treasure listed in the row for 20th level represents a full level's worth of adventures, even though there is no way to reach 21st level.","Some creature entries in the {@Pf2eTools Pathfinder Bestiary|bestiary.html} list treasure that can be gained by defeating an individual creature; this counts toward the treasure for any given level.","Published adventures include a suitable amount of treasure throughout the adventure, though you should still monitor the party's capabilities as the PCs progress through the adventure to make sure they don't end up behind.",{"type":"pf2-h4","page":509,"name":"Currency","entries":["A party will find money and other treasure that isn't useful on its own but that can be sold or spent on other things. The gp values in the Party Currency column don't refer only to coins. Gems, art objects, crafting materials (including precious materials), jewelry, and even items of much lower level than the party's level can all be more interesting than a pile of gold.","If you include a lower-level permanent item as part of a currency reward, count only half the item's Price toward the gp amount, assuming the party will sell the item or use it as crafting material. But lower-level consumables might still be useful, particularly scrolls, and if you think your party will use them, count those items at their full Price."],"source":"CRB"},{"type":"pf2-brown-box","page":509,"name":"ADVANCEMENT SPEEDS","entries":["By varying the amount of XP it takes to gain a level, you can change how quickly characters gain power. The game rules assume a group playing with standard advancement.","Fast advancement works best when you know you won't be playing a very long campaign and want to accomplish as much as possible quickly; slow advancement works best for a gritty campaign where all progress is hard won.","You can alter XP from one adventure to the next to get a different feel. During a street-level murder mystery and travel through a haunted wilderness, you might use slow advancement. When the PCs reach the dungeon, you might switch to standard or fast advancement. The values below are just examples. You can use values even higher or lower.",{"type":"table","colStyles":["text-center","text-center"],"rows":[["Advancement Speed","XP to Level Up"],["Fast","800 XP"],["Standad","1,000 XP"],["Slow","1,200 XP"]]},{"type":"pf2-title","name":"Story-Based Leveling"},"If you don't want to deal with managing and handing out XP, or if you want to have progression based solely on events in the story, you can ignore the XP process entirely and instead simply decide when the characters level up.","Generally, the characters should gain a level every three to four game sessions, just after the most appropriate big event that happens during that time, such as defeating a significant villain or achieving a major goal."],"source":"CRB"},{"type":"pf2-h4","page":509,"name":"Other Types of Treasure","entries":["Not all treasure has to be items or currency. Crafters can use the {@skill Crafting} skill to turn raw materials directly into items instead of buying those items with coins. Knowledge can expand a character's abilities, and formulas make good treasure for item-crafting characters. A spellcaster might get access to new spells from an enemy's spellbook or an ancient scholar, while a monk might retrain techniques with rarer ones learned from a master on a remote mountaintop."],"source":"CRB"},{"type":"pf2-h4","page":509,"name":"Treasure and Rarity","entries":["Giving out uncommon and rare items and formulas can get players more interested in treasure. It's best to introduce uncommon items as a reward fairly regularly but rare items only occasionally. These rewards are especially compelling when the adventurers get the item by defeating or outsmarting an enemy who carries an item that fits their backstory or theme.","Uncommon and rare formulas make great treasure for a character who Crafts items. Note that if an uncommon or rare formula is broadly disseminated, it eventually becomes more common. This can take months or years, but the item might start showing up in shops all around the world."],"source":"CRB"},{"type":"data","tag":"table","name":"Party Treasure by Level","source":"CRB"},{"type":"pf2-h4","page":510,"name":"Different Item Levels","entries":["The levels listed for items on {@table Party Treasure by Level||Table 10–9: Party Treasure by Level} aren't set in stone. You can provide items of slightly higher or lower level as long as you take into account the value of the items you hand out. For instance, suppose you were considering giving a party of 11th-level PCs a {@item runestone} with a {@item fortification} rune (with a Price of 2,000 gp) as one of their 12th-level items, but you realize they've had trouble finding armor in their recent adventures, so you instead decide to give them a suit of 11th-level +2 resilient armor (1,400 gp) instead. Since the armor has a lower Price than the rune, you might also add a 9th-level {@item shadow} rune (650 gp) to make up the difference. The total isn't exactly the same, but that's all right.","However, if you wanted to place a 13th-level permanent item in a treasure hoard, you could remove two 11thlevel permanent items to make a roughly equivalent exchange. When you make an exchange upward like this, be cautious: not only might you introduce an item with effects that are disruptive at the party's current level of play, but you also might give an amazing item to one PC while other characters don't gain any new items at all!","If you're playing in a long-term campaign, you can spread out the treasure over time. A major milestone can give extra treasure at one level, followed by a tougher dungeon with fewer new items at the next level. Check back occasionally to see whether each PC's treasure is comparable to the amount they'd get if they created a new character at their current level, as described under Treasure for New Characters below. They should be a bit higher. but if there's a significant discrepancy, adjust the adventure's upcoming treasure rewards accordingly."],"source":"CRB"},{"type":"pf2-h4","page":510,"name":"Different Party Sizes","entries":["If a party has more than four characters, add the following for each additional character:",{"type":"list","items":["One permanent item of the party's level or 1 level higher","Two consumables, usually one of the party's level and one of 1 level higher","Currency equal to the value in the Currency per Additional PC column of Table 10–9"]},"If the party has fewer than four characters, you can subtract the same amount for each missing character, but since the game is inherently more challenging with a smaller group that can't cover all roles as efficiently, you might consider subtracting less treasure and allowing the extra gear help compensate for the smaller group size."],"source":"CRB"}],"source":"CRB"},{"type":"pf2-brown-box","page":510,"name":"ADJUSTING TREASURE","entries":["The treasure you award to the party should be monitored and adjusted as you play. You might need to give out treasure you hadn't originally planned for, especially if the group bypasses part of an adventure. Keep an eye on the party's resources. If they're running out of consumables or money, or if they're having trouble in combat because their items aren't up to the task, you can make adjustments.","This is especially common in adventures that have little downtime or that take place far from civilization. If the group goes a long time without being able to purchase or Craft useful items, the PCs will be flush with coins and valuables but behind on useful equipment. In a situation like this, you can either place more useful treasure in the adventure or introduce NPCs who are willing to trade.",{"type":"pf2-title","name":"Megadungeons and Sandboxes"},"Some adventures have an expectation that the player characters explore where they want and find only what their skill, luck, and ingenuity afford. Two common examples of this type of adventure are the sprawling dungeon with multiple different sections and paths, often called a megadungeon, and free-form exploration, often called a sandbox and typically occurring in a wilderness.","If you want to build a free-form adventure like this where characters are likely to miss at least some of the treasure, increase the amount of treasure you place. Be aware, however, that a meticulous group can end up with more treasure than normal and will have advantages in later adventures.","For a simple guideline to these situations, increase the treasure as though there were one more PC in the party.","If the structure is especially loose, especially in sandbox adventures, you can increase this amount even further."],"source":"CRB"},{"type":"pf2-h3","page":510,"name":"Treasure for New Characters","entries":["When your new campaign starts at a higher level, a new player joins an existing group, or a current player's character dies and they need a new one, your campaign will have one or more PCs who don't start at 1st level. In these cases, refer to {@table Character Wealth||Table 10–10: Character Wealth} on the next page, which shows how many common permanent items of various levels the PC should have, in addition to currency. A single item on this table is always a baseline item. If the player wants armor or a weapon with property runes, they must buy the property runes separately, and for armor or a weapon made of a precious material, they must pay for the precious material separately as well.","These values are for a PC just starting out at the given level. If the PC is joining a party that has already made progress toward the next level, consider giving the new character an additional item of their current level. If your party has kept the treasure of dead or retired PCs and passed it on to new characters, you might need to give the new character less than the values on the table or reduce some of the treasure rewards of the next few adventures.",{"type":"pf2-h4","page":511,"name":"Item Selection","entries":["You should work with the new character's player to decide which items their character has. Allow the player to make suggestions, and if they know what items they want their character to have, respect their choices unless you believe those choices will have a negative impact on your game.","At your discretion, you can grant the player character uncommon or rare items that fit their backstory and concept, keeping in mind how many items of those rarities you have introduced into your game. The player can also spend currency on consumables or lower-level permanent items, keeping the rest as coinage. As usual, you determine which items the character can find for purchase.","A PC can voluntarily choose an item that has a lower level than any or all of the listed items, but they don't gain any more currency by doing so.","If you choose, you can allow the player to instead start with a lump sum of currency and buy whatever common items they want, with a maximum item level of 1 lower than the character's level. This has a lower total value than the normal allotment of permanent items and currency, since the player can select a higher ratio of high-level items."],"source":"CRB"},{"type":"data","tag":"table","name":"Character Wealth","source":"CRB"}],"source":"CRB"},{"type":"pf2-h3","page":511,"name":"Buying and Selling Items","entries":["Characters can usually buy and sell items only during downtime. An item can typically be sold for only half its Price, though art objects, gems, and raw materials can be sold for their full Price (page 271)."],"source":"CRB"}],"source":"CRB"}],"data":{"quickref":5},"source":"CRB"},{"type":"section","page":493,"name":"Running Modes of Play","entries":["Encounters take place in real time or slower, and they involve direct engagement between players and enemies, potential allies, or each other. Combat and direct social interaction usually take place in encounter mode.","Exploration is the connective tissue of an adventure, and it is used whenever characters are exploring a place where there's danger or uncertainty, such as an unfamiliar city or a dungeon. In exploration mode, characters aren't in immediate peril, but they must still be on their toes. Exploration and encounters are collectively called adventuring.","When the party isn't adventuring, the characters are in downtime. This mode covers most of a normal person's life, such as mundane, day-to-day tasks and working toward long-term goals.",{"type":"pf2-h2","page":493,"name":"Encounters","entries":["Encounter mode is the most structured mode of play, and you'll mostly be following the rules presented in Chapter 9 to run this mode. Because you usually call for initiative during exploration before transitioning into an encounter, guidelines for initiative order appear on page 498 in the discussion of exploration mode. Rules for building combat encounters appear on page 488.","{@b Stakes:} Moderate to high. Encounters always have significant stakes, and they are played in a step-by-step time frame to reflect that.","{@b Time Scale:} Encounter mode is highly structured and proceeds in combat rounds for combat encounters, while other sorts of encounters can have rounds of any length. In combat, 1 minute consists of 10 rounds, where each combat round is 6 seconds long, but you might decide a verbal confrontation proceeds in minute-long or longer rounds to give each speaker enough time to make a solid point.","{@b Actions and Reactions:} In combat encounters, each participant's turn is broken into discrete actions, and participants can use reactions when their triggers occur.","Reactions can occur in social situations, though their triggers are usually more descriptive and less tactical.",{"type":"pf2-h3","page":493,"name":"Choosing Adversaries' Actions","entries":["Players often coordinate and plan to be as efficient as possible, but their adversaries might not. As the GM, you're roleplaying these foes, and you decide their tactics.","Most creatures have a basic grasp of simple tactics like flanking or focusing on a single target. But you should remember that they also react based on emotions and make mistakes—perhaps even more than the player characters do.","When selecting targets or choosing which abilities to use, rely on the adversaries' knowledge of the situation, not your own. You might know that the cleric has a high Will save modifier, but a monster might still try to use a fear ability on her. That doesn't mean you should play adversaries as complete fools; they can learn from their mistakes, make sound plans, and even research the player characters in advance.","Adversaries usually don't attack a character who's knocked out. Even if a creature knows a fallen character might come back into the fight, only the most vicious creatures focus on helpless foes rather than the more immediate threats around them.","Running adversaries is a mix of being true to the creature and doing what's best for the drama of the game. Think of your encounter like a fight scene in a movie or novel. If the fighter taunts a fire giant to draw its attention away from the fragile wizard, the tactically sound decision is for the giant to keep pummeling the wizard. But is that the best choice for the scene? Perhaps everyone will have more fun if the giant redirects its ire to the infuriating fighter."],"source":"CRB"},{"type":"pf2-h3","page":493,"name":"Bypassed Encounters","entries":["What happens if you've planned a fight or challenge and the PCs find a way to avoid it entirely? This could leave them behind in XP or cause them to miss important information or treasure.","In the case of XP, the guidelines are simple: If the player characters avoided the challenge through smart tactical play, a savvy diplomatic exchange, clever use of magic, or another approach that required ingenuity and planning, award them the normal XP for the encounter.","If they did something that took only moderate effort or was a lucky break, like finding a secret passage and using it to avoid a fight, award them XP for a minor or moderate accomplishment. In an adventure that's more free-form, like a sprawling dungeon with multiple paths, there might be no reward for bypassing an encounter, because doing so was trivial.","You'll have to think on your feet if information or items get skipped when players bypass encounters. First, look for another reasonable place in the adventure to place the information or item. If it makes sense, move the original encounter to another part of the adventure and give the PCs a major advantage for bypassing the encounter in the first place."],"source":"CRB"},{"type":"pf2-brown-box","page":494,"name":"PLAYING WITHOUT A GRID","entries":["The Pathfinder rules are built to play combat encounters on a 1-inch grid, but you can play without a grid or map. In what's traditionally called the \"theater of the mind,\" you and other players imagine the locations of the combatants and the environment. In this style of play, you'll frequently need to make judgment calls. These are usually simple, like \"Can I see the ogre from where I'm standing?\" or \"Can I get to the ogre with one Stride?\" It's often best to have a player tell you what they want to do, such as \"I want to cross the beam to get to the ogre and attack it.\" Then, you tell the player how that breaks down into actions, like \"You'll need to spend one action and succeed at an {@skill Acrobatics} check, then Stride to get close enough, then you'll have one action left for a Strike.\"","When preparing encounters, avoid using lots of {@quickref difficult terrain||3|terrain}, cover, or other battlefield challenges that work better on a grid. Also, be more lenient with combat tactics like flanking. You won't have a way to measure flanking, but the rules expect melee characters like rogues to often get into a flanking position—often, two characters ganging up in melee is enough to count."],"source":"CRB"},{"type":"pf2-h3","page":494,"name":"Ending Encounters","entries":["A combat encounter typically ends when all the creatures on one side are killed or knocked unconscious. Once this happens, you can stop acting in initiative order.","The surviving side then has ample time to ensure that everyone taken out stays down. However, you might need to keep using combat rounds if any player characters are near death, clinging to a cliff, or in some other situation where every moment matters for their survival.","You can decide a fight is over if there's no challenge left, and the player characters are just cleaning up the last few weak enemies. However, avoid doing this if any of the players still have inventive and interesting things they want to try or spells they're concentrating on—ending an encounter early is a tool to avoid boredom, not to deny someone their fun. You can end a fight early in several ways: the foes can surrender, an adversary can die before its Hit Points actually run out, or you can simply say the battle's over and that the PCs easily dispatch their remaining foes. In this last case, you might ask, \"Is everyone okay if we call the fight?\" to make sure your players are on board.","One side might surrender when almost all its members are defeated or if spells or skills thoroughly demoralize them. Once there's a surrender, come out of initiative order and enter into a short negotiation.","These conversations are really about whether the winners will show mercy to the losers or just kill or otherwise get rid of them. The surrendering side usually doesn't have much leverage in these cases, so avoid long back-and-forth discussions.",{"type":"pf2-h3","page":494,"name":"Fleeing Enemies","entries":["Fleeing enemies can be a problem. Player characters often want to pursue foes that flee because they think an enemy might return as a threat later on. Avoid playing this out move by move, as it can easily bog down the game. If every adversary is fleeing, forgo initiative order and give each PC the option to pursue any one fleeing foe. Each PC can declare one action, spell, or other ability to use to try to keep up. Then, compare the PC's Speed to that of the target, assess how much the pursuer's chosen spell or ability would help, and factor in any abilities the quarry has that would aid escape. If you determine that the pursuer catches up, go back into combat with the original initiative order. If not, the quarry escapes for now.","If the PCs decide to flee, it's usually best to let them do so. Pick a particular location and allow them to escape once they all reach it. However, if they're encumbered or otherwise slowed down, or if enemies have higher Speeds and a strong motive to pursue, you might impose consequences upon PCs who flee."],"source":"CRB"}],"source":"CRB"},{"type":"pf2-h3","page":494,"name":"Social Encounters","entries":["Most conversations play best as free-form roleplaying, with maybe one or two checks for social skills involved.","Sometimes, though, a tense situation or crucial parlay requires a social encounter that uses initiative, much like a combat encounter. As with any other encounter, the stakes of a social encounter need to be high! A failed social encounter could mean a character is imprisoned or put to death, a major rival becomes a political powerhouse, or a key ally is disgraced and ostracized.","Using the structure of an encounter is {@condition helpful} because it makes the timing clearer than in free-form play, and each character feels like they're contributing. When running a social encounter, establish the stakes up front, so the players know the consequences of success or failure and the circumstances that will cause the encounter to end.","You have much more flexibility in how you run a social encounter than in a combat encounter. Extending the length of rounds beyond 6 seconds, allowing more improvisation, and focusing less on special attacks and spells all differentiate a social encounter from a combat one. In most cases, you don't need to worry about character's movements, nor do you need a map. Some examples of social encounters include:",{"type":"list","items":["Proving someone's innocence in front of a judge.","Convincing a neighboring monarch to help defend against an invasion.","Besting a rival bard in a battle of wits.","Exposing a villain's deception before a noble court."]},{"type":"pf2-h4","page":494,"name":"Initiative and Actions","entries":["Initiative in a social encounter typically has characters rolling {@skill Society} or a Charisma-based skill, such as {@skill Diplomacy} or {@skill Deception}. As with other encounters, a character's approach to the conflict determines which skill they'll roll. On a character's turn, they typically get to attempt one roll, usually by using a skill action. Let the player roleplay what their character says and does, then determine what they'll roll. Allow them to use any abilities or spells that might help them make their case, though keep in mind that when most people see the visual signs of a spell being cast, they think someone is using magic to try to influence or harm them, and they have a negative reaction.","Good social encounters include an opposition. This can be direct, such as a rival who argues against the characters' case, or passive, such as a mob that automatically becomes more unruly as each round passes. Give the opposition one or more positions in the initiative order so you can convey what it is doing. You can create game statistics for the opposition, especially if it's an individual, but in situations like that of the unruly mob, you might need nothing more than establish a set of increasingly difficult DCs."],"source":"CRB"},{"type":"pf2-h4","page":495,"name":"Measuring Success and Progress","entries":["You'll need to decide how to measure the characters' success in social encounters, because there's no AC to target or HP to whittle down. Chapter 4 includes guidance on setting DCs for social skill actions, often using a target's Will DC. If you need a DC for people who don't have stats, such as a crowd or an NPC for whom you haven't already generated statistics, use the guidelines on setting DCs, found on page 503. You can either pick a simple DC or use a level-based DC, estimating a level for the subject or how challenging it should be to sway them.","The attitude conditions—{@condition hostile}, {@condition unfriendly}, {@condition indifferent}, friendly, and helpful—provide a useful way to track the progress of a social encounter. Use these to represent the attitude of an authority, a crowd, a jury, or the like. A typical goal for a social encounter is to change the attitude of a person or group to helpful so they assist you, or calming a hostile group or person to defuse a situation. Try to give the players a clear idea of how much they've progressed as the encounter proceeds.","Another option is to track the number of successes or failures the characters accrue. For instance, you might need to trick four guards into leaving their posts, and count each successful attempt to Lie or Create a Diversion toward a total of four necessary successes. You can combine these two methods; if the PCs need a group of important nobles to vote their way, the goal of the encounter might be to ensure that a majority of the nobles have a better attitude toward the PCs than they have of a rival—all within a limited time frame."],"source":"CRB"},{"type":"pf2-h4","page":495,"name":"Consequences","entries":["When you set stakes at the start of a social encounter, give an idea of the consequences. Beyond whatever narrative benefits player characters might gain, a social encounter usually includes an XP award. Because these are encounters along the same lines as combat encounters, they grant a sizable amount of XP, typically that of a moderate accomplishment, or even a major accomplishment if the encounter was the culmination of long-term plans or a significant adversary got their comeuppance.","The outcome of a social encounter should direct the story of the game. Look for repercussions. Which NPCs might view the PCs more favorably now? Which might hold a grudge or formulate a new plan? A social encounter can seal the fate of an NPC and end their story, but this isn't true for player characters. Even if something looks truly dire for them, such as a death sentence, the social encounter isn't the end—there's still time for desperate heroics or a twist in the story."],"source":"CRB"}],"source":"CRB"}],"source":"CRB"},{"type":"pf2-h2","page":496,"name":"Exploration","entries":["Exploration mode is intentionally less regimented than encounters. As a result, during exploration you'll be making judgment calls on just about everything that happens.","Fundamentally, exploration is all about rewarding the PCs for learning about their surroundings. To facilitate this, it's especially important to have and convey a clear mental picture of the group's surroundings. You'll be better able to keep track of where the players are and describe the sights, sounds, and other sensations of their adventuring locales. Encourage the players to have their characters truly explore, and reward their curiosity. The things they try to do in exploration mode show you what they're interested in and what they consider important.","As you play, you'll get a good feel for the aspects of exploration that intrigue certain players, and you can add more of those things to your adventures or emphasize these points in published adventures.","{@b Stakes:} Low to moderate. Exploration mode should be used when there's some amount of risk, but no immediate danger. The PCs might be in an environment where they're likely to face monsters or hazards, but they usually stay in exploration mode until they enter a fight or engage in some other direct interaction.","{@b Time Scale:} When the PCs are in exploration mode, time in the game world passes much faster than real-world time at the table, so it's rarely measured out to the second or the minute. You can speed up or slow down how quickly things are happening as needed. If it's important to know exactly how much time is passing, you can usually estimate time spent in exploration mode to 10-minute increments.","{@b Actions and Reactions:} Though exploration isn't broken into rounds, exploration activities assume the PCs are spending part of their time using actions, such as Seeking or Interacting. If they have specific actions they want to use, they should ask; you can decide whether the actions apply and whether to switch to encounter mode for greater detail. PCs can use any relevant reactions that come up during exploration mode.",{"type":"pf2-h3","page":496,"name":"Exploration Activities","entries":["In exploration mode, each player who wants to do something beyond just traveling chooses an exploration activity for their character. The most common activities are Avoid Notice, Detect Magic, Hustle, and Search, though there are many options available. While players usually hew close to these default activities, there's no need for them to memorize the exploration activities and use them exactly. Instead, allow each player to describe what their character is doing. Then, as the GM, you can determine which activity applies. This also means you determine how an activity works if the character's actions differ from those on the list.","The following sections discuss exploration activities that require adjudication from you beyond the guidelines for players detailed on pages 479–480 of Chapter 9.",{"type":"pf2-h4","page":496,"name":"Detect Magic","entries":["This activity doesn't enable characters to automatically find every single magical aura or object during travel. Hazards that require a minimum proficiency can't be found with {@spell detect magic}, nor can illusions of equal or higher level than the spell.","When characters find something magical using this activity, let them know and give them the option to stop and explore further or continue on. Stopping brings you into a more roleplay-heavy scene in which players can search through an area, assess different items, or otherwise try to figure out the source of the magic and what it does. Continuing on might cause the group to miss out on beneficial magic items or trigger a magic trap."],"source":"CRB"},{"type":"pf2-h4","page":496,"name":"Follow the Expert","entries":["A skilled character can help out less skilled allies who choose to {@action Follow the Expert}. This is a good way to help a character with a low {@skill Stealth} modifier sneak around, get a character with poor {@skill Athletics} up a steep cliff, and so on. Usually, a character who is {@action Following the Expert} can't perform other exploration activities or follow more than one person at a time."],"source":"CRB"},{"type":"pf2-h4","page":496,"name":"Investigate","entries":["As with {@action Searching} or {@action Detecting Magic}, the initial result of {@action Investigating} is usually enough to give the investigator a clue that leads into a more thorough examination, but it rarely gives all possible information. For instance, a character might note that the walls of a dungeon are covered with {@language Abyssal} writing, but they would need to stop to read the text or determine that it's written in blood."],"source":"CRB"},{"type":"pf2-h4","page":496,"name":"Search","entries":["With a successful Perception check while {@action Search||Searching}, a character notices the presence or absence of something unusual in the area, but it doesn't provide a comprehensive catalog of everything there. Instead, it gives a jumping-off point for closer inspection or an encounter. For instance, if an area has both a DC 30 secret door and a DC 25 trap, and a {@action Search||Searching} character got a 28 on their Perception check, you would tell the player that their character noticed a trap in the area, and you'd give a rough idea of the trap's location and nature. The party needs to examine the area more to learn specifics about the trap, and someone would need to Search again to get another chance to find the secret door.","If an area contains many objects or something that will take a while to search (such as a cabinet full of papers), {@action Search||Searching} would reveal the cabinet, but the PCs would have to examine it more thoroughly to check the papers. This usually requires the party to stop for a complete search.","You roll a secret Perception check for a {@action Search||Searching} character to detect any secrets they pass that's in a place that stands out (such as near a door or a turn in a corridor), but not one that's in a more inconspicuous place (like a random point in a long hallway) unless they are searching particularly slowly and meticulously."],"source":"CRB"}],"source":"CRB"},{"type":"pf2-brown-box","page":498,"name":"EXPLORATION ACTIVITIES","entries":["The following exploration activities are fully detailed on pages 479–480 of Chapter 9. Many more appear within Chapter 4: Skills.",{"type":"list","items":["{@action Avoid Notice}","{@action Defend}","{@action Detect Magic}","{@action Follow the Expert}","{@action Hustle}","{@action Investigate}","{@action Repeat a Spell}","{@action Scout}","{@action Search}"]},{"type":"pf2-title","name":"Improvising New Activities"},"If a player wants to do something not covered by other rules, here are some guidelines. If the activity is similar to an action someone could use in an encounter, such as Avoid Notice, it usually consists of a single action repeated roughly 10 times per minute (such as using the Sneak action 10 times) or an alternation of actions that works out similarly (such as Search, which alternates Stride and Seek). An activity using a quicker pace, corresponding to roughly 20 actions per minute, might have limited use or cause fatigue, as would one requiring intense concentration.","You might find that a player wants to do something equivalent to spending 3 actions every 6 seconds, just like they would in combat. Characters can exert themselves to this extent in combat only because combat lasts such a short time—such exertion isn't sustainable over the longer time frame of exploration."],"source":"CRB"},{"type":"pf2-h3","page":497,"name":"Setting a Party Order","entries":["In exploration mode, it often matters which characters are in the front or back of the party formation. Let the players decide among themselves where in the group their characters are while exploring. This order can determine who gets attacked first when enemies or traps threaten from various directions. It's up to you to determine the specifics of who gets targeted based on the situation.","When you come out of exploration mode, the group usually remains in the same general formation. Decide the PCs' exact positions, with their input, if you're moving to a grid (as usually happens at the start of a combat encounter). If they come out of exploration mode on their own terms, they can move around as they see fit. For example, if they detect a trap and the rogue starts attempting to disarm it, the other characters can move to whatever locations they think are safe."],"source":"CRB"},{"type":"pf2-h3","page":497,"name":"Adverse Terrain and Weather","entries":["Exploration gets slower when the party faces dense jungles, deep snow, sandstorms, extreme heat, or similar difficult conditions. You decide how much these factors impact the characters' progress. The specific effects of certain types of terrain and weather are described starting on page 512.","{@quickref difficult terrain||3|terrain} such as thick undergrowth usually slows down progress. Unless it's important how far the group gets in a particular time frame, this can be covered with a quick description of chopping through the vines or trudging through a bog. If the characters are on a deadline, adjust their progress on {@table Travel Speed||Table 9–2: Travel Speed}, typically cutting it in half if almost all of the land is {@quickref difficult terrain||3|terrain} or to one-third for {@quickref greater difficult terrain||3|terrain}.","Hazardous terrain, such as the caldera of an active volcano, might physically harm the player characters. The group might have the option to travel directly through or go around by spending more time. You can transition into a more detailed scene while the characters move through hazardous terrain and attempt to mitigate the damage with spells or skill checks. If they endure hazardous terrain, consider giving the PCs a minor or moderate XP reward at the end of their exploration, with slightly more XP if they took smart precautions to avoid taking damage.","Dangerous crevasses, swampy bogs, quicksand, and similar dangers are environmental hazards, which are described beginning on page 512."],"source":"CRB"},{"type":"pf2-h3","page":498,"name":"Hazards","entries":["Exploration can get broken up by traps and other hazards (see Hazards on page 520). Simple hazards pose a threat to the PCs only once and can be dealt with in exploration mode. Complex hazards require jumping into encounter mode until the hazard is dealt with. Disabling a trap or overcoming a hazard usually takes place in encounter mode. PCs have a better chance to detect hazards while exploring if they're using the Search activity (and the Detect Magic activity, in the case of some magic traps)."],"source":"CRB"},{"type":"pf2-h3","page":498,"name":"Rolling Initiative","entries":["Transitioning from exploration to an encounter usually involves rolling for initiative. Call for initiative once a trap is triggered, as soon as two opposing groups come into contact, or when a creature on one side decides to take action against the other. For example:",{"type":"list","items":["A group of PCs are exploring a cavern. They enter a narrow passage patrolled by a group of kobold warriors. Now that the two groups are in the same area, it's time to roll initiative.","Amiri and a kobold champion agree to have a {@condition friendly} wrestling match. They square off on a patch of dirt, and you call for initiative using {@skill Athletics}.","Merisiel and Kyra are negotiating with the kobold king. Things aren't going well, so Merisiel decides to launch a surprise attack. As soon as she says this is her plan, you call for initiative.","Harsk and Ezren are trying to Balance across a narrow beam to reach an isolated kobold treasure trove. When they get halfway across, a red dragon who was hiding behind the mountain flies around to attack! As soon as the dragon makes its appearance, you call for an initiative roll."]},{"type":"pf2-h4","page":498,"name":"Initiative after Reactions","entries":["In some cases, a trap or a foe has a reaction that tells you to roll initiative. For instance, a complex trap that's triggered might make an attack with its reaction before the initiative order begins. In these cases, resolve all the results of the reaction before calling for initiative rolls."],"source":"CRB"},{"type":"pf2-h4","page":498,"name":"Choosing the Type of Roll","entries":["When choosing what type of roll to use for initiative, lean toward the most obvious choice. The most common roll is {@skill Perception}; this is what the kobolds would use in the first example, as would Kyra and the kobold king in the third example. The next most common skills to use are {@skill Stealth} (for sneaking up, like the dragon in the last example) and {@skill Deception} (for tricking opponents, like Merisiel in the third example). For social contests, it's common to use {@skill Deception}, {@skill Diplomacy}, {@skill Intimidation}, {@skill Performance}, or {@skill Society}.","If you're unsure what roll to call for, use {@skill Perception}. If a different type of roll could make sense for a character, you should usually offer the choice of that roll or {@skill Perception} and let the player decide. Don't do this if it's absolutely clear another kind of check matters more sense than {@skill Perception}, such as when the character is sneaking up on enemies and should definitely use {@skill Stealth}.","You can allow a player to make a case that they should use a different skill than {@skill Perception}, but only if they base it on something they've established beforehand. For example, if in the prelude to the attack, Merisiel's player had said, \"I'm going to dangle down off the chandelier to get the drop on them,\" you could let them use {@skill Acrobatics} for their initiative roll. If they just said, \"Hey, I want to attack these guys. Can I use {@skill Acrobatics}?\" without having established a reason beforehand, you probably shouldn't allow it."],"source":"CRB"},{"type":"pf2-h4","page":498,"name":"Character Placement","entries":["When calling for initiative for a combat encounter, you'll need to decide where the participants in the encounter go on the battle map. Use the party's order, described on page 497, as a base. You can move forward characters who are using {@skill Stealth} to get into position, putting them in a place they could reasonably have moved up to before having a chance to be detected. Consult with each player to make sure their position makes sense to both of you."],"source":"CRB"}],"source":"CRB"},{"type":"pf2-brown-box","page":499,"name":"MONITORING SPELL DURATIONS","entries":["Spell durations are approximate values that codify the vagaries and eccentricities of magic into a convenient number. However, that doesn't mean you can set your watch by a spell with a 1-hour duration. This is one of the reasons the passage of time outside of encounters is in your hands and isn't as precise as encounter rounds.","If a question arises about whether a spell has expired, you make the call. You shouldn't be punitive, but you also shouldn't treat characters like they move with clockwork precision and perfect efficiency between encounters.","There are two times these durations matter most: when players try to fit multiple encounters within the duration of a spell, and when they want to use a spell before a fight and keep it in effect during the encounter.",{"type":"pf2-title","name":"Multiple Encounters"},"A 1-minute spell should last for multiple encounters only if the encounters happen in very close proximity (usually in two adjoining rooms) and if the PCs go directly from one fight to the next without leaving encounter mode. If they want to stop and heal, or if the party debates whether to go on, the process takes enough time that the spell runs out.","Be more generous with spells lasting 10 minutes or more. A 10-minute spell easily lasts for one encounter and could continue for another if the locations are close. A 1-hour spell usually lasts for several encounters.",{"type":"pf2-title","name":"Before a Fight"},"Casting advantageous spells before a fight (sometimes called \"pre-buffing\") gives the characters a big advantage, since they can spend more combat rounds on offensive actions instead of preparatory ones. If the players have the drop on their foes, you usually can let each character cast one spell or prepare in some similar way, then roll initiative.","Casting preparatory spells before combat becomes a problem when it feels rote and the players assume it will always work—that sort of planning can't hold up in every situation! In many cases, the act of casting spells gives away the party's presence. In cases where the PCs' preparations could give them away, you might roll for initiative before everyone can complete their preparations."],"source":"CRB"},{"type":"pf2-h3","page":499,"name":"Resting","entries":["Characters require 8 hours of sleep each day. Though resting typically happens at night, a group gains the same benefits for resting during the day. Either way, they can gain the benefits of resting only once every 24 hours. A character who rests for 8 hours recovers in the following ways:",{"type":"list","items":["The character regains Hit Points equal to their Constitution modifier (minimum 1) multiplied by their level. If they rest without any shelter or comfort, you might reduce this healing by half (to a minimum of 1 HP).","The character loses the {@condition fatigued} condition.","The character reduces the severity of the {@condition doomed} and {@condition drained} conditions by 1.","Most spellcasters need to rest before they regain their spells for the day."]},"A group in exploration mode can attempt to rest, but they aren't entirely safe from danger, and their rest might be interrupted. The 8 hours of rest do not need to be consecutive, however, and after an interruption, characters can go back to sleep.","Sleeping in armor results in poor rest and causes a character to wake up fatigued. If a character would have recovered from fatigue, sleeping in armor prevents it.","If a character goes more than 16 hours without going to sleep, they become fatigued.","Taking long-term rest for faster recovery is part of downtime and can't be done during exploration. See page 502 for these rules.",{"type":"pf2-h4","page":499,"name":"Resting","entries":["Adventuring parties usually put a few people on guard to watch out for danger while the others rest. Spending time on watch also interrupts sleep, so a night's schedule needs to account for everyone's time on guard duty. Table 10–3:","Watches and Rest on the next page indicates how long the group needs to set aside for rest, assuming everyone gets a rotating watch assignment of equal length.","If a surprise encounter would occur during rest, you can roll a die to randomly determine which character is on watch at the time. All characters roll initiative; sleeping characters typically roll Perception with a –4 status penalty for being unconscious. They don't automatically wake up when rolling initiative, but they might roll a Perception check to wake up at the start of their turn due to noise. If a savvy enemy waits for a particularly vulnerable character to take watch before attacking, the attack can happen on that character's watch automatically. However, you might have the ambusher attempt a {@skill Stealth} check against the Perception DCs of all characters to see if anyone noticed its approach.",{"type":"data","tag":"table","source":"CRB","name":"Watches and Rest"}],"source":"CRB"}],"source":"CRB"},{"type":"pf2-h3","page":500,"name":"Daily Preperations","entries":["Just before setting out to explore, or after a night's rest, the PCs spend time to prepare for the adventuring day. This typically happens over the span of 30 minutes to an hour in the morning, but only after 8 full hours of rest. Daily preparations include the following.",{"type":"list","items":["Spellcasters who prepare spells choose which spells they'll have available that day.","Focus Points and other abilities that reset during daily preparations refresh. This includes abilities that can be used only a certain number of times per day.","Each character equips their gear. This includes donning their armor and strapping on their weapons.","Characters invest up to 10 worn magic items to gain their benefits for the day (page 531)."]}],"source":"CRB"},{"type":"pf2-h3","page":500,"name":"Starvation and Thirst","entries":["Typically characters eat and drink enough to survive comfortably. When they can't, they're fatigued until they do. After 1 day + a creature's Constitution modifier without water, it takes 1d4 damage each hour that can't be healed until it quenches its thirst. After the same amount of time without food, it takes 1 damage each day that can't be healed until it sates its hunger."],"source":"CRB"}],"source":"CRB"},{"type":"pf2-h2","page":500,"name":"Downtime","entries":["In downtime, you can sum up the important events of a whole day with just one roll. Use this mode when the characters return home or otherwise aren't adventuring.","Usually, downtime is a few minutes at the start of a session or a break between major chapters of an adventure. As with exploration, you might punctuate downtime with roleplaying or encounters when it's natural to do so.","This section describes ways to handle downtime and details several activities and considerations specific to downtime, such as cost of living, buying and selling goods, long-term rest, and retraining. Most other downtime activities are skill actions; a number of these common downtime activities and their associated skills are listed below. See the relevant skills in Chapter 4 for details.",{"type":"list","items":["{@action Craft} ({@skill Crafting})","{@action Earn Income} ({@skill Crafting}, {@skill Lore}, {@skill Performance})","{@action Treat Disease} ({@skill Medicine})","{@action Create Forgery} ({@skill Society})","{@action Subsist} ({@skill Society}, {@skill Survival})"]},"{@b Stakes:} None to low. Downtime is the counterpart to adventuring and covers low-risk activities.","{@b Time Scale:} Downtime can last days, weeks, months, or years in the game world in a few minutes of real time.","{@b Actions and Reactions:} If you need to use actions and reactions, switch to exploration or encounter mode.","A creature that can't act is unable to perform most downtime activities, but it can take long-term rest.",{"type":"pf2-h3","page":500,"name":"Playing out a Downtime Day","entries":["At the start of a given day of downtime, have all the players declare what their characters are trying to accomplish that day. You can then resolve one character's efforts at a time (or group some characters together, if they are cooperating on a single project). Some activities, such as Earning Income, require only a simple roll and some embellishment from you and the player. Other activities are more involved, incorporating encounters or exploration. You can call on the players to play out their downtime activities in any order, though it's often best to do the simplest ones first. Players who aren't part of a more involved activity might have time to take a break from the table while the more complex activities are played out.","Characters can undertake their daily preparations if they want, just as they would on a day of exploration. Ask players to establish a standard set of preparations, and you can assume the characters go through the same routine every day unless their players say otherwise.",{"type":"pf2-h4","page":500,"name":"Cooperation","entries":["Multiple characters can cooperate on the same downtime task. If it's a simple task that requires just one check, such as a party Subsisting as they await rescue on a desert island, one character rolls the necessary check while everyone else Aids that character. If it's a complex task, assume all of them are working on different parts of it at one time, so all their efforts count toward its completion. For example, a party might collaborate to build a theater, with one character drawing up architectural plans, one doing manual labor, and one talking to local politicians and guilds."],"source":"CRB"},{"type":"pf2-h4","page":500,"name":"Checks","entries":["Some downtime activities require rolls, typically skill checks. Because these rolls represent the culmination of a series of tasks over a long period, players can't use most abilities or spells that manipulate die rolls, such as activating a magic item to gain a bonus or casting a fortune spell to roll twice. Constant benefits still apply, though, so someone might invest a magic item that gives them a bonus without requiring activation. You might make specific exceptions to this rule. If something could apply constantly, or so often that it might as well be constant, it's more likely to be used for downtime checks; for instance {@feat Assurance} could apply."],"source":"CRB"}],"source":"CRB"},{"type":"pf2-h3","page":501,"name":"Longer Periods of Downtime","entries":["Running downtime during a long time off—like several weeks, months, or even years—can be more challenging.","However, it's also an opportunity for the characters to progress toward long-term plans rather than worrying about day-to-day activities. Because so much time is involved, characters don't roll a check for each day. Instead, they deal with a few special events, average out the rest of the downtime, and pay for their cost of living.",{"type":"pf2-h4","page":501,"name":"Events","entries":["After the characters state what they want to achieve in their downtime, select a few standout events for each of them—usually one event for a period of a week or a month, or four events for a year or longer. These events should be tailored to each character and their goals, and they can serve as hooks for adventures or plot development.","Though the following examples of downtime events all involve Earning Income, you can use them to spark ideas for other activities. A character using Perform to Earn Income could produce a commanding performance of a new play for visiting nobility. Someone using {@skill Crafting} might get a lucrative commission to craft a special item. A character with Lore might have to research a difficult problem that needs a quick response.","PCs who want to do things that don't correspond to a specific downtime activity should still experience downtime events; you just choose the relevant skill and DC. For example, if a character intends to build their own library to house their books on magic, you might decide setting the foundation and organizing the library once construction is finished are major events. The first could be a {@skill Crafting} check, and the second an {@skill Arcana} or Library Lore check."],"source":"CRB"},{"type":"pf2-h4","page":501,"name":"Average Progress","entries":["For long periods of downtime, you might not want to roll for every week, or even every month. Instead, set the level for one task using the lowest level the character can reliably find in the place where they spend their downtime (see Difficulty Classes on page 503 for more on setting task levels). If the character fails this check, you might allow them to try again after a week (or a month, if you're dealing with years of downtime). Don't allow them to roll again if they succeeded but want to try for a critical success, unless they do something in the story of the game that you think makes it reasonable to allow a new roll.","The events you include during a long stretch of downtime should typically feature higher-level tasks than the baseline. For instance, a character Earning Income with Sailing Lore for 4 months might work at a port doing 1st-level tasks most of the time, but have 1 week of 3rd-level tasks to account for busy periods. You'll normally have the player roll once for the time they spent at 1st-level tasks and once for the week of 3rd-level tasks."],"source":"CRB"}],"source":"CRB"},{"type":"pf2-h3","page":502,"name":"Cost of Living","entries":["For short periods of downtime, characters are usually just passing through a settlement or spending a bit of time there. They can use the prices for inn stays and meals found on page 294. For long stretches of downtime, use the values on {@table Cost of Living||Table 6–16: Cost of Living} on the same page. Deduct these costs from a character's funds after they gain any money from their other downtime activities.","A character can live off the land instead, but each day they do, they typically use the Subsist activity (page 240) to the exclusion of any other downtime activity."],"source":"CRB"},{"type":"pf2-h3","page":502,"name":"Buying and Selling","entries":["After an adventure yields a windfall, the characters might have a number of items they want to sell. Likewise, when they're flush with currency, they might want to stock up on gear. It usually takes 1 day of downtime to sell off a few goods or shop around to buy a couple items. It can take longer to sell off a large number of goods, expensive items, or items that aren't in high demand.","This assumes the characters are at a settlement of decent size during their downtime. In some cases, they might spend time traveling for days to reach bigger cities.","As always, you have final say over what sort of shops and items are available.","An item can usually be purchased at its full Price and sold for half its Price. Supply and demand adjusts these numbers, but only occasionally."],"source":"CRB"},{"type":"pf2-h3","page":502,"name":"Long-Term Rest","entries":["Each full 24-hour period a character spends resting during downtime allows them to recover double what they would for an 8-hour rest (as listed on page 499). They must spend this time resting in a comfortable and secure location, typically in bed.","If they spend significantly longer in bed rest—usually from a few days to a week of downtime—they recover from all damage and most nonpermanent conditions. Characters affected by diseases, long-lasting poisons, or similar afflictions might need to continue attempting saves during downtime. Some curses, permanent injuries, and other situations that require magic or special care to remove don't end automatically during long-term rest."],"source":"CRB"},{"type":"pf2-h3","page":502,"name":"Retraining","entries":["The retraining rules on page 481 allow a player to change some character choices, but they rely on you to decide whether the retraining requires a teacher, how long it takes, if it has any associated costs, and if the ability can be retrained at all. It's reasonable for a character to retrain most choices, and you should allow them. Only choices that are truly intrinsic to the character, like a sorcerer's bloodline, should be off limits without extraordinary circumstances.","Try to make retraining into a story. Use NPCs the character already knows as teachers, have a character undertake intense research in a mysterious old library, or ground the retraining in the game's narrative by making it the consequence of something that happened to the character in a previous session.",{"type":"pf2-h4","page":502,"name":"Time","entries":["Retraining a feat or skill increase typically takes a week. Class features that require a choice can also be retrained but take longer: at least a month, and possibly more. Retraining might take even longer if it would be especially physically demanding or require travel, lengthy experimentation, or in-depth research, but usually you won't want to require more than a month for a feat or skill, or 4 months for a class feature.","A character might need to retrain several options at once. For instance, retraining a skill increase might mean they have skill feats they can no longer use, and so they'll need to retrain those as well. You can add all this retraining time together, then reduce the total a bit to represent the cohesive nature of the retraining."],"source":"CRB"},{"type":"pf2-h4","page":502,"name":"Instruction and Cost","entries":["The rules abstract the process of learning new things as you level up—you're learning on the job—but retraining suggests that the character works with a teacher or undergoes specific practice to retrain. If you want, you can entirely ignore this aspect of retraining, but it does give an opportunity to introduce (or reintroduce) NPCs and further the game's story. You can even have one player character mentor another, particularly when it comes to retraining skills.","Any costs to retraining should be pretty minor—about as much as a PC could gain by Earning Income over the same period of time. The costs are mostly there to make the training feel appropriate within the context of the story, not to consume significant amounts of the character's earnings. A teacher might volunteer to work without pay as a reward for something the character has already done, or simply ask for a favor in return."],"source":"CRB"},{"type":"pf2-h4","page":502,"name":"Disallowed Options","entries":["While some character options can't normally be retrained, you can invent ways for a character to retrain even these—special rituals, incredible quests, or the perfect tutor. For example, ability scores can't normally be retrained, as that can unbalance the game. But not all players necessarily want to exploit the system—maybe a player simply wants to swap an ability boost between two low stats. In situations like this, you could let them spend a few months working out or studying to reassign an ability boost."],"source":"CRB"}],"source":"CRB"}],"source":"CRB"}],"data":{"quickref":5},"source":"CRB"},{"type":"section","page":489,"name":"Running a Game Session","entries":["A campaign happens over a series of sessions. Each session is usually several hours long, with multiple encounters, some exploration, and possibly downtime. Your session can be compared to an episode of a TV show; it should include some twists, turns, and changes, and end leaving people excited about what comes next.",{"type":"pf2-h3","page":489,"name":"Planning a Session","entries":["One of the greatest challenges in gaming is scheduling a time for everyone to get together and play. Often, this responsibility falls on you as the GM, since you're the one who has to prepare your game between sessions. Many games have a set schedule, such as once per week, once every 2 weeks, or once per month. The less frequently your group meets, the better notes and recaps you'll need to keep everyone on the same page.","Plan a time for everybody will arrive, and also try to set a time when playing the game will begin. This can make it easier for everyone to finish chatting, catching up, and eating in a timely fashion so you can start playing the game. Having an end time in mind is also fairly important. A typical game session lasts about 4 hours, though some groups hold 2-hour sessions or play marathon games. Less than 2 hours usually isn't enough time to get much done in most Pathfinder campaigns. If your session will be longer than 2 hours, plan out some 15-minute breaks (in addition to bathroom and beverage breaks, which players can take as needed)."],"source":"CRB"},{"type":"pf2-h3","page":490,"name":"Starting a Session","entries":["Once everyone is ready, get everyone's attention and cover the following topics. These are in a rough order that you can change based on your group's style or a session's needs.",{"type":"list","items":["Recap what happened during the previous sessions.","Establish where the characters are at the beginning of this session. Have they been resting since their last challenge? Are they in a hallway, preparing to raid the next room of a dungeon? Tell players whether their characters had time to rest or recover since the last session.","Remind players that they each have 1 Hero Point at the start of the session ({@quickref here||4|rewards|1}).","Establish goals. The players should have an idea of what they want to do next. Reestablish any goals the group already had, then let the players weigh in on whether these goals still apply, and on whether there's anything else they hope to accomplish in this session.","Commence adventuring! Decide which mode of play you're going to start in, then lead off with a verbal prompt to get the action started. You might ask a question related to a particular character, have everyone immediately roll initiative as a monster attacks, or briefly describe the environment and sensations that surround the player characters, allowing them to react."]}],"source":"CRB"},{"type":"pf2-h3","page":490,"name":"Running a Session","entries":["During a session, you're in charge of keeping the game's action moving, managing the different modes of play, fielding questions, and making rules decisions. You'll also want to keep a rough eye on the time, so you can end when most convenient for the group.","You're the interface between the rules and the imagined world you and the other players share. They will ask you questions, and they'll act based on their own assumptions. It's up to you to establish what's true in the world, but you don't do this unilaterally. You're informed by the setting's backstory, your preparations, and the suggestions and assumptions the other players bring to the table. Keep in mind that until you announce something, your own plans are subject to change. For example, if you originally intended the owner of a tavern to be kindly and well-intentioned, but a player misreads her and invents an interesting conspiracy theory regarding her intentions that sounds fun, you might convert the tavern owner into an agent of evil after all.","You'll also determine when PCs and foes need to attempt checks, as well as the consequences of those rolls. This comes up most often outside of encounters, as encounters are more regimented about when checks happen and how they are resolved. In an encounter, a player can usually determine their own character's turn, with you chiming in only to say whether an attack hits or if something in the environment requires a character to attempt a check.",{"type":"pf2-h4","page":490,"name":"The Spotlight","entries":["As you run the game, keep track of who has the spotlight. It can be easy to keep attention on the most outgoing player or character, but you need to check in with all the players. If a player hasn't contributed in some time, stop and ask, \"What's your character doing at this point?\" If the player's not sure, add a detail or nonplayer character to the scene that the player might find interesting."],"source":"CRB"},{"type":"pf2-h4","page":490,"name":"Distractions and Interrupting","entries":["Maintaining the players' attention keeps a game moving and leads to memorable moments when everyone's in the same zone. Too many interruptions break the flow. This is fine in moderation. Distractions become a problem if they're too frequent, as they cause people to miss things and make misinformed decisions as the session becomes disconnected. Yet every game includes breaks—sometimes intentional, sometimes not—and digressions. Finding the right balance of diversions for your group is essential.","A game is a social gathering, so there's definitely a place for conversation that's not directly related to playing the game. These interruptions become a problem if they're too frequent, or if people are talking over others. If a player repeatedly interrupts you or other people or undercuts every crucial moment of the game with a joke, talk to them about limiting their comments to appropriate times. Often, all you need to do is hold up your hand or otherwise indicate that the player is talking out of turn to delay them until after you or another speaker finishes talking.","Phones and other mobile devices are another major source of distraction. Banning them entirely is often impractical—many players use apps to roll dice or manage their character sheets, or they need to answer texts from their partner, check in on a work project, or otherwise stay connected with people who rely on them. However, you can set ground rules against using a device for anything that's not time-sensitive or game-related, such as refreshing social media, checking the score of a hockey game, playing a mobile game, or answering a non-urgent text. You can relax these rules for players when their characters are \"offstage.\" If a player's character isn't in a scene, that might be a good time for the player to use a mobile device."],"source":"CRB"}],"source":"CRB"},{"type":"pf2-brown-box","page":491,"name":"OFF-SESSION GAMING","entries":["Session play with a full group isn't the only way to play Pathfinder. Finding opportunities to expand on the game outside of its regular schedule can keep your group engaged between sessions.","You can get together with a single player to run a mini-session for their character, covering a mission that's important to their story but doesn't concern the rest of the group. You and the players can work out what their characters do during solid stretches of downtime via e-mail or chat messages. You can also give players opportunities to collaborate on details of the story, like having a player design a heraldic symbol for the adventuring group or map out their home base. You might even decide to award a Hero Point at the next session to a player for events that happened outside a session.","Some events aren't suitable for handling outside of sessions. Any event that strongly affects a character whose player isn't present should be handled at the table when everyone can attend. It's also helpful to recap events that took place outside of the session for all characters so no one feels excluded or lost."],"source":"CRB"},{"type":"pf2-h3","page":491,"name":"Adjudicating the Rules","entries":["As the GM, you are responsible for solving any rules disputes. Remember that keeping your game moving is more important than being 100% correct. Looking up rules at the table can slow the game down, so in many cases it's better to make your best guess rather than scour the book for the exact rule. (It can be instructive to look those rules up during a break or after the session, though!)","To make calls on the fly, use the following guidelines, which are the same principles the game rules are based on. You might want to keep printouts of these guidelines and the DC guidelines (page 503) for quick reference.",{"type":"list","items":["If you don't know how long a quick task takes, go with 1 action, or 2 actions if a character shouldn't be able to perform it three times per round.","If you're not sure what action a task uses, look for the most similar basic action. If you don't find one, make up an undefined action (page XXX) adding any necessary traits (usually attack, concentrate, manipulate, or move).","When two sides are opposed, have one roll against the other's DC. Don't have both sides roll (initiative is the exception to this rule). The character who rolls is usually the one acting (except in the case of saving throws).","If an effect raises or lowers chances of success, grant a +1 circumstance bonus or a –1 circumstance penalty.","If you're not sure how difficult a significant challenge should be, use the DC for the party's level.","If you're making up an effect, creatures should be incapacitated or killed on only a critical success (or for a saving throw, on a critical failure).","If you don't know what check to use, pick the most appropriate skill. If no other skill applies to a check to Recall Knowledge, use an appropriate Lore skill (usually at an untrained proficiency rank).","Use the characters' daily preparations as the time to reset anything that lasts roughly a day.","When a character accomplishes something noteworthy that doesn't have rules for XP, award them XP for an accomplishment (10 to 30 XP, as described {@quickref here||4|rewards|1}).","When the PCs fail at a task, look for a way they might fail forward, meaning the story moves forward with a negative consequence rather than the failure halting progress entirely."]}],"source":"CRB"},{"type":"pf2-h3","page":492,"name":"Special Circumstances","entries":["The player characters in your group will at times attempt tasks that should be easier or harder than the rules or adventure would otherwise lead you to expect, such as a PC Gathering Information in their hometown. In these cases, you can just apply a circumstance bonus or penalty. Usually, this is +1 or –1 for a minor but significant circumstance, but you can adjust this bonus or penalty to +2 or –2 for a major circumstance. The maximum bonus or penalty, +4 or –4, should apply only if someone has an overwhelming advantage or is trying something extremely unlikely but not quite impossible.","You can also add traits to actions. Let's say that during a fight, Seelah dips her sword into a brazier of hot coals before swinging it at an enemy with a weakness to fire. You could add the fire trait to this attack. A PC getting an advantage in this way should usually have to use an action to do so, so Seelah would get the benefit for one attack, but to do it again she'd need to bury her sword in the coals once more."],"source":"CRB"},{"type":"pf2-brown-box","page":492,"name":"SHARING RESPONSIBILITY","entries":["Just because you're the GM and ostensibly in charge doesn't mean you have to do all the extra work to make the campaign run. Some of the tasks described here, like scheduling games, taking notes, and giving recaps, can be delegated to other players. You might also have someone track initiative or the Hit Points of the PCs' foes for you in encounters, or even run those foes if you have a large group and someone would rather do that than control a character of their own. It's also great when someone else can host a session, provide snacks for the group, or take on other responsibilities that aren't directly related to the game.","It's best to figure out a schedule of responsibilities when you're first setting up a game. Ask the players what they're willing to take on. If you start to feel overwhelmed partway through a campaign, you can revisit the topic and try out new options until you find a setup that's comfortable."],"source":"CRB"},{"type":"pf2-h3","page":492,"name":"Incorporating Additional Options","entries":["You might grant players access to additional rule or character options. If you feel confident that allowing a character to take a particular option will be a good addition to your game, then go for it! If you're uncertain or worried about a request, you don't have to allow it, and it's your call to make. However, try to meet players halfway or suggest alternatives. If you want to allow an option on a trial basis but are worried it might become a problem later, talk to the player beforehand and explain that you are tentatively allowing the option, but might change your mind later, after you see how the option can be used during play."],"source":"CRB"},{"type":"pf2-brown-box","page":492,"name":"PAIZO'S PUBLISHED ADVENTURES","entries":["You can purchase the following types of adventures at {@b {@link paizo.com|https://paizo.com}}, your local game store, or many book stores. If you want to acquire all the adventures in a given line, you can purchase a subscription at {@b {@link paizo.com|https://paizo.com}}.",{"type":"pf2-title","name":"Pathfinder Adventure Paths"},"Each monthly volume of a Pathfinder Adventure Path leads into the next as part of a greater story spanning multiple volumes. The first volume of each Adventure Path typically starts at 1st level, and each volume has a self-contained story that eventually leads to a big climax at the end of the final volume. Each volume also typically includes new monsters, rules, and details about the world.","Each Adventure Path has a different theme, and their settings range across the Inner Sea region and beyond.",{"type":"pf2-title","name":"Pathfinder Adventures"},"Pathfinder Adventures are standalone adventures that cover several levels of play. They're self-contained and typically have a unique structure or theme. You can play through a Pathfinder Adventure on its own or as part of your ongoing campaign—some make ideal side adventures for Adventure Paths that have similar themes.",{"type":"pf2-title","name":"Pathfinder Society Scenarios"},"Scenarios are the adventures used by the Pathfinder Society Roleplaying Guild; you can play them as part of the Pathfinder Society or on your own. Each takes about 4 to 5 hours to run, so you can tell a whole story in a short amount of time, but they're also part of a larger continuity and can be combined together to form the basis of a longer campaign."],"source":"CRB"}],"data":{"quickref":5},"source":"CRB"},{"type":"section","source":"GMG","page":39,"name":"Starting at a Higher Level","entries":["A typical campaign starts at 1st level, but you can start at a higher level if you choose. This can be especially satisfying for a one-shot or short campaign, or if your group wants to play a specific adventure made for higher-level groups. The PCs should start at the same level. They simply make a 1st-level character, then level it up the number of times needed to reach the starting level.","The {@table Character Wealth|CRB} table indicates how much currency and what common items of various levels the character should start with. Let the players choose their own items and spend their currency on common items as well if they choose. This table gives them fewer items than they might have had if they had gained items through adventuring, balancing the fact that they can choose what items they want."],"data":{"quickref":5}}]}]}} \ No newline at end of file +{"reference":{"bookref-quick":{"name":"Quick Reference","id":"bookref-quick","contents":[{"name":"Character Creation","headers":["Animal Companions","Archetypes","Character Creation","Characters With Disabilities","Familiars","Leveling Up"]},{"name":"Items & Equipment","headers":["Activating Items","Animals","Armor","Carrying and Using Items","Coins and Currency","Constant Abilities","Creating a Personal Staff","Formulas","Investing Magic Items","Item Damage","Item Level","Items and Sizes","Price","Runes","Scrolls","Services","Shields","Shoddy Items","Staves","Wands","Weapons","Wearing Tools"]},{"name":"Spells","headers":["Cantrips","Casting Spells","Disbelieving Illusions","Durations","Focus Spells","Hostile Actions","Identifying Spells","Innate Spells","Ranges, Areas, and Targets","Reading Spells","Rituals","Saving Throws","Setting Triggers","Spell Attacks","Spell Slots","Walls"]},{"name":"Playing the Game","headers":["Actions","Afflictions","Checks","Concealment and Invisibility","Condition Values","Conditions","Counteracting","Cover","Damage","Downtime Mode","Effects","Encounter Mode","Exploration Mode","Flanking","Game Conventions","Hero Points","Hit Points, Healing, and Dying","Making Choices","Movement","Overriding Conditions","Perception","Special Checks","Specific Checks"]},{"name":"Game Mastering","headers":["Difficulty Classes","Drugs","Environment","Hazards","Planning a Campaign","Preparing an Adventure","Rewards","Running Modes of Play","Running a Game Session","Starting at a Higher Level"]}]},"bookref-gmscreen":{"name":"GM Reference","id":"bookref-gmscreen","contents":[]}},"data":{"bookref-quick":[{"type":"entries","entries":[{"type":"section","page":214,"name":"Animal Companions","entries":["An animal companion is a loyal comrade who follows your orders without you needing to use Handle an Animal on it. Your animal companion has the {@trait animal} and {@trait minion} traits, and it gains 2 actions during your turn if you use the {@action Command an Animal} action to command it; this is in place of the usual effects of {@action Command an Animal}. If your companion dies, you can spend a week of downtime to replace it at no cost. You can have only one animal companion at a time.",{"type":"pf2-h3","page":214,"name":"Riding Animal Companions","entries":["You or an ally can ride your animal companion as long as it is at least one size larger than the rider. If it is carrying a rider, the animal companion can use only its land Speed, and it can't move and Support you on the same turn. However, if your companion has the mount special ability, it's especially suited for riding and ignores both of these restrictions."],"source":"CRB"},{"type":"pf2-h3","page":214,"name":"Young Animal Companions","entries":["The following are the base statistics for a young animal companion, the first animal companion most characters get. You make adjustments to these statistics depending on the type of animal you choose. As you gain levels, you might make further adjustments as your companion becomes more powerful. An animal companion has the same level you do. Animal companions calculate their modifiers and DCs just as you do with one difference: the only item bonuses they can benefit from are to speed and AC (their maximum item bonus to AC is +2)."],"data":{"quickrefIndex":true},"source":"CRB"},{"type":"pf2-h4","page":214,"name":"Proficiencies","entries":["Your animal companion uses your level to determine its proficiency bonuses. It's trained in its unarmed attacks, unarmored defense, barding, all saving throws, Perception, {@skill Acrobatics}, and {@skill Athletics}. Animal companions can't use abilities that require greater Intelligence, such as Coerce or Decipher Writing, even if trained in the appropriate skill, unless they have a specialization that allows it."],"source":"CRB"},{"type":"pf2-h4","page":214,"name":"Ability Modifiers","entries":["An animal companion begins with base ability modifiers of {@b Str} +2, {@b Dex} +2, {@b Con} +1, {@b Int}–4, {@b Wis} +1, {@b Cha} +0. Each type has its own strengths and increases two of these modifiers by 1 each. These increases are already calculated into the stat blocks in Companion Types below."],"source":"CRB"},{"type":"pf2-h4","page":214,"name":"Hit Points","entries":["Your animal companion has ancestry Hit Points from its type, plus a number of Hit Points equal to 6 plus its Constitution modifier for each level you have."],"source":"CRB"},{"type":"pf2-h3","page":214,"name":"Mature Animal Companions","entries":["To advance a young animal companion to a mature animal companion (usually a result of one of your class feat choices), increase its Strength, Dexterity, Constitution, and Wisdom modifiers by 1. Increase its unarmed attack damage from one die to two dice (for instance 1d8 to 2d8), and its proficiency rank for Perception and all saving throws to expert. Increase its proficiency ranks in {@skill Intimidation}, {@skill Stealth}, and {@skill Survival} to trained, and if it was already trained in one of those skills from its type, increase its proficiency rank in that skill to expert. If your companion is Medium or smaller, it grows by one size."],"data":{"quickrefIndex":true},"source":"CRB"},{"type":"pf2-h3","page":214,"name":"Nimble Animal Companions","entries":["To advance a mature animal companion to a nimble animal companion, increase its Dexterity modifier by 2 and its Strength, Constitution, and Wisdom modifiers by 1. It deals 2 additional damage with its unarmed attacks. Increase its proficiency ranks in {@skill Acrobatics} to expert. It also learns the advanced maneuver for its type. Its attacks become magical for the purpose of ignoring resistances."],"data":{"quickrefIndex":true},"source":"CRB"},{"type":"pf2-h3","page":214,"name":"Savage Animal Companions","entries":["To advance a mature animal companion to a savage animal companion, increase its Strength modifier by 2 and its Dexterity, Constitution, and Wisdom modifiers by 1. It deals 3 additional damage with its unarmed attacks. Increase its proficiency rank in {@skill Athletics} to expert. It also learns the advanced maneuver for its type. If your companion is Medium or smaller, it grows by one size. Its attacks become magical for the purpose of ignoring resistances."],"data":{"quickrefIndex":true},"source":"CRB"},{"type":"pf2-h3","page":214,"name":"Companion Types","entries":["The species of animal you choose is called your {@filter companion's type|companionsfamiliars||Type=Companion}. Each {@filter companion type|companionsfamiliars||Type=Companion} has its own statistics. The Size entry indicates your companion's starting size as a young animal companion. Following the size entry are the companion's unarmed attacks, and then its ability modifiers. The Hit Points entry indicates the companion's ancestry Hit Points. The Skill entry indicates an additional trained skill your companion has. The Senses entry lists your companion's special senses. The Speed entry gives your companion's Speeds. The Special entry, if present, lists any other special abilities your companion has, for example whether it often serves as a mount and is particularly appropriate for mounted classes, such as the champion.","The Support Benefit entry indicates a special benefit you gain by {@action Command an Animal||Commanding the Animal} to use the Support action (see below). The Advanced Maneuver entry indicates a powerful new action your companion learns how to use if it becomes a nimble or savage animal companion."],"source":"CRB"},{"type":"pf2-h3","page":217,"name":"Specialized Animal Companions","entries":["Specialized animal companions are more intelligent and engage in more complex behaviors. The first time an animal gains a specialization, it gains the following: Its proficiency rank for unarmed attacks increases to expert. Its proficiency ranks for saving throws and Perception increase to master.","Increase its Dexterity modifier by 1 and its Intelligence modifier by 2. Its unarmed attack damage increases from two dice to three dice, and it increases its additional damage with unarmed attacks from 2 to 4 or from 3 to 6.","Each specialization grants additional benefits. Most animal companions can have only one specialization.",{"type":"pf2-h4","page":217,"name":"Ambusher","entries":["In your companion's natural environment, it can use a {@action Sneak} action even if it's currently observed. Its proficiency rank in {@skill Stealth} increases to expert (or master if it was already an expert from its type), and its Dexterity modifier increases by 1. Its proficiency rank for unarmored defense increases to expert."],"source":"CRB"},{"type":"pf2-h4","page":217,"name":"Bully","entries":["Your companion terrorizes foes with dominance displays and pushes them around the battlefield. Its proficiency ranks for {@skill Athletics} and {@skill Intimidation} increase to expert (or master if it was already expert from its type), its Strength modifier increases by 1, and its Charisma modifier increases by 3."],"source":"CRB"},{"type":"pf2-h4","page":217,"name":"Daredevil","entries":["Your companion joins the fray with graceful leaps and dives.","It gains the {@classFeature deny advantage|barbarian||3} ability, so it isn't {@condition flat-footed} to hidden, undetected, or flanking creatures unless such a creature's level is greater than yours. Its proficiency rank in {@skill Acrobatics} increases to master, and its Dexterity modifier increases by 1. Its proficiency rank in unarmored defense increases to expert."],"source":"CRB"},{"type":"pf2-h4","page":217,"name":"Racer","entries":["Your companion races. It gains a +10-foot status bonus to its Speed, swim Speed, or fly Speed (your choice). Its proficiency in Fortitude saves increases to legendary, and its Constitution modifier increases by 1."],"source":"CRB"},{"type":"pf2-h4","page":217,"name":"Tracker","entries":["Your companion is an incredible tracker. It can move at full Speed while following tracks. Its proficiency rank in {@skill Survival} increases to expert (or master if it was already an expert from its type), and its Wisdom modifier increases by 1."],"source":"CRB"},{"type":"pf2-h4","page":217,"name":"Wrecker","entries":["Your companion smashes things. Its unarmed attacks ignore half an object's Hardness. Its {@skill Athletics} proficiency increases to master, and its Strength modifier increases by 1."],"source":"CRB"}],"data":{"quickrefIndex":true},"source":"CRB"}],"data":{"quickref":1},"source":"CRB"},{"type":"section","page":219,"name":"Archetypes","entries":["Applying an archetype requires you to select archetype feats instead of class feats. Start by finding the archetype that best fits your character concept, and select the archetype's dedication feat using one of your class feat choices. Once you have the dedication feat, you can select any feat from that archetype in place of a class feat as long as you meet its prerequisites. The archetype feat you select is still subject to any selection restrictions on the class feat it replaces. For example, if you gained an ability at 6th level that granted you a 4th-level class feat with the dwarf trait, you could swap out that class feat only for an archetype feat of 4th level or lower with the dwarf trait. Archetype feats you gain in place of a class feat are called archetype class feats.","Occasionally, an archetype feat works like a skill feat instead of a class feat. These archetype feats have the skill trait, and you select them in place of a skill feat, otherwise following the same rules above. These are not archetype class feats (for instance, to determine the number of Hit Points you gain from the Fighter Resiliency archetype feat).","Each archetype's dedication feat represents a certain portion of your character's time and focus, so once you select a dedication feat for an archetype, you must satisfy its requirements before you can gain another dedication feat. Typically, you satisfy an archetype dedication feat by gaining a certain number of feats from the archetype's list. You cannot retrain a dedication feat as long as you have any other feats from that archetype.","Sometimes an archetype feat lets you gain another feat, such as the alchemist's basic concoction. You must always meet the prerequisites of the feat you gain in this way.","Two special kinds of archetypes are designated by the class and multiclass traits. The archetypes in this book are all multiclass archetypes.",{"type":"pf2-h3","page":219,"name":"Multiclass Archetypes","entries":["Archetypes with the multiclass trait represent diversifying your training into another class's specialties. You can't select a multiclass archetype's dedication feat if you are a member of the class of the same name (for instance, a fighter can't select the Fighter Dedication feat)."],"source":"CRB"},{"type":"pf2-h3","page":219,"name":"Class Archetypes","entries":["Archetypes with the class trait represent a fundamental divergence from your class's specialties, but one that exists within the context of your class. You can select a class archetype only if you are a member of the class of the same name. Class archetypes always alter or replace some of a class's static class features, in addition to any new feats they offer. It may be possible to take a class archetype at 1st level if it alters or replaces some of the class's initial class features.","In that case, you must take that archetype's dedication feat at 2nd level, and after that you proceed normally. You can never have more than one class archetype."],"source":"CRB"},{"type":"pf2-h4","page":219,"name":"Spellcasting Archetypes","alias":["Spellcasting Benefits"],"entries":["Some archetypes grant you a substantial degree of spellcasting, albeit delayed compared to a character from a spellcasting class. In this book, the spellcasting archetypes are bard, cleric, druid, sorcerer, and wizard, the multiclass archetypes for the five main spellcasting classes, but future books might introduce spellcasting archetypes that aren't multiclass archetypes.","A spellcasting archetype allows you to use scrolls, staves, and wands in the same way that a member of a spellcasting class can.","Spellcasting archetypes always grant the ability to cast cantrips in their dedication, and then they have a basic spellcasting feat, an expert spellcasting feat, and a master spellcasting feat. These feats share their name with the archetype; for instance, the wizard's master spellcasting feat is called Master Wizard Spellcasting.","All spell slots you gain from spellcasting archetypes have restrictions depending on the archetype; for instance, the bard archetype grants you spell slots you can use only to cast occult spells from your bard repertoire, even if you are a sorcerer with occult spells in your sorcerer repertoire.","{@b Basic Spellcasting Feat:} Usually available at 4th level, these feats grant a 1st-level spell slot. At 6th level, they grant you a 2nd-level spell slot, and if you have a spell repertoire, you can select one spell from your repertoire as a signature spell. At 8th level, they grant you a 3rd-level spell slot. Archetypes refer to these benefits as the \"basic spellcasting benefits.\"","{@b Expert Spellcasting Feat:} Typically taken at 12th level, these feats make you an expert in spell attack rolls and DCs of the appropriate magical tradition and grant you a 4th-level spell slot. If you have a spell repertoire, you can select a second spell from your repertoire as a signature spell. At 14th level, they grant you a 5th-level spell slot, and at 16th level, they grant you a 6th-level spell slot. Archetypes refer to these benefits as the \"expert spellcasting benefits.\"","{@b Master Spellcasting Feat:} Usually found at 18th level, these feats make you a master in spell attack rolls and DCs of the appropriate magical tradition and grant you a 7th-level spell slot. If you have a spell repertoire, you can select a third spell from your repertoire as a signature spell. At 20th level, they grant you an 8th-level spell slot. Archetypes refer to these benefits as the \"master spellcasting benefits.\""],"data":{"quickrefIndex":true},"source":"CRB"},"{@note To view all Archetypes, please view the {@filter Archetypes page.|archetypes||source=CRB}}"],"data":{"quickref":1},"source":"CRB"},{"type":"section","page":19,"name":"Character Creation","entries":["Unless you're the GM, the first thing you need to do when playing Pathfinder is create your character. It's up to you to imagine your character's past experiences, personality, and worldview, and this will set the stage for your roleplaying during the game. You'll use the game's mechanics to determine your character's ability to perform various tasks and use special abilities during the game.","This section provides a step-by-step guide for creating a character using the Pathfinder rules, preceded by a guide to help you understand ability scores. These scores are a critical part of your character, and you will be asked to make choices about them during many of the following steps. The steps of character creation are presented in a suggested order, but you can complete them in whatever order you prefer.","Many of the steps on pages 21 –28 instruct you to fill out fields on your character sheet. The character sheet is shown on pages 24 –25; you can find a copy in the back of this book or online as a free pdf. The character sheet is designed to be easy to use when you're actually playing the game—but creating a character happens in a different order, so you'll move back and forth through the character sheet as you go through the character creation process. Additionally, the character sheet includes every field you might need, even though not all characters will have something to put in each field. If a field on your character sheet is not applicable to your character, just leave that field blank.","All the steps of character creation are detailed on the following pages; each is marked with a number that corresponds to the sample character sheet on pages 24 –25, showing you where the information goes. If the field you need to fill out is on the third or fourth page of the character sheet, which aren't shown, the text will tell you.","If you're creating a higher-level character, it's a good idea to begin with the instructions here, then turn to page 29 for instructions on leveling up characters.",{"type":"pf2-h3","page":19,"name":"The Six Ability Scores","entries":["One of the most important aspects of your character is their ability scores. These scores represent your character's raw potential and influence nearly every other statistic on your character sheet. Determining your ability scores is not done all at once, but instead happens over several steps during character creation.","Ability scores are split into two main groups: physical and mental. Strength, Dexterity, and Constitution are physical ability scores, measuring your character's physical power, agility, and stamina. In contrast, Intelligence, Wisdom, and Charisma are mental ability scores and measure your character's learned prowess, awareness, and force of personality.","Excellence in an ability score improves the checks and statistics related to that ability, as described below. When imagining your character, you should also decide what ability scores you want to focus on to give you the best chance at success.",{"type":"pf2-h4","page":19,"name":"Strength","entries":["Strength measures your character's physical power.","Strength is important if your character plans to engage in hand-to-hand combat. Your Strength modifier gets added to melee damage rolls and determines how much your character can carry."],"source":"CRB"},{"type":"pf2-h4","page":19,"name":"Dexterity","entries":["Dexterity measures your character's agility, balance, and reflexes. Dexterity is important if your character plans to make attacks with ranged weapons or use stealth to surprise foes. Your Dexterity modifier is also added to your character's AC and Reflex saving throws."],"source":"CRB"},{"type":"pf2-h4","page":19,"name":"Constitution","entries":["Constitution measures your character's overall health and stamina. Constitution is an important statistic for all characters, especially those who fight in close combat.","Your Constitution modifier is added to your Hit Points and Fortitude saving throws."],"source":"CRB"},{"type":"pf2-h4","page":19,"name":"Intelligence","entries":["Intelligence measures how well your character can learn and reason. A high Intelligence allows your character to analyze situations and understand patterns, and it means they can become trained in additional skills and might be able to master additional languages."],"source":"CRB"},{"type":"pf2-h4","page":19,"name":"Wisdom","entries":["Wisdom measures your character's common sense, awareness, and intuition. Your Wisdom modifier is added to your Perception and Will saving throws."],"source":"CRB"},{"type":"pf2-h4","page":19,"name":"Charisma","entries":["Charisma measures your character's personal magnetism and strength of personality. A high Charisma score helps you influence the thoughts and moods of others."],"source":"CRB"}],"source":"CRB"},{"type":"pf2-h3","page":20,"name":"Ability Score Overview","entries":["Each ability score starts at 10, representing human average, but as you make character choices, you'll adjust these scores by applying ability boosts, which increase a score, and ability flaws, which decrease a score. As you build your character, remember to apply ability score adjustments when making the following decisions.","{@b Ancestry:} Each ancestry provides ability boosts, and sometimes an ability flaw. If you are taking any voluntary flaws, apply them in this step (see the sidebar on page 24).","{@b Background:} Your character's background provides two ability boosts.","{@b Class:} Your character's class provides an ability boost to the ability score most important to your class, called your key ability score.","{@b Determine Scores:} After the other steps, you apply four more ability boosts of your choice. Then, determine your ability modifiers based on those scores.",{"type":"pf2-h4","page":20,"name":"Ability Boosts","entries":["An ability boost normally increases an ability score's value by 2. However, if the ability score to which you're applying an ability boost is already 18 or higher, its value increases by only 1. At 1st level, a character can never have any ability score that's higher than 18.","When your character receives an ability boost, the rules indicate whether it must be applied to a specific ability score or to one of two specific ability scores, or whether it is a \"free\" ability boost that can be applied to any ability score of your choice. However, when you gain multiple ability boosts at the same time, you must apply each one to a different score. Dwarves, for example, receive an ability boost to their Constitution score and their Wisdom score, as well as one free ability boost, which can be applied to any score other than Constitution or Wisdom."],"source":"CRB"},{"type":"pf2-h4","page":20,"name":"Ability Flaws","entries":["Ability flaws are not nearly as common in Pathfinder as ability boosts. If your character has an ability flaw—likely from their ancestry—you decrease that ability score by 2."],"source":"CRB"},{"type":"pf2-brown-box","page":20,"name":"ALTERNATIVE METHOD: ROLLING ABILITY SCORES","entries":["The standard method of generating ability scores that's described above works great if you want to create a perfectly customized, balanced character. But your GM may decide to add a little randomness to character creation and let the dice decide what kind of character the players are going to play. In that case, you can use this alternative method to generate your ability scores. Be warned—the same randomness that makes this system fun also allows it to sometimes create characters that are significantly more (or less) powerful than the standard ability score system and other Pathfinder rules assume.","If your GM opts for rolling ability scores, follow these alternative steps, ignoring all other instructions and guidelines about applying ability boosts and ability flaws throughout the character generation process.",{"type":"pf2-title","name":"STEP 1: ROLL AND ASSIGN SCORES"},"Roll four 6-sided dice (4d6) and discard the lowest die result.","Add the three remaining results together and record the sum.","(For example, if you rolled a 2, 4, 5, and 6, you would discard the 2 and your total would be 15.) Repeat this process until you've generated six such values. Decide which value you want for each of your ability scores.",{"type":"pf2-title","name":"STEP 2: ASSIGN ABILITY BOOSTS AND ABILITY FLAWS"},"Apply the ability boosts your character gains from their ancestry, but your character gets one fewer free ability boost than normal. If your character's ancestry has any ability flaws, apply those next. Finally, apply one ability boost to one of the ability scores specified in the character's background (you do not get the other free ability boost).","These ability boosts cannot raise a score above 18. If this would happen, you can put the ability boost into another ability score instead, as if it were a free ability boost, or you can put it into an ability score of 17 to reach 18 and lose the excess increase.",{"type":"pf2-title","name":"STEP 3: RECORD SCORES AND MODIFIERS"},"Record the final scores and assign the ability modifiers according to {@table ABILITY MODIFIERS||Table 1–1}. When your character receives additional ability boosts at higher levels, you assign them as any character would."],"source":"CRB"}],"source":"CRB"},{"type":"pf2-h3","page":20,"name":"Ability Modifiers","entries":["Once you've finalized your ability scores, you can use them to determine your ability modifiers, which are used in most other statistics in the game. Find the score in {@table ABILITY MODIFIERS||Table 1–1: Ability Modifiers} to determine its ability modifier.",{"type":"data","tag":"table","name":"Ability Modifiers","source":"CRB"}],"source":"CRB"},{"type":"pf2-h2","page":21,"name":"Create a Concept","entries":["What sort of hero do you want to play? The answer to this question might be as simple as \"a brave warrior,\" or as complicated as \"the child of elven wanderers, but raised in a city dominated by humans and devoted to Sarenrae, goddess of the sun.\" Consider your character's personality, sketch out a few details about their past, and think about how and why they adventure. You'll want to peruse Pathfinder's available ancestries, backgrounds, and classes. The summaries on pages 22 –23 might help you match your concept with some of these basic rule elements. Before a game begins, it's also a good idea for the players to discuss how their characters might know each other and how they'll work together throughout the course of their adventures.","There are many ways to approach your character concept.","Once you have a good idea of the character you'd like to play, move on to Step 2 to start building your character.",{"type":"pf2-h3","page":21,"name":"Ancestry, Background, Class, or Details","entries":["If one of Pathfinder's character ancestries, backgrounds, or classes particularly intrigues you, it's easy to build a character concept around these options. The summaries of ancestries and classes on pages 22 –23 give a brief overview of these options (full details appear in Chapters 2 and 3, respectively). Each ancestry also has several heritages that might refine your concept further, such as a human with an elf or orc parent, or an arctic or woodland elf. Additionally, the game has many backgrounds to choose from, representing your character's upbringing, their family's livelihood, or their earliest profession. Backgrounds are detailed later in Chapter 2, beginning on page 60.","Building a character around a specific ancestry, background, or class can be a fun way to interact with the world's lore. Would you like to build a typical member of your character's ancestry or class, as described in the relevant entry, or would you prefer to play a character who defies commonly held notions about their people?","For example, you could play a dwarf with a wide-eyed sense of wonder and a zest for change, or a performing rogue capable of amazing acrobatic feats but with little interest in sneaking about.","You can draw your concept from any aspect of a character's details. You can use roleplaying to challenge not only the norms of Pathfinder's fictional world, but even real-life societal norms. Your character might challenge gender notions, explore cultural identity, have a disability, or any combination of these suggestions. Your character can live any life you see fit."],"source":"CRB"},{"type":"pf2-h3","page":21,"name":"Faith","entries":["Perhaps you'd like to play a character who is a devout follower of a specific deity. Pathfinder is a rich world with myriad faiths and philosophies spanning a wide range, from Cayden Cailean, the Drunken Hero of good-hearted adventuring; to Desna, the Song of Spheres and goddess of dreaming and the stars; to Iomedae, the Inheritor, goddess of honor, justice, and rulership. Pathfinder's major deities appear on pages 437–440. Your character might be so drawn to a particular faith that you decide they should be a champion or cleric of that deity; they might instead be a lay worshipper who applies their faith's teachings to daily life, or simply the child of devout parents."],"source":"CRB"},{"type":"pf2-brown-box","page":21,"name":"ANCESTRIES AND CLASSES","entries":["Each player takes a different approach to creating a character. Some want a character who will fit well into the story, while others look for a combination of abilities that complement each other mechanically. You might combine these two approaches. There is no wrong way!","When you turn the page, you'll see a graphical representation of ancestries and classes that provide at-aglance information for players looking to make the most of their starting ability scores. In the ancestries overview on page 22, each entry lists which ability scores it boosts, and also indicates any ability flaws the ancestry might have.","You can find more about ability boosts and ability flaws in Ability Scores on page 20.","The summaries of the classes on pages 22 –23 list each class's key ability score—the ability score used to calculate the potency of many of their class abilities. Characters receive an ability boost in that ability score when you choose their class. This summary also lists one or more secondary ability scores important to members of that class.","Keep in mind a character's background also affects their ability scores, though there's more flexibility in the ability boosts from backgrounds than in those from classes. For descriptions of the available backgrounds, see pages 60–64."],"source":"CRB"},{"type":"pf2-h3","page":21,"name":"Your Allies","entries":["You might want to coordinate with other players when forming your character concept. Your characters could have something in common already; perhaps they are relatives, or travelers from the same village. You might discuss mechanical aspects with the other players, creating characters whose combat abilities complement each other. In the latter case, it can be helpful for a party to include characters who deal damage, characters who can absorb damage, and characters who can provide healing.","However, Pathfinder's classes include a lot of choices, and there are many options for building each type of character, so don't let these broad categories restrict your decisions."],"source":"CRB"},{"type":"pf2-tips-box","page":21,"name":"CHARACTER SHEET","entries":["Once you've developed your character's concept, jot down a few sentences summarizing your ideas under the Notes section on the third page of your character sheet. Record any of the details you've already decided, such as your character's name, on the appropriate lines on the first page."],"source":"CRB"}],"step":"1","source":"CRB"},{"type":"pf2-h2","page":21,"name":"Start Building Ability Scores","entries":["At this point, you need to start building your character's ability scores. See the overview of ability scores on pages 19 –20 for more information about these important aspects of your character and an overview of the process.","Your character's ability scores each start at 10, and as you select your ancestry, background, and class, you'll apply ability boosts, which increase a score by 2, and ability flaws, which decrease a score by 2. At this point, just note a 10 in each ability score and familiarize yourself with the rules for ability boosts and flaws on page 20. This is also a good time to identify which ability scores will be most important to your character. See The Six Ability Scores on page 19 and the class summaries on pages 22 –23 for more information."],"step":"2","source":"CRB"},{"type":"pf2-h2","page":21,"name":"Select an Ancestry","entries":["Select an ancestry for your character. The ancestry summaries on page 22 provide an overview of Pathfinder's core ancestry options, and each is fully detailed in Chapter 2. Ancestry determines your character's size, Speed, and languages, and contributes to their Hit Points.","Each also grants ability boosts and ability flaws to represent the ancestry's basic capabilities.","You'll make four decisions when you select your character's ancestry:",{"type":"list","items":["Pick the ancestry itself.","Assign any free ability boosts and decide if you are taking any voluntary flaws.","Select a heritage from those available within that ancestry, further defining the traits your character was born with.","Choose an ancestry feat, representing an ability your hero learned at an early age."]},{"type":"pf2-tips-box","page":21,"name":"CHARACTER SHEET","entries":["Write your character's ancestry and heritage in the appropriate space at the top of your character sheet's first page. Adjust your ability scores, adding 2 to an ability score if you gained an ability boost from your ancestry, and subtracting 2 from an ability score if you gained an ability flaw from your ancestry. Note the number of Hit Points your character gains from their ancestry—you'll add more to this number later. Finally, in the appropriate spaces, record your character's size, Speed, and languages. If your character's ancestry provides them with special abilities, write them in the appropriate spaces, such as {@ability darkvision} in the Senses"],"source":"CRB"}],"step":"3","source":"CRB"},{"type":"pf2-h2","page":21,"name":"Pick a Background","entries":["Your character's background might represent their upbringing, an aptitude they've been honing since their youth, or another aspect of their life before they became an adventurer. Character backgrounds appear in Chapter 2, starting on page 60. They typically provide two ability boosts (one that can be applied to either of two specific ability scores, and one that is free), training in a specific skill, training in a Lore skill, and a specific skill feat.",{"type":"pf2-tips-box","page":21,"name":"CHARACTER SHEET","entries":["Record your character's background in the space at the top of the first page of your character sheet. Adjust your ability scores, adding 2 to an ability score if you gained an ability boost from your background. Record the skill feat the background provides in the Skill Feat section of your character sheet's second page. On the first page, check the \"T\" box next to the name of the specific skill and for one Lore skill to indicate your character is trained, then write the name of the Lore skill granted by your background."],"source":"CRB"}],"step":"4","source":"CRB"},{"type":"pf2-h2","page":21,"name":"Choose a Class","entries":["At this point, you need to decide your character's class.","A class gives your character access to a suite of heroic abilities, determines how effectively they fight, and governs how easily they can shake off or avoid certain harmful effects. Each class is fully detailed in Chapter 3, but the summaries on pages 22 –23 provide an overview of each and tells you which ability scores are important when playing that class.","You don't need to write down all of your character's class features yet. You simply need to know which class you want to play, which determines the ability scores that will be most important for your character.",{"type":"pf2-tips-box","page":21,"name":"CHARACTER SHEET","entries":["Write your character's class in the space at the top of the first page of your character sheet, then write \"1\" in the Level box to indicate that your character is 1st level. Next to the ability scores, note the class's key ability score, and add 2 to that ability score from the ability boost the class provides. Don't worry about recording the rest of your character's class features and abilities yet—you'll handle that in Step 7."],"source":"CRB"}],"step":"5","source":"CRB"},{"type":"pf2-h2","page":26,"name":"Determine Ability Scores","entries":[{"type":"pf2-sidebar","page":26,"name":"OPTIONAL: VOLUNTARY FLAWS","entries":["Sometimes, it's fun to play a character with a major flaw even if you're not playing an ancestry that imposes one. You can elect to take two additional ability flaws when applying the ability boosts and ability flaws from your ancestry. If you do, you can also apply one additional free ability boost. These ability flaws can be assigned to any ability score you like, but you can't apply more than one ability flaw to the same ability score during this step unless you apply both of the additional ability flaws to a score that is already receiving an ability boost during this step. In this case, the first ability flaw cancels the ability boost, and the second ability flaw decreases the score by 2. Likewise, as an exception to the normal rules for ability boosts, you can apply two free ability boosts to an ability score receiving an ability flaw during this step; the first ability boost cancels the ability flaw, and the second ability boost increases the score by 2. For example, a dwarf normally gets an ability boost to Constitution and Wisdom, along with an ability flaw to Charisma.","You could apply one ability flaw each to Intelligence and Strength, or you could apply both ability flaws to Wisdom. You could not apply either additional ability flaw to Charisma, though, because it is already receiving dwarves' ability flaw during this step."],"source":"CRB"},"Now that you've made the main mechanical choices about your character, it's time to finalize their ability scores. Do these three things:",{"type":"list","items":["First, make sure you've applied all the ability boosts and ability flaws you've noted in previous steps (from your ancestry, background, and class).","Then, apply four more ability boosts to your character's ability scores, choosing a different ability score for each and increasing that ability score by 2.","Finally, record your starting ability scores and ability modifiers, as determined using {@table ABILITY MODIFIERS||Table 1–1: Ability Modifiers}."]},"Remember that each ability boost adds 2 to the base score of 10, and each ability flaw subtracts 2. You should have no ability score lower than 8 or higher than 18.",{"type":"pf2-tips-box","page":26,"name":"CHARACTER SHEET","entries":["Write your character's starting ability scores in the box provided for each. Record the ability modifier for each ability score in the box to the left of the ability's name."],"source":"CRB"}],"step":"6","source":"CRB"},{"type":"pf2-h2","page":26,"name":"Record Class Details","entries":["Now, record all the benefits and class features that your character receives from the class you've chosen. While you've already noted your key ability score, you'll want to be sure to record the following class features.",{"type":"pf2-sidebar","page":27,"name":"SPELLS AND SPELLCASTING","entries":["Most classes can learn to cast a few focus spells, but the bard, cleric, druid, sorcerer, and wizard all gain spellcasting—the ability to cast a wide variety of spells.","If your character's class grants spells, you should take time during Step 7 to learn about the spells they know and how to cast them. The fourth page of the character sheet provides space to note your character's magic tradition and their proficiency rank for spell attack rolls and spell DCs. It also gives ample space to record the spells in your character's repertoire or spellbook, or that you prepare frequently. Each class determines which spells a character can cast, how they are cast, and how many they can cast in a day, but the spells themselves and detailed rules for spellcasting are located in Chapter 7."],"source":"CRB"},{"type":"list","items":["To determine your character's total starting Hit Points, add together the number of Hit Points your character gains from their ancestry (chosen in Step 2) and the number of Hit Points they gain from their class.","The Initial Proficiencies section of your class entry indicates your character's starting proficiency ranks in a number of areas. Choose which skills your character is trained in and record those, along with the ones set by your class. If your class would make you trained in a skill you're already trained in (typically due to your background), you can select another skill to become trained in.","See the class advancement table in your class entry to learn the class features your character gains at 1st level—but remember, you already chose an ancestry and background. Some class features require you to make additional choices, such as selecting spells."]},{"type":"pf2-tips-box","page":26,"name":"CHARACTER SHEET","entries":["Write your character's total Hit Points on the first page of your character sheet. Use the proficiency fields (the boxes marked \"T,\" \"E,\" \"M,\" and \"L\") on your character sheet to record your character's initial proficiencies in Perception, saving throws, and the skills granted by their class; mark \"T\" if your character is trained, or \"E\" if your character is expert. Indicate which additional skills you chose for your character to be trained in by marking the \"T\" proficiency box for each skill you selected. Likewise, record your character's their armor proficiencies in the Armor Class section at the top of the first page and their weapon proficiencies at the bottom of the first page. Record all other class feats and abilities on the second page. Don't worry yet about finalizing any values for your character's statistics—you'll handle that in Step 9."],"source":"CRB"}],"step":"7","source":"CRB"},{"type":"pf2-h2","page":27,"name":"Buy Equipment","entries":["At 1st level, your character has 15 gold pieces (150 silver pieces) to spend on armor, weapons, and other basic equipment. Your character's class lists the types of weapons and armor with which they are trained (or better!). Their weapons determine how much damage they deal in combat, and their armor influences their Armor Class; these calculations are covered in more detail in Step 10. Don't forget essentials such as food and traveling gear! For more on the available equipment and how much it costs, see Chapter 6.",{"type":"pf2-tips-box","page":27,"name":"CHARACTER SHEET","entries":["Once you've spent your character's starting wealth, calculate any remaining gp, sp, and cp they might still have and write those amounts in Inventory on the second page. Record your character's weapons in the Melee {@action Strike||Strikes} and Ranged {@action Strike||Strikes} sections of the first page, depending on the weapon, and the rest of their equipment in the Inventory section on your character sheet's second page. You'll calculate specific numbers for melee {@action Strike||Strikes} and ranged {@action Strike||Strikes} with the weapons in Step 9 and for AC when wearing that armor in Step 10."],"source":"CRB"}],"step":"8","source":"CRB"},{"type":"pf2-h2","page":27,"name":"Calculate Modifiers","entries":["With most of the big decisions for your character made, it's time to calculate the modifiers for each of the following statistics. If your proficiency rank for a statistic is trained, expert, master, and legendary, your bonus equals your character's level plus another number based on the rank (2, 4, 6, and 8, respectively). If your character is untrained, your proficiency bonus is +0.",{"type":"pf2-h3","page":27,"name":"Perception","entries":["Your character's Perception modifier measures how alert they are. This modifier is equal to their proficiency bonus in Perception plus their Wisdom modifier. For more about Perception, see page 448."],"source":"CRB"},{"type":"pf2-h3","page":27,"name":"Saving Throws","entries":["For each kind of saving throw, add your character's Fortitude, Reflex, or Will proficiency bonus (as appropriate) plus the ability modifier associated with that kind of saving throw. For Fortitude saving throws, use your character's Constitution modifier. For Reflex saving throws, use your character's Dexterity modifier. For Will saving throws, use your character's Wisdom modifier. Then add in any bonuses or penalties from abilities, feats, or items that always apply (but not modifiers, bonuses, or penalties that apply only in certain situations). Record this number on the line for that saving throw."],"source":"CRB"},{"type":"pf2-h3","page":27,"name":"Melee Strikes and Ranged Strikes","entries":["Next to where you've written your character's melee and ranged weapons, calculate the modifier to Strike with each weapon and how much damage that Strike deals. The modifier for a Strike is equal to your character's proficiency bonus with the weapon plus an ability modifier (usually Strength for melee {@action Strike||Strikes} and Dexterity for ranged {@action Strike||Strikes}).","You also add any item bonus from the weapon and any other permanent bonuses or penalties. You also need to calculate how much damage each weapon's Strike deals.","Melee weapons usually add your character's Strength modifier to damage rolls, while ranged weapons might add some or all of your character's Strength modifier, depending on the weapon's traits. See the weapon entries in Chapter 6 for more information."],"source":"CRB"},{"type":"pf2-h3","page":28,"name":"Skills","entries":["In the second box to the right of each skill name on your character sheet, there's an abbreviation that reminds you of the ability score tied to that skill. For each skill in which your character is trained, add your proficiency bonus for that skill (typically +3 for a 1st-level character) to the indicated ability's modifier, as well as any other applicable bonuses and penalties, to determine the total modifier for that skill. For skills your character is untrained in, use the same method, but your proficiency bonus is +0."],"source":"CRB"},{"type":"pf2-tips-box","page":28,"name":"CHARACTER SHEET","entries":["For Perception and saving throws, write your proficiency bonus and the appropriate ability modifier in the boxes provided, then record the total modifier in the large space.","Record the proficiency bonuses, ability modifiers, and total modifiers for your melee {@action Strike||Strikes} and ranged {@action Strike||Strikes} in the box after the name of each weapon, and put the damage for each in the space below, along with the traits for that attack. For skills, record the relevant ability modifier and proficiency bonus in the appropriate box for each skill, and then write the total skill modifiers in the spaces to the left.","If your character has any modifiers, bonuses, or penalties from feats or abilities that always apply, add them into the total modifiers. For ones that apply only in certain situations, note them next to the total modifiers."],"source":"CRB"}],"step":"9","source":"CRB"},{"type":"pf2-h2","page":28,"name":"Finishing Details","entries":["Now add the following details to your character sheet in the appropriate spaces.",{"type":"pf2-h3","page":28,"name":"Alignment","entries":["Your character's alignment is an indicator of their morality and personality. There are nine possible alignments in Pathfinder, as shown on Table 1 –2: The Nine Alignments. If your alignment has any components other than neutral, your character gains the traits of those alignment components. This might affect the way various spells, items, and creatures interact with your character.","Your character's alignment is measured by two pairs of opposed values: the axis of good and evil and the axis of law and chaos. A character who isn't committed strongly to either side is neutral on that axis. Keep in mind that alignment is a complicated subject, and even acts that might be considered good can be used for nefarious purposes, and vice versa. The GM is the arbiter of questions about how specific actions might affect your character's alignment.","If you play a champion, your character's alignment must be one allowed for their deity and cause (pages 437–440 and 106–107), and if you play a cleric, your character's alignment must be one allowed for their deity (pages 437–440).",{"type":"pf2-h4","page":29,"name":"Good and Evil","entries":["Your character has a good alignment if they consider the happiness of others above their own and work selflessly to assist others, even those who aren't friends and family. They are also good if they value protecting others from harm, even if doing so puts the character in danger. Your character has an evil alignment if they're willing to victimize others for their own selfish gain, and even more so if they enjoy inflicting harm. If your character falls somewhere in the middle, they're likely neutral on this axis."],"source":"CRB"},{"type":"pf2-h4","page":29,"name":"Law and Chaos","entries":["Your character has a lawful alignment if they value consistency, stability, and predictability over flexibility.","Lawful characters have a set system in life, whether it's meticulously planning day-to-day activities, carefully following a set of official or unofficial laws, or strictly adhering to a code of honor. On the other hand, if your character values flexibility, creativity, and spontaneity over consistency, they have a chaotic alignment—though this doesn't mean they make decisions by choosing randomly.","Chaotic characters believe that lawful characters are too inflexible to judge each situation by its own merits or take advantage of opportunities, while lawful characters believe that chaotic characters are irresponsible and flighty.","Many characters are in the middle, obeying the law or following a code of conduct in many situations, but bending the rules when the situation requires it. If your character is in the middle, they are neutral on this axis."],"source":"CRB"},{"type":"pf2-h4","page":29,"name":"Changing Alignment","entries":["Alignment can change during play as a character's beliefs change, or as you realize that your character's actions reflect a different alignment than the one on your character sheet. In most cases, you can just change their alignment and continue playing. However, if you play a cleric or champion and your character's alignment changes to one not allowed for their deity (or cause, for champions), your character loses some of their class abilities until they atone (as described in the class)."],"source":"CRB"}],"source":"CRB"},{"type":"pf2-h3","page":29,"name":"Deity","entries":["Write down the deity your character worships, if any.","Champions and clerics must worship a deity. See pages 437–440 for more about Pathfinder's deities."],"source":"CRB"},{"type":"pf2-h3","page":29,"name":"Age","entries":["Decide your character's age and note it on the third page of the character sheet. The description for your character's ancestry in Chapter 2 gives some guidance on the age ranges of members of that ancestry. Beyond that, you can play a character of whatever age you like. There aren't any mechanical adjustments to your character for being particularly old, but you might want to take it into account when considering your starting ability scores and future advancement. Particularly young characters can change the tone of some of the game's threats, so it's recommended that characters are at least young adults."],"source":"CRB"},{"type":"pf2-h3","page":29,"name":"Gender and Pronouns","entries":["Characters of all genders are equally likely to become adventurers. Record your character's gender, if applicable, and their pronouns on the third page of the character sheet."],"source":"CRB"},{"type":"pf2-h3","page":29,"name":"Class DC","entries":["A class DC sets the difficulty for certain abilities granted by your character's class. This DC equals 10 plus their proficiency bonus for their class DC (+3 for most 1st-level characters) plus the modifier for the class's key ability score."],"source":"CRB"},{"type":"pf2-h3","page":29,"name":"Hero Points","entries":["Your character usually begins each game session with 1 Hero Point, and you can gain additional Hero Points during sessions by performing heroic deeds or devising clever strategies. Your character can use Hero Points to gain certain benefits, such as staving off death or rerolling a d20. See page 467 for more about Hero Points."],"source":"CRB"},{"type":"pf2-h3","page":29,"name":"Armor Class (AC)","entries":["Your character's Armor Class represents how difficult they are to hit in combat. To calculate your AC, add 10 plus your character's Dexterity modifier (up to their armor's Dexterity modifier cap; page 274), plus their proficiency bonus with their armor, plus their armor's item bonus to AC and any other permanent bonuses and penalties."],"source":"CRB"},{"type":"pf2-h3","page":29,"name":"Bulk","entries":["Your character's maximum Bulk determines how much weight they can comfortably carry. If they're carrying a total amount of Bulk that exceeds 5 plus their Strength modifier, they are encumbered. A character can't carry a total amount of Bulk that exceeds 10 plus their Strength modifier. The Bulk your character is carrying equals the sum of all of their items; keep in mind that 10 light items make up 1 Bulk. You can find out more about Bulk in Chapter 6: Equipment."],"source":"CRB"}],"step":"10","source":"CRB"}],"data":{"quickref":1},"source":"CRB"},{"type":"section","page":487,"name":"Characters With Disabilities","entries":["A player might want to create a character with a disability, or their character might end up with a disability over the course of play. Work with the player to find ways to respectfully represent the disability. Conditions such as blinded and deafened aren't a good fit for a character who has been living with a disability long-term. Here are suggestions for rules you might use for PCs with disabilities.",{"type":"pf2-h3","name":"Blindness or Impaired Vision"},"A blind character can't detect anything using vision, critically fails {@skill Perception} checks requiring sight, is immune to {@trait visual} effects, and can't be {@condition blinded} or {@condition dazzled}. You might give this character the {@feat Blind-Fight (Fighter)||Blind-Fight} feat for free.","A character with impaired vision might take a –2 to –4 penalty to vision-based {@skill Perception} checks. {@item Basic Corrective Lenses|LOTGB|Spectacles} or {@filter other corrective devices|items||source=|type=|Subcategory=Vision} might reduce or remove this.",{"type":"pf2-h3","name":"Deafness or Being Hard of Hearing"},"A deaf character can't detect anything using hearing, critically fails {@skill Perception} checks that require hearing, and is immune to {@trait auditory} effects. They have enough practice to supply verbal components for casting spells and command components for activating magic items, but if they perform an action they're not accustomed to that involves auditory elements, they must succeed at a DC {@flatDC 5} flat check or the action is lost. It's best to give them the {@feat Sign Language} feat for free, and you might give them {@feat Read Lips} as well. You might give one or more other characters in the group {@feat Sign Language} for free as well.","A hard-of-hearing character might take a –2 to –4 penalty to {@skill Perception} checks that are hearing-based. {@filter Corrective devices for hearing|items||Subcategory=Hearing} are less common than spectacles are in a typical Pathfinder world.",{"type":"pf2-h3","name":"Missing Limb"},"Some magic items require certain limbs or other body parts. It's fine to allow an alternative form of the item, turning boots into bracers for a character without legs, for example.","A character with a missing hand or arm might need to spend 2 actions to {@action Interact} with an item that requires two hands, or otherwise compensate. Using a two-handed weapon is not possible. A character can acquire a {@filter prosthetic hand or arm|items||source=|type=|subcategory=prosthesis} to compensate.","Someone missing a foot or leg might take a small penalty to Speed, but can typically acquire a prosthetic to compensate. If they have no legs, they might use a {@filter wheelchair|items||source=|type=|subcategory=wheelchair}, a dependable mount, or levitation or flight magic.",{"type":"pf2-h3","name":"Mental Illness and Chronic Illness"},"Some disabilities, such as mental illness and chronic illnesses, are best left to the player to roleplay. Mental illness is an especially fraught topic, with a history of insensitive portrayal. Be careful about the intentions of the player and the impact the presentation might have on other players."],"data":{"quickref":1},"source":"CRB"},{"type":"section","page":217,"name":"Familiars","entries":["Familiars are mystically bonded creatures tied to your magic. Most familiars were originally animals, though the ritual of becoming a familiar makes them something more. You can choose a Tiny animal you want as your familiar, such as a bat, cat, raven, or snake. Some familiars are different, usually described in the ability that granted you a familiar; for example, a druid's leshy familiar is a Tiny plant instead of an animal, formed from a minor nature spirit.","Familiars have the minion trait (page 634), so during an encounter, they gain 2 actions in a round if you spend an action to command them. If your familiar dies, you can spend a week of downtime to replace it at no cost.","You can have only one familiar at a time.",{"type":"pf2-h3","page":217,"name":"Modifiers and AC","entries":["Your familiar's save modifiers and AC are equal to yours before applying circumstance or status bonuses or penalties. Its Perception, {@skill Acrobatics}, and {@skill Stealth} modifiers are equal to your level plus your spellcasting ability modifier (Charisma if you don't have one, unless otherwise specified). If it attempts an attack roll or other skill check, it uses your level as its modifier. It doesn't have or use its own ability modifiers and can never benefit from item bonuses."],"source":"CRB"},{"type":"pf2-h3","page":217,"name":"Hit Points","entries":["Your familiar has 5 Hit Points for each of your levels."],"source":"CRB"},{"type":"pf2-h3","page":218,"name":"Size","entries":["Your familiar is Tiny."],"source":"CRB"},{"type":"pf2-h3","page":218,"name":"Senses","entries":["Your familiar has {@ability low-light vision} and can gain additional senses from familiar abilities. It can communicate empathically with you as long as it's within 1 mile of you, sharing emotions. It doesn't understand or speak languages normally, but it can gain speech from a familiar ability."],"source":"CRB"},{"type":"pf2-h3","page":218,"name":"Movement","entries":["Your familiar has either a Speed of 25 feet or a swim Speed of 25 feet (choose one upon gaining the familiar).","It can gain other movement types from familiar abilities."],"source":"CRB"},{"type":"pf2-h3","page":218,"name":"Familiar and Master Abilities","entries":["Each day, you channel your magic into two abilities, which can be either familiar or master abilities. If your familiar is an animal that naturally has one of these abilities (for instance, an owl has a fly Speed), you must select that ability. Your familiar can't be an animal that naturally has more familiar abilities than your daily maximum familiar abilities.",{"type":"pf2-h4","page":218,"name":"Familiar Abilities","entries":[{"type":"pf2-options","style":"pf2-p text-indent-subsequent block","items":[{"name":"Amphibious","entries":["It gains a swim Speed of 25 feet (or Speed of 25 feet if it already has a swim Speed)."]},{"name":"Burrower","entries":["It gains a burrow Speed of 5 feet, allowing it to dig Tiny holes."]},{"name":"Climber","entries":["It gains a climb Speed of 25 feet."]},{"name":"Damage Avoidance","entries":["Choose one type of save. It takes no damage when it succeeds at that type of save; this doesn't prevent effects other than damage."]},{"name":"Darkvision","entries":["It gains {@ability darkvision}."]},{"name":"Fast Movement","entries":["Increase one of the familiar's Speeds from 25 feet to 40 feet."]},{"name":"Flier","entries":["It gains a fly Speed of 25 feet."]},{"name":"Kinspeech","entries":["It can understand and speak with animals of the same species. To select this, your familiar must be an animal, it must have the speech ability, and you must be at least 6th level."]},{"name":"Lab Assistant","entries":["It can use your Quick Alchemy action. You must have Quick Alchemy, and your familiar must be in your space. This has the same cost and requirement as if you used it. It must have the manual dexterity ability to select this."]},{"name":"Manual Dexterity","entries":["It can use up to two of its limbs as if they were hands to use manipulate actions."]},{"name":"Scent","entries":["It gains {@ability scent} (imprecise, 30 feet)."]},{"name":"Speech","entries":["It understands and speaks a language you know."]}]}],"source":"CRB"},{"type":"pf2-h4","page":218,"name":"Master Abilities","entries":[{"type":"pf2-options","style":"pf2-p text-indent-subsequent block","items":[{"name":"Cantrip Connection","entries":["You can prepare an additional cantrip, or if you have a repertoire, instead designate a cantrip to add to your repertoire every time you select this ability; you can retrain it but can't otherwise change it. You must be able to prepare cantrips or add them to your repertoire to select this."]},{"name":"Extra Reagents","entries":["Your familiar grows extra infused reagents on or in its body. You gain an additional batch of infused reagents. You must have the infused reagents ability to select this ability."]},{"name":"Familiar Focus","entries":["Once per day, your familiar can use 2 actions with the {@trait concentrate} to regain 1 Focus Point, up to your usual maximum You must have a focus pool to select this."]},{"name":"Lifelink","entries":["If your familiar would be reduced to 0 HP by damage, as a reaction with the {@trait concentrate}, you can take the damage. If you do, you take all the damage and your familiar takes none. However, if special effects when a hit damages your familiar (such as snake venom) still apply to your familiar."]},{"name":"Spell Battery","entries":["You gain one additional spell slot at least 3 levels lower than your highest-level spell slot; you must be able to cast 4th-level spells using spell slots to select this master ability."]},{"name":"Spell Delivery","entries":["If your familiar is in your space, you can cast a spell with a range of touch, transfer its power to your familiar, and command the familiar to deliver the spell. If you do, the familiar uses its 2 actions for the round to move to a target of your choice and touch that target. If it doesn't reach the target to touch it this turn, the spell has no effect."]}]}],"source":"CRB"}],"source":"CRB"}],"data":{"quickref":1},"source":"CRB"},{"type":"section","page":31,"name":"Leveling Up","entries":["The world of Pathfinder is a dangerous place, and your character will face terrifying beasts and deadly traps on their journey into legend. With each challenge resolved, a character earns Experience Points (XP) that allow them to increase in level. Each level grants greater skill, increased resiliency, and new capabilities, allowing your character to face even greater challenges and go on to earn even more impressive rewards.","Each time your character reaches 1,000 Experience Points, their level increases by 1. On your character sheet, indicate your character's new level beside the name of their class, and deduct 1,000 XP from their XP total. If you have any Experience Points left after this, record them—they count toward your next level, so your character is already on their way to advancing yet again!","Next, return to your character's class entry. Increase your character's total Hit Points by the number indicated for your class. Then, take a look at the class advancement table and find the row for your character's new level.","Your character gains all the abilities listed for that level, including new abilities specific to your class and additional benefits all characters gain as they level up.","For example, all characters gain four ability boosts at 5th level and every 5 levels thereafter.","You can find all the new abilities specific to your class, including class feats, right in your class entry, though you can also use class feats to take an archetype (page 219).","Your character's class entry also explains how to apply any ability boosts and skill increases your character gains.","If they gain an ancestry feat, head back to the entry for your character's ancestry in Chapter 2 and select another ancestry feat from the list of options. If they gain a skill increase, refer to Chapter 4 when deciding which skill to apply it to. If they gain a general feat or a skill feat, you can choose from the feats listed in Chapter 5. If they can cast spells, see the class entry for details on adding spell slots and spells. It's also a good idea to review your character's spells in Chapter 7 and see if there are heightened versions they can now cast.","Once you've made all your choices for your character's new level, be sure to go over your character sheet and adjust any values that have changed. At a bare minimum, your proficiency bonuses all increase by 1 because you've gained a level, so your AC, attack rolls, Perception, saving throws, skill modifiers, spell attack rolls, and class DC all increase by at least 1. You might need to change other values because of skill increases, ability boosts, or class features that either increase your proficiency rank or increase other statistics at certain levels. If an ability boost increases your character's Constitution modifier, recalculate their maximum Hit Points using their new Constitution modifier (typically this adds 1 Hit Point per level). If an ability boost increases your character's Intelligence modifier, they become trained in an additional skill and language.","Some feats grant a benefit based on your level, such as Toughness, and these benefits are adjusted whenever you gain a level as well.","You can perform the steps in the leveling-up process in whichever order you want. For example, if you wanted to take the skill feat Intimidating Prowess as your skill feat at 10th level, but your character's Strength score was only 14, you could first increase their Strength score to 16 using the ability boosts gained at 10th level, and then take Intimidating Prowess as a skill feat at the same level.",{"type":"pf2-h3","page":31,"name":"Leveling-Up Checklist","entries":["Every time you gain a level, make sure you do each of the following:",{"type":"list","items":["Increase your level by 1 and subtract 1,000 XP from your XP total.","Increase your maximum Hit Points by the amount listed in your class entry in Chapter 3.","Add class features from your class advancement table, including ability boosts and skill increases.","Select feats as indicated on your class advancement table. For ancestry feats, see Chapter 2. For class feats, see your class entry in Chapter 3. For general feats and skill feats, see Chapter 5.","Add spells and spell slots if your class grants spellcasting. See Chapter 7 for spells.","Increase all of your proficiency bonuses by 1 from your new level, and make other increases to your proficiency bonuses as necessary from skill increases or other class features. Increase any other statistics that changed as a result of ability boosts or other abilities.","Adjust bonuses from feats and other abilities that are based on your level."]}],"source":"CRB"}],"data":{"quickref":1},"source":"CRB"}]},{"type":"entries","entries":[{"type":"section","page":532,"name":"Activating Items","entries":["Some items produce their effects only when used properly in the moment. Others always offer the same benefits as their mundane counterparts when worn, but have magical abilities you can gain by further spending actions. Either case requires you to use the Activate an Item activity. {@action Activate an Item||Activating an Item} works much like {@action Cast a Spell||Casting a Spell}, in that the activity takes a variable number of actions and can have different components depending on how you Activate the Item. This information appears in the item's Activate entry.","If an item is used up when activated, as is the case for consumable items, its Activate entry appears toward the top of the stat block. For permanent items with activated abilities, the Activate entry is a paragraph in the description. Activations are not necessarily magical—for instance, drinking an alchemical elixir isn't usually a magical effect.",{"type":"data","tag":"action","name":"Activate an Item","source":"CRB"},{"type":"pf2-brown-box","page":532,"name":"DISRUPTING ACTIVATIONS","entries":["Some abilities and effects can disrupt the process of {@action Activate an Item||Activating an Item}. If something disrupts your item activation, you fail to Activate the Item and lose the actions you committed. If the item can be activated only a certain number of times per day, the failed activation still counts against that limit. If an item requires you to spend actions to Sustain an Activation and one of those actions is disrupted, the item's effect ends."],"source":"CRB"},{"type":"pf2-h3","page":533,"name":"Activation Components","entries":["An item's activate entry lists the components required to activate its abilities. Each component adds certain traits to the Activate an Item activity, and some components have special requirements. The components that appear in this book are listed below.",{"type":"pf2-h4","page":533,"name":"Command","entries":["This component is a specific utterance you must make in a loud and strong voice. Activate an Item gains the auditory and {@trait concentrate}s. You must be able to speak to provide this component."],"source":"CRB"},{"type":"pf2-h4","page":533,"name":"Envision","entries":["This component is a specific image or phenomenon you need to imagine. Activate an Item gains the {@trait concentrate}."],"source":"CRB"},{"type":"pf2-h4","page":533,"name":"Interact","entries":["This component works like the Interact basic action.","Activate an Item gains the manipulate trait and requires you to use your hands, just like with any Interact action."],"source":"CRB"},{"type":"pf2-h4","page":533,"name":"Cast a Spell","entries":["If an item lists \"{@action Cast a Spell}\" after \"Activate,\" the activation requires you to use the {@action Cast a Spell} activity (described on page 302) to Activate the Item. This happens when the item replicates a spell. You must have a spellcasting class feature to Activate an Item with this activation component.","If the item can be used for a specific spell, the action icon for that spell is provided. If it's an item like a staff, which can be used for many spells, the icon is omitted, and you must refer to each spell to determine which actions you must spend to Activate the Item to cast it.","In this case, Activate an Item gains all the traits from the relevant components of the {@action Cast a Spell} activity."],"source":"CRB"}],"source":"CRB"},{"type":"pf2-h3","page":533,"name":"Limited Activations","entries":["Some items can be activated only a limited number of times per day, as described in the items. This limit is independent of any costs for activating the item. The limit resets during your daily preparations. The limit is inherent to the item, so if an ability that can be used only once per day is used, it doesn't refresh if another creature later invests or tries to activate the item."],"source":"CRB"},{"type":"pf2-brown-box","page":533,"name":"ITEM CATEGORIES","entries":["Items are grouped into the following categories, shown here with the page number where those items appear and a brief description of the category.",{"type":"list","items":["{@b {@filter Alchemical Items|items||source=CRB|category=Bomb;Poison;Elixir}} are powered by the reactions of alchemical reagents. Almost all alchemical items are consumable items that are used up when you activate them. This category includes bombs, elixirs (including mutagens), poisons, and alchemical tools.","{@b {@filter Ammunition|items||source=CRB|category=Ammunition}}, in Consumables, includes different types of magical arrows, crossbow bolts, and other types of ammunition.","{@b {@filter Apex Items|items||source=CRB|category=Apex}} are a subcategory of worn items of a high level that increase an ability score.","{@b {@filter Armor|items||source=CRB|category=armor}} includes the rules for basic magical armor as well as special suits of armor.","{@b {@filter Companion Items|items||source=CRB|category=companion}} are a category of worn items meant for animal companions and mounts.","{@b {@filter Consumables|items||source=CRB|category=consumable}} are used up when you activate them, and include ammunition, oils, potions, scrolls, and talismans, among others. Categories of items that are consumables but have specific rules, such as alchemical items, are presented separately.","{@b {@filter Held Items|items||source=CRB|category=held}} include a wide variety of items you use with your hands. This doesn't include more narrow categories of held items, such as weapons.","{@b {@filter Materials|items||source=CRB|category=material}} can be used to make items with unique properties and other advantages.","{@b {@filter Oils|items||source=CRB|category=oil}} are consumables applied to the surface of an object or person.","{@b {@filter Potions|items||source=CRB|category=potion}} are consumable magical liquids you drink to activate.","{@b {@filter Runes|items||source=CRB|category=rune}} modify armor and weapons when etched onto them. This section includes fundamental runes for weapons ({@item weapon potency (generic)||weapon potency} and {@item striking (generic)||striking}) and armor ({@item armor potency (generic)||armor potency} and {@item resilient (generic)||resilient}).","{@b {@filter Scrolls|items||source=CRB|category=scroll}} are consumables that allow spellcasters to cast more spells.","{@b {@filter Shields|items||source=CRB|category=shield}} include more durable shields and ones with special magical powers.","{@b {@filter Snares|items||source=CRB|category=snare}} are single-use traps typically made by rangers.","{@b {@filter Staves|items||source=CRB|category=staff}} provide flexible spellcasting options.","{@b {@filter Structures|items||source=CRB|category=structure}} include buildings, tents, and other larger items.","{@b {@filter Talismans|items||source=CRB|category=talisman}} are consumables that are affixed to items and then activated for a one-time combat or physical benefit.","{@b {@filter Wands|items||source=CRB|category=wand}} hold a spell of the crafter's choice, and can be used to repeatedly cast that spell.","{@b {@filter Weapons|items||source=CRB|category=weapon}} include the rules for basic magical weapons, weapons made from precious materials, and specific magic weapons.","{@b {@filter Worn Items|items||source=CRB|category=worn}} consist of a vast collection of clothing and other items you wear on your body."]}],"source":"CRB"},{"type":"pf2-h3","page":533,"name":"Sustaining Activations","entries":["Some items, once activated, have effects that can be sustained if you concentrate on them. This works much like the Sustain a Spell action (found on page 304). If an item's description states that you can sustain the effect, that effect lasts until the end of your turn in the round after you Activated the Item. You can use a Sustain an Activation action on that turn to extend the duration.",{"type":"data","tag":"action","name":"Sustain an Activation","source":"CRB"}],"source":"CRB"},{"type":"pf2-h3","page":534,"name":"Dismissing Activations","entries":["Some item effects can be dismissed, ending the duration early due to you or the target taking action. Dismissing an activation requires using the Dismiss action.",{"type":"data","tag":"action","name":"Dismiss","source":"CRB"}],"source":"CRB"}],"data":{"quickref":2},"source":"CRB"},{"type":"section","page":294,"name":"Animals","entries":["The Prices for animals are listed both for renting and for purchasing them outright. You usually need to pay for animal rentals up front, and if the vendor believes the animal might be put in danger, they typically require a deposit equal to the purchase Price. Most animals panic in battle. When combat begins, they become {@condition frightened||frightened 4} and {@condition fleeing} as long as they're {@condition frightened}. If you successfully {@action Command your Animal} using {@skill Nature}, you can keep it from fleeing, though this doesn't remove its frightened condition. If the animal is attacked or damaged, it returns to {@condition frightened||frightened 4} and {@condition fleeing}, with the same exceptions.","Warhorses and warponies are combat trained. They don't become {@condition frightened} or {@condition fleeing} during encounters in this way.",{"type":"data","tag":"table","name":"Animals","source":"CRB"},{"type":"pf2-h3","page":295,"name":"Barding","entries":["You can purchase special armor for animals, called barding (shown on {@table Barding||Table 6–18}). All animals have a trained proficiency rank in light barding, and combat-trained animals are trained in heavy barding. Barding uses the same rules as armor except for the following. The Price and Bulk of barding depend on the animal's size. Unlike for a suit of armor, barding's Strength entry is listed as a modifier, not a score. Barding can't be etched with magic runes, though special magical barding might be available.",{"type":"data","tag":"table","name":"Barding","source":"CRB"}],"source":"CRB"}],"data":{"quickref":2},"source":"CRB"},{"type":"section","page":274,"name":"Armor","entries":[{"type":"pf2-h2","page":274,"name":"Armor Class","entries":["Your {@b Armor Class} ({@b AC}) measures how well you can defend against attacks. When a creature attacks you, your Armor Class is the DC for that attack roll.",{"type":"pf2-inset","page":274,"entries":["Armor Class = 10 + Dexterity modifier (up to your armor's Dex Cap) + proficiency bonus + armor's item bonus to AC + other bonuses + penalties"],"source":"CRB"},"Use your proficiency bonus for the category (light, medium, or heavy) or the specific type of armor you're wearing. If you're not wearing armor, use your proficiency in unarmored defense."],"source":"CRB"},{"type":"pf2-h2","page":274,"name":"Donning and Removing Armor","entries":["Getting in and out of armor is time consuming—so make sure you're wearing it when you need it! Donning and removing armor are both activities involving many Interact actions. It takes 1 minute to don light armor, 5 minutes to don medium or heavy armor, and 1 minute to remove any armor."],"source":"CRB"},{"type":"pf2-h2","page":274,"name":"Armor Statistics","entries":["{@table Unarmored Defense||Table 6–3: Unarmored Defense} provides the statistics for the various forms of protection without wearing armor. {@table Armor||Table 6–4: Armor} provides the statistics for suits of armor that can be purchased and worn, organized by category. The columns in both tables provide the following statistics.",{"type":"pf2-h3","page":274,"name":"Category","entries":["The armor's category—unarmored, light armor, medium armor, or heavy armor—indicates which proficiency bonus you use while wearing the armor."],"source":"CRB"},{"type":"pf2-h3","page":274,"name":"AC Bonus","entries":["This number is the item bonus you add for the armor when determining Armor Class."],"source":"CRB"},{"type":"pf2-h3","page":274,"name":"Dexterity Modifier Cap (Dex Cap)","entries":["This number is the maximum amount of your Dexterity modifier that can apply to your AC while you are wearing a given suit of armor. For example, if you have a Dexterity modifier of +4 and you are wearing a suit of half plate, you apply only a +1 bonus from your Dexterity modifier to your AC while wearing that armor."],"source":"CRB"},{"type":"pf2-h3","page":274,"name":"Check Penalty","entries":["While wearing your armor, you take this penalty to Strength- and Dexterity-based skill checks, except for those that have the attack trait. If you meet the armor's Strength threshold (see Strength below), you don't take this penalty."],"source":"CRB"},{"type":"pf2-h3","page":274,"name":"Speed Penalty","entries":["While wearing a suit of armor, you take the penalty listed in this entry to your Speed, as well as to any other movement types you have, such as a climb Speed or swim Speed, to a minimum Speed of 5 feet. If you meet the armor's Strength threshold (see below), you reduce the penalty by 5 feet."],"source":"CRB"},{"type":"pf2-h3","page":274,"name":"Strength","entries":["This entry indicates the Strength score at which you are strong enough to overcome some of the armor's penalties. If your Strength is equal to or greater than this value, you no longer take the armor's check penalty, and you decrease the Speed penalty by 5 feet (to no penalty if the penalty was –5 feet, or to a –5-foot penalty if the penalty was –10 feet)."],"source":"CRB"},{"type":"pf2-h3","page":274,"name":"Bulk","entries":["This entry gives the armor's Bulk, assuming you're wearing the armor and distributing its weight across your body. A suit of armor that's carried or worn usually has 1 more Bulk than what's listed here (or 1 Bulk total for armor of light Bulk). An armor's Bulk is increased or decreased if it's sized for creatures that aren't Small or Medium in size, following the rules on page 295."],"source":"CRB"},{"type":"pf2-h3","page":274,"name":"Group","entries":["Each type of medium and heavy armor belongs to an armor group, which classifies it with similar types of armor. Some abilities reference armor groups, typically to grant armor specialization effects, which are described on page 275."],"source":"CRB"},{"type":"pf2-h3","page":274,"name":"Armor Traits","entries":["The traits for each suit of armor appear in this entry.","Armor can have the following traits.","{@b {@trait Bulwark}:} The armor covers you so completely that it provides benefits against some damaging effects. On Reflex saves to avoid a damaging effect, such as a {@spell fireball}, you add a +3 modifier instead of your Dexterity modifier.","{@b {@trait Comfort}:} The armor is so comfortable that you can rest normally while wearing it.","{@b {@trait Flexible}:} The armor is flexible enough that it doesn't hinder most actions. You don't apply its check penalty to {@skill Acrobatics} or {@skill Athletics} checks.","{@b {@trait Noisy}:} This armor is loud and likely to alert others to your presence when you're using the {@action Avoid Notice} exploration activity."],"source":"CRB"},{"type":"pf2-h3","page":275,"name":"Armor Specialization Effects","entries":["Certain class features can grant you additional benefits with certain armors. This is called an armor specialization effect. The exact effect depends on which armor group your armor belongs to, as listed below. Only medium and heavy armors have armor specialization effects.","{@b {@group Chain}:} The armor is so flexible it can bend with a critical hit and absorb some of the blow. Reduce the damage from critical hits by either 4 + the value of the armor's potency rune for medium armor, or 6 + the value of the armor's potency rune for heavy armor. This can't reduce the damage to less than the damage rolled for the hit before doubling for a critical hit.","{@b {@group Composite}:} The numerous overlapping pieces of this armor protect you from piercing attacks. You gain resistance to piercing damage equal to 1 + the value of the armor's potency rune for medium armor, or 2 + the value of the armor's potency rune for heavy armor.","{@b {@group Leather}:} The thick second skin of the armor disperses blunt force to reduce bludgeoning damage. You gain resistance to bludgeoning damage equal to 1 + the value of the armor's potency rune for medium armor, or 2 + the value of the armor's potency rune for heavy armor.","{@b {@group Plate}:} The sturdy plate provides no purchase for a cutting edge. You gain resistance to slashing damage equal to 1 + the value of the armor's potency rune for medium armor, or 2 + the value of the armor's potency rune for heavy armor."],"source":"CRB"},{"type":"data","tag":"table","name":"Unarmored Defense","source":"CRB"},{"type":"data","tag":"table","name":"Armor","source":"CRB"},{"type":"pf2-brown-box","page":275,"name":"MATERIALS","entries":["Most suits of armor and weapons are made from ordinary, commonly available materials like iron, leather, steel, and wood. If you're not sure what a suit of armor is made of, the GM determines the details.","Some armor, shields, and weapons are instead made of precious materials. These often have inherent supernatural properties. Cold iron, for example, which harms fey, and silver can damage werecreatures. These materials are detailed beginning on page 577."],"source":"CRB"}],"source":"CRB"},{"type":"pf2-h2","page":275,"name":"Armor Descriptions","entries":["Each type of armor is described in more detail below.","{@b {@item Breastplate}:} Though referred to as a breastplate, this type of armor consists of several pieces of plate or half-plate armor (page 276) that protect the torso, chest, neck, and sometimes the hips and lower legs. It strategically grants some of the protection of plate while allowing greater flexibility and speed.","{@b {@item Chain Mail}:} 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.","{@b {@item Chain Shirt}:} Sometimes called a hauberk, this is a long shirt constructed of the same metal rings as chainmail. However, it is much lighter than chainmail and protects only the torso, upper arms, and upper legs of its wearer.","{@b {@item Explorer's Clothing}:} Adventurers who don't wear armor travel in durable clothing. Though it's not armor and uses your unarmored defense proficiency, it still has a Dex Cap and can grant an item bonus to AC if etched with potency runes (as described on page 581).","{@b {@item Full Plate}:} Plate mail consists of interlocking plates that encase nearly the entire body in a carapace of steel. It is costly and heavy, and the wearer often requires help to don it correctly, but it provides some of the best defense armor can supply. A suit of this armor comes with an undercoat of padded armor (see below) and a pair of gauntlets (page 285).","{@b {@item Half Plate}:} Half plate consists of most of the upper body plates used in full plate, with lighter or sparser steel plate protection for the arms and legs. This provides some of the protection of full plate with greater flexibility and speed. A suit of this armor comes with an undercoat of padded armor (see below) and a pair of gauntlets (page 285).","{@b {@item Hide}:} A mix of furs, sturdy hide, and sometimes molded boiled leather, this armor provides protection due to its layers of leather, though its bulkiness slows the wearer down and decreases mobility.","{@b {@item Leather}:} A mix of flexible and molded boiled leather, a suit of this type of armor provides some protection with maximum flexibility.","{@b {@item Padded Armor}:} This armor is simply a layer of heavy, quilted cloth, but it is sometimes used because it's so inexpensive. Padded armor is easier to damage and destroy than other types of armor. Heavy armor comes with a padded armor undercoat included in its Price, though it loses the comfort trait when worn under heavy armor. You can wear just that padded armor undercoat to sleep in, if your heavy armor is destroyed, or when otherwise not wearing the full heavy armor. This allows you to keep the armor invested and benefit from the power of any runes on the associated heavy armor, but no one else can wear your heavy armor without the padded undercoat.","{@b {@item Scale Mail}:} Scale mail consists of many metal scales sewn onto a reinforced leather backing, often in the form of a long shirt that protects the torso, arms, and legs.","{@b {@item Splint Mail}:} This type of armor is chain mail reinforced with flexible, interlocking metal plates, typically located on the wearer's torso, upper arms, and legs. A suit of this armor comes with an undercoat of padded armor (see above) and a pair of gauntlets (page 285).","{@b {@item Studded Leather}:} This leather armor is reinforced with metal studs and sometimes small metal plates, providing most of the flexibility of leather armor with more robust protection.",{"type":"data","tag":"table","name":"Damaging Armor","source":"CRB"}],"source":"CRB"}],"data":{"quickref":2},"source":"CRB"},{"type":"section","page":271,"name":"Carrying and Using Items","entries":["A character carries items in three ways: held, worn, and stowed. Held items are in your hands; a character typically has two hands, allowing them to hold an item in each hand or a single two-handed item using both hands. Worn items are tucked into pockets, belt pouches, bandoliers, weapon sheaths, and so forth, and they can be retrieved and returned relatively quickly. Stowed items are in a backpack or a similar container, and they are more difficult to access.","Drawing a worn item or changing how you're carrying an item usually requires you to use an {@action Interact} action (though to drop an item, you use the {@action Release} action instead). {@table Changing Equipment||Table 6–2: Changing Equipment} lists some ways that you might change the items you're holding or carrying, and the number of hands you need to do so.","Many ways of using items require you to spend multiple actions. For example, drinking a potion stowed in your belt pouch requires using an {@action Interact} action to draw it and then using a second action to drink it as described in its {@action Activate an Item||Activate} entry.",{"type":"pf2-h3","page":271,"name":"Bulk","entries":["Carrying especially heavy or unwieldy items can make it more difficult for you to move, as can overloading yourself with too much gear. The Bulk value of an item reflects how difficult the item is to handle, representing its size, weight, and general awkwardness. If you have a high Strength score, you usually don't need to worry about Bulk unless you're carrying numerous substantial items.",{"type":"pf2-h4","page":272,"name":"Bulk Limits","entries":["You can carry an amount of Bulk equal to 5 plus your Strength modifier without penalty; if you carry more, you gain the encumbered condition. You can't hold or carry more Bulk than 10 plus your Strength modifier.",{"type":"pf2-beige-box","page":272,"name":"Encumbered","entries":["You are carrying more weight than you can manage. While you're {@condition encumbered}, you're {@condition clumsy 1} and take a –10-foot penalty to all your Speeds. As with all penalties to your Speed, this can't reduce your Speed below 5 feet."],"source":"CRB"}],"source":"CRB"},{"type":"pf2-h4","page":272,"name":"Bulk Values","entries":["Items can have a number to indicate their Bulk value, or they can be light (indicated by an L) or negligible (indicated by a—) for the purpose of determining Bulk. For instance, {@item full plate} armor is 4 Bulk, a {@item longsword} is 1 Bulk, a dagger or scroll is light, and a piece of chalk is negligible. Ten light items count as 1 Bulk, and you round down fractions (so 9 light items count as 0 Bulk, and 11 light items count as 1 Bulk). Items of negligible Bulk don't count toward Bulk unless you try to carry vast numbers of them, as determined by the GM."],"source":"CRB"},{"type":"pf2-h4","page":272,"name":"Estimating an Item's Bulk","entries":["As a general rule, an item that weighs 5 to 10 pounds is 1 Bulk, an item weighing less than a few ounces is negligible, and anything in between is light. Particularly awkward or unwieldy items might have higher Bulk values. For example, a 10-foot pole isn't heavy, but its length makes it difficult for you to move while you have one on your person, so its Bulk is 1. Items made for larger or smaller creatures have greater or lesser Bulk, as described on page 295."],"source":"CRB"},{"type":"pf2-h4","page":272,"name":"Bulk of Coins","entries":["Coins are a popular means of exchange due to their portability, but they can still add up. A thousand coins of any denomination or combination of denominations count as 1 Bulk. It's not usually necessary to determine the Bulk of coins in fractions of 1,000; simply round down fractions of 1,000. In other words, 100 coins don't count as a light item, and 1,999 coins are 1 Bulk, not 2."],"source":"CRB"},{"type":"pf2-h4","page":272,"name":"Bulk of Creatures","entries":["You might need to know the Bulk of a creature, especially if you need to carry someone off the battlefield. The table that follows lists the typical Bulk of a creature based on its size, but the GM might adjust this number.",{"type":"table","page":272,"colStyles":["text-center","text-center"],"rows":[["Size of Creature","Bulk"],["{@trait Tiny}","1"],["{@trait Small}","3"],["{@trait Medium}","6"],["{@trait Large}","12"],["{@trait Huge}","24"],["{@trait Gargantuan}","48"]],"source":"CRB"}],"source":"CRB"},{"type":"pf2-h4","page":272,"name":"Dragging","entries":["In some situations, you might drag an object or creature rather than carry it. If you're dragging something, treat its Bulk as half. Typically, you can drag one thing at a time, you must use both hands to do so, and you drag slowly—roughly 50 feet per minute unless you have some means to speed it up. Use the total Bulk of what you're dragging, so if you have a sack laden with goods, use the sum of all the Bulk it carries instead of an individual item within."],"source":"CRB"}],"source":"CRB"},{"type":"pf2-h3","page":272,"name":"Wielding Items","entries":["Some abilities require you to wield an item, typically a weapon. You're wielding an item any time you're holding it in the number of hands needed to use it effectively. When wielding an item, you're not just carrying it around—you're ready to use it. Other abilities might require you to merely carry or have an item. These apply as long as you have the item on your person; you don't have to wield it."],"source":"CRB"},{"type":"data","tag":"table","name":"Changing Equipment","source":"CRB"}],"data":{"quickref":2},"source":"CRB"},{"type":"section","page":271,"name":"Coins and Currency","entries":["Though you might be able to barter valuable items in some areas, currency is the most versatile way to make transactions when you head to market. The most common currency is coins. For most commoners and beginning adventurers, the standard unit is the {@b silver piece} ({@b sp}). Each silver piece is a standard weight of silver and is typically accepted by any merchant or kingdom no matter where it was minted. There are three other common types of coins, each likewise standardized in weight and value. The first is the {@b copper piece} ({@b cp}). Each copper piece is worth one-tenth of a silver piece. The {@b gold piece} ({@b gp}) is often used for purchasing magic items and other expensive items, as 1 gold piece is worth 10 silver pieces or 100 copper pieces. The {@b platinum piece} ({@b pp}) is used by nobles to demonstrate their wealth, for the purchase of very expensive items, or simply as a way to easily transport large sums of currency. A platinum piece is worth 10 gold pieces, 100 silver pieces, or 1,000 copper pieces. See {@table Coin Values||Table 6–1: Coin Values} for the exchange rates of common types of coins.",{"type":"pf2-h3","page":271,"name":"Other Currency","entries":["Art objects, gems, and raw materials (such as those used for the {@action Craft} activity) can be used much like currency: you can sell them for the same Price you can buy them."],"source":"CRB"}],"data":{"quickref":2},"source":"CRB"},{"type":"section","page":531,"name":"Constant Abilities","entries":["Some magic items have abilities that always function. You don't have to use any actions to do anything special (beyond wearing and investing a worn item or wielding a held item) to make these abilities work. For example, an {@item everburning torch} always sheds light, and a {@item flaming} weapon deals fire damage every time it deals damage."],"data":{"quickref":2},"source":"CRB"},{"type":"section","name":"Creating a Personal Staff","source":"SoM","page":166,"entries":["Establishing magical pathways to turn a simple piece of wood or metal into a staff is no simple matter. Without some structure to bind multiple disparate spells to a single staff, the magic would surely fail. Thus, a custom staff must always be created around a single trait. For example, an elemental trait (air, earth, fire, or water), energy trait (acid, cold, electricity, fire, sonic, positive, negative, or force), alignment trait, the detection trait, the light trait, and so on. The staff and its spells must have the trait. A few traits are too broad to use, including incapacitation and the traits for spell schools and traditions. The GM might add others to this list.",{"type":"pf2-h3","name":"Determining Level And Price","source":"SoM","page":166,"entries":["Your level sets a personal staff's maximum item level, which determines the Price and the number and level of spells the staff can have, as shown on the table below.",{"type":"data","name":"Personal Staves","tag":"table","source":"SoM"}]},{"type":"pf2-h3","name":"Picking Your Spells","source":"SoM","page":166,"entries":["Once you've decided the trait, choose the spells to inscribe. They must share the trait you chose for the staff. For instance, your {@class sorcerer|crb|undine|undine} {@class sorcerer} might create a {@i deep sea staff} themed around the {@trait water} trait, inscribing it with spells such as {@spell create water} and {@spell hydraulic push}.","You can inscribe a number of common spells on the staff depending on its level, as shown on the table below. You can place the same spell into the staff at multiple levels to provide heightened versions, though doing so uses up one of your picks for that spell level. You can add a spell you can't cast to a staff by supplying a casting of it via another caster or by using {@feat Trick Magic Item}; however, since you can cast a spell from a staff only if it's on your spell list, this option isn't useful for most characters."]},{"type":"pf2-h4","name":"Example","source":"SoM","page":166,"entries":["Lini, a 15th-level druid, wants to create a staff to interact with the plants she encounters. She chooses the plant trait to represent that theme. Next, she selects some common spells for the staff, starting with one cantrip and adding one or two spells at each level, up to the staff's maximum spell level. To build a 15th-level staff with 6th-level spells, she selects the following combination of spells:",{"type":"list","style":"list-hang","items":["Cantrip: {@spell tanglefoot}","1st: {@spell protector tree}, {@spell shillelagh}","2nd: {@spell entangle}, {@spell shape wood}","3rd: {@spell tree shape}, {@spell wall of thorns}","4th: {@spell barkskin}, {@spell speak with plants}","5th: {@spell plant form}, {@spell wall of thorns}","6th: {@spell nature's reprisal}, {@spell plant form}"]},"Note that some of these spells are duplicates of lower-level spells, which can be a great way to fill in levels if new spells don't appeal to you. It's usually best to choose a spell for one of these slots that has an extra benefit when heightened (such as plant form giving you better statistics), but even if you don't find a spell with such a benefit, it's worth filling every open slot."]},{"type":"pf2-h3","name":"Crafting the Staff","source":"SoM","page":166,"entries":[{"type":"pf2-sidebar","name":"Staff of Nature's Cunning","source":"SoM","page":167,"entries":["You might want to take a version of the {@item Lini's Leafstick} for your own character or to give out as treasure in a campaign. To make that easier, here's a non-unique version with multiple types for different levels.","{@item Staff of Nature's Cunning|SoM}"]},"Once you've themed and designed your staff, you can craft it with the following the guidelines, along with previously established rules for crafting magical items.","As with normal staves, one casting of all listed levels of all spells in the staff must be provided during {@action Craft||Crafting}.","Choose a magical school for your staff from among the schools the spells on it have. Pick the one that best reflects the spells, usually the one most shared among them. You can optionally give your staff a trait for one magic tradition, instead of the {@trait magical} trait, if the staff is fully steeped in that tradition and contains spells only from that tradition's spell list.","You still need to {@action Craft} the staff. If you're not good at {@skill Crafting}, you can have somebody use the {@skill Craft} activity for you, but you must be present the whole time. Since the creation of a custom staff is {@trait rare}, you and the GM might decide to have a special quest for esoteric ingredients and methods as part of the story.",{"type":"pf2-h4","name":"Example","source":"SoM","page":167,"entries":["Lini selected mostly transmutation spells for her staff, so she chooses the {@trait transmutation} trait. She could give it the primal trait, but choses to keep it open with the {@trait magical} trait, much like the {@item verdant staff} in the Core Rulebook.","To Craft the staff, Lini follows the normal rules. She provides 3,250 gp in raw materials, spends 4 days at work, and attempts a {@skill Crafting} check. Each day she works on it, she prepares the spells she needs to put into the staff given its Craft Requirements."]}]},{"type":"pf2-h3","name":"Naming The Staff","source":"SoM","page":167,"entries":["When your staff is complete, give it a name—though skeptics might sneer, spellcasters believe that naming a staff upon creation will help it attune to its new master.",{"type":"pf2-h4","name":"Example","source":"SoM","page":167,"entries":["Lini christens her new creation {@i Lini's Leafstick}!",{"type":"data","tag":"item","name":"Lini's Leafstick","source":"SoM"}]}]}],"data":{"quickref":2}},{"type":"section","page":293,"name":"Formulas","entries":["Formulas are instructions for making items with the {@action Craft} activity. You can usually read a formula as long as you can read the language it's written in, though you might lack the skill to {@action Craft} the item. Often, alchemists and crafting guilds use obscure languages or create codes to protect their formulas from rivals.","You can buy common formulas at the Price listed on {@table formulas||Table 6–13}, or you can hire an NPC to let you copy their formula for the same Price. A purchased formula is typically a schematic on rolled-up parchment of light Bulk. You can copy a formula into your formula book in 1 hour, either from a schematic or directly from someone else's formula book. If you have a formula, you can {@action Craft} a copy of it using the {@skill Crafting} skill. Formulas for uncommon items and rare items are usually significantly more valuable—if you can find them at all!","If you have an item, you can try to reverse-engineer its formula. This uses the Craft activity and takes the same amount of time as creating the item from a formula would. You must first disassemble the item. After the base downtime, you attempt a {@skill Crafting} check against the same DC it would take to {@action Craft} the item. If you succeed, you {@action Craft} the formula at its full Price, and you can keep working to reduce the Price as normal. If you fail, you're left with raw materials and no formula. If you critically fail, you also waste 10% of the raw materials you'd normally be able to salvage.","The item's disassembled parts are worth half its Price in raw materials and can't be reassembled unless you successfully reverse-engineer the formula or acquire the formula another way. Reassembling the item from the formula works just like {@action Craft||Crafting} it from scratch; you use the disassembled parts as the necessary raw materials.",{"type":"data","tag":"table","name":"Formulas","source":"CRB"},{"type":"pf2-h3","page":293,"name":"Items with Multiple Types","entries":["If an item has multiple types of different levels, each type has its own formula, and you need the formula for the specific type of item you want to Craft. For example, {@i if you have a formula for a type I bag of holding but not for a type II bag of holding, you must acquire a separate formula to Craft a type II bag of holding.}"],"source":"CRB"}],"data":{"quickref":2},"source":"CRB"},{"type":"section","page":531,"name":"Investing Magic Items","entries":["Certain magic items convey their magical benefits only when worn and invested using the Invest an Item activity, tying them to your inner potential. These items have the invested trait. Many invested items have constant abilities that function all the time or that always trigger when you use the item—but only when they're invested. If you don't have an item invested, these abilities don't work. If an invested item can be activated, you must have invested the item to activate it.","You can benefit from no more than 10 invested magic items each day. Because this limit is fairly high, and because it matters only for worn items, you probably won't need to worry about reaching the limit until higher levels, when you've acquired many useful magic items to wear.","You can still gain the mundane benefits of an item if you don't invest it. A suit of {@i +1 resilient armor} still gives you its item bonus to AC when not invested, but it doesn't give its magical bonus to saving throws, and {@item winged boots} still protect your feet even though you can't activate them to fly. Entirely non-magical items don't need to be invested.",{"type":"data","tag":"action","name":"Invest an Item","source":"CRB"}],"data":{"quickref":2},"source":"CRB"},{"type":"section","page":272,"name":"Item Damage","entries":["An item can be broken or destroyed if it takes enough damage. Every item has a {@b Hardness} value. Each time an item takes damage, reduce any damage the item takes by its Hardness. The rest of the damage reduces the item's Hit Points. Normally an item takes damage only when a creature is directly attacking it—commonly targeted items include doors and traps. A creature that attacks you doesn't normally damage your armor or other gear, even if it hits you. However, the {@feat Shield Block} reaction can cause your shield to take damage as you use it to prevent damage to yourself, and some monsters have exceptional abilities that can damage your items.","An item that takes damage can become and eventually destroyed. It becomes broken when its Hit Points are equal to or lower than its {@b Broken Threshold} ({@b BT}); once its Hit Points are reduced to 0, it is {@b destroyed}. A broken item has the broken condition until Repaired above its Broken Threshold. Anything that automatically makes an item broken immediately reduces its Hit Points to its Broken Threshold if the item had more Hit Points than that when the effect occurred. If an item has no {@condition Broken} Threshold, then it has no relevant changes to its function due to being broken, but it's still destroyed at 0 Hit Points. (See the broken condition definition on page 273 for more information.) A destroyed item can't be Repaired.","An item's Hardness, Hit Points, and {@condition Broken} Threshold usually depend on the material the item is made of. This information appears in the {@book Materials|CRB|11|Materials} section of {@book Chapter 11: Crafting & Treasure|CRB|11|Chapter 11: Crafting & Treasure}.",{"type":"pf2-beige-box","page":273,"name":"Broken","entries":["Broken is a condition that affects objects. An object is broken when damage has reduced its Hit Points to equal or less than its Broken Threshold. A broken object can't be used for its normal function, nor does it grant bonuses— with the exception of armor. Broken armor still grants its item bonus to AC, but it also imparts a status penalty to AC depending on its category: –1 for broken light armor, –2 for broken medium armor, or –3 for broken heavy armor.","A broken item still imposes penalties and limitations normally incurred by carrying, holding, or wearing it. For example, broken armor would still impose its Dexterity modifier cap, check penalty, and so forth.","If an effect makes an item broken automatically and the item has more HP than its Broken Threshold, that effect also reduces the item's current HP to the Broken Threshold."],"source":"CRB"},{"type":"pf2-h3","page":273,"name":"Object Immunities","entries":["Inanimate objects and hazards are immune to bleed, death effects, disease, healing, mental effects, necromancy, nonlethal attacks, and poison, as well as the doomed, drained, fatigued, paralyzed, sickened, and unconscious conditions. An item that has a mind is not immune to mental effects. Many objects are immune to other conditions, at the GM's discretion. For instance, a sword has no Speed, so it can't take a penalty to its Speed, but an effect that causes a Speed penalty might work on a moving blade trap."],"source":"CRB"}],"data":{"quickref":2},"source":"CRB"},{"type":"section","page":271,"name":"Item Level","entries":["Each item has an item level, which represents the item's complexity and any magic used in its construction. Simpler items with a lower level are easier to construct, and you can't Craft items that have a higher level than your own (page 243). If an item's level isn't listed, its level is 0. While characters can use items of any level, GMs should keep in mind that allowing characters access to items far above their current level may have a negative impact on the game."],"data":{"quickref":2},"source":"CRB"},{"type":"section","page":295,"name":"Items and Sizes","entries":["The Bulk rules in this chapter are for {@trait Small} and {@trait Medium} creatures, as the items are made for creatures of those sizes. Large creatures can carry more, and smaller creatures can carry less, as noted on {@table Bulk Conversions||Table 6–19}.","These rules for Bulk limits come up most often when a group tries to load up a mount or animal companion. The rules for items of different sizes tend to come into play when the characters defeat a big creature that has gear, since in most cases, the only creatures of other sizes are creatures under the GM's control. In most cases, Small or Medium creatures can wield a Large weapon, though it's unwieldy, giving them the clumsy 1 condition, and the larger size is canceled by the difficulty of swinging the weapon, so it grants no special benefit. Large armor is simply too large for Small and Medium creatures.",{"type":"pf2-h3","page":295,"name":"Bulk Conversions for Different Sizes","entries":["As shown in {@table Bulk Conversions||Table 6–19}, {@trait Large} or larger creatures are less encumbered by bulky items than {@trait Small} or {@trait Medium} creatures, while {@trait Tiny} creatures become overburdened more quickly. A {@trait Large} creature treats 10 items of 1 Bulk as 1 Bulk, a {@trait Huge} creature treats 10 items of 2 Bulk as 1 Bulk, and so on. A {@trait Tiny} creature treats 10 items of negligible Bulk as 1 Bulk. Negligible items work in a similar way—a {@trait Huge} creature treats items of 1 Bulk as negligible, so it can carry any number of items of 1 Bulk. A {@trait Tiny} creature doesn't treat any items as having negligible Bulk.",{"type":"data","tag":"table","name":"Bulk conversions","source":"CRB"}],"source":"CRB"},{"type":"pf2-h3","page":295,"name":"Items of Different Sizes","entries":["Creatures of sizes other than {@trait Small} or {@trait Medium} need items appropriate to their size. These items have different Bulk and possibly a different Price. {@table Differently Sized Items||Table 6 –20} provides the Price and Bulk conversion for such items.",{"type":"data","tag":"table","name":"Differently Sized Items","source":"CRB"},"For example, a {@item morningstar} sized for a {@trait Medium} creature has a Price of 1 gp and 1 Bulk, so one made for a {@trait Huge} creature has a Price of 4 gp and 4 Bulk. One made for a {@trait Tiny} creature still costs 1 gp (due to its intricacy) and has 1/2 Bulk, which rounds down to light Bulk.","Because the way that a creature treats Bulk and the Bulk of gear sized for it scale the same way, {@trait Tiny} or {@trait Large} (or larger) creatures can usually wear and carry about the same amount of appropriately sized gear as a {@trait Medium} creature.","Higher-level magic items that cost significantly more than 8 times the cost of a mundane item can use their listed Price regardless of size. Precious materials, however, have a Price based on the Bulk of the item, so multiply the Bulk value as described on {@table Differently Sized Items||Table 6 –20}, then use the formula in the precious material's entry to determine the item's Price. See page 578 for more information."],"source":"CRB"}],"data":{"quickref":2},"source":"CRB"},{"type":"section","page":271,"name":"Price","entries":["Most items in the following tables have a Price, which is the amount of currency it typically takes to purchase that item. An item with a Price of \"—\" can't be purchased. An item with a Price of 0 is normally free, but its value could be higher based on the materials used to create it. Most items can be sold for half their Price, but coins, gems, art objects, and raw materials (such as components for the Craft activity) can be exchanged for their full Price.",{"type":"pf2-key-box","page":271,"name":"STARTING MONEY","entries":[{"type":"pf2-title","name":"15 GP (150 SP)"}],"source":"CRB"},{"type":"data","tag":"table","name":"Coin Values","source":"CRB"}],"data":{"quickref":2},"source":"CRB"},{"type":"section","page":580,"name":"Runes","entries":["Most magic weapons and armor gain their enhancements from potent eldritch runes etched into them. These runes allow for in-depth customization of items.","Runes must be physically engraved on items through a special process to convey their effects. They take two forms:","fundamental runes and property runes. Fundamental runes offer the most basic and essential benefits: a {@item weapon potency (generic)||weapon potency} rune adds a bonus to a weapon's attack rolls, and the {@item striking (generic)||striking} rune adds extra weapon damage dice. An {@item armor potency (generic)||armor potency} rune increases the armor's item bonus to AC, and the {@item resilient (generic)||resilient} rune grants a bonus to the wearer's saving throws. Property runes, by contrast, grant more varied effects—typically powers that are constant while the armor is worn or that take effect each time the weapon is used, such as a rune that grants energy resistance or one that adds fire damage to a weapon's attacks.","The number of property runes a weapon or armor can have is equal to the value of its potency rune. A +1 weapon can have one property rune, but it could hold another if the {@item +1 weapon potency} rune were upgraded to a {@item +2 weapon potency} rune. Since the {@item striking (generic)||striking} and {@item resilient (generic)||resilient} runes are fundamental runes, they don't count against this limit.","An item with runes is typically referred to by the value of its potency rune, followed by any other fundamental runes, then the names of any property runes, and ends with the name of the base item. For example, you might have a {@runeItem longsword||+1 weapon potency|} or {@runeItem chain mail||+2 armor potency||greater resilient||fire-resistant|}.","Rune-etched armor and weapons have the same Bulk and general characteristics as the non-magical version unless noted otherwise. The level of an item with runes etched onto it is equal to the highest level among the base item and all runes etched on it; therefore, a {@runeItem mace||+1 weapon potency||striking|} (a 4th-level item) with a {@item disrupting} rune (a 5th-level rune) would be a 5th-level item.","Each rune can be etched into a specific type of armor or weapon, as indicated in the Usage entry of the rune's stat block. Explorer's clothing can have armor runes etched on it even though it's not armor, but because it's not in the light, medium, or heavy armor category, it can't have runes requiring any of those categories.",{"type":"pf2-h3","page":580,"name":"Investiture","entries":["If a suit of armor has any runes, it has the {@trait invested} trait, requiring you to invest it to get its magical benefits."],"source":"CRB"},{"type":"pf2-h3","page":580,"name":"Rune Formulas","entries":["The Price of a rune's formula is the same as the Price of a formula for an item of the same level; it can be acquired in the same way as an {@quickref item formula||1|formulas}."],"source":"CRB"},{"type":"pf2-h3","page":580,"name":"The Etching Process","entries":["Etching a rune on an item follows the same process as using the {@action Craft} activity to make an item. You must have the formula for the rune, the item you're adding the rune to must be in your possession throughout the etching process, and you must meet any special Craft Requirements of the rune. The rune has no effect until you complete the {@action Craft} activity. You can etch only one rune at a time.",{"type":"pf2-h4","page":580,"name":"Transferring Runes","entries":["You can transfer runes between one item and another, including a {@item runestone}. This also uses the {@action Craft} activity. This lets you either move one rune from one item to another or swap a rune on one item with a rune on the other item. To swap, the runes must be of the same form (fundamental or property).","If an item can have two or more property runes, you decide which runes to swap and which to leave when transferring. If you attempt to transfer a rune to an item that can't accept it, such as transferring a melee weapon rune to a ranged weapon, you get an automatic critical failure on your {@action craft||Crafting} check. If you transfer a potency rune, you might end up with property runes on an item that can't benefit from them. These property runes go dormant until transferred to an item with the necessary potency rune or until you etch the appropriate potency rune on the item bearing them.","The DC of the {@skill Crafting} check to transfer a rune is determined by the item level of the rune being transferred, and the Price of the transfer is 10% of the rune's Price, unless transferring from a {@item runestone}, which is free. If you're swapping, use the higher level and higher Price between the two runes to determine these values. It takes 1 day (instead of the 4 days usually needed to Craft) to transfer a rune or swap a pair of runes, and you can continue to work over additional days to get a discount, as usual with Craft."],"data":{"quickrefIndex":true},"source":"CRB"}],"source":"CRB"},{"type":"pf2-h3","page":580,"name":"Fundamental Runes","entries":["Four fundamental runes produce the most essential magic of protection and destruction: {@item armor potency (generic)||armor potency} and {@item resilient (generic)||resilient} runes for armor, and {@item weapon potency (generic)||weapon potency} and {@item striking (generic)||striking} runes for weapons. A potency rune is what makes a weapon a magic weapon (page 599) or armor magic armor (page 556).","An item can have only one fundamental rune of each type, though etching a stronger rune can upgrade an existing rune to the more powerful version (as described in each rune's entry). As you level up, you typically alternate between increasing an item's potency rune and its {@item striking (generic)||striking} or {@item resilient (generic)||resilient} rune when you can afford to.",{"type":"data","tag":"table","name":"Fundamental Runes","source":"CRB"}],"source":"CRB"},{"type":"pf2-brown-box","page":581,"name":"SPECIFIC ARMOR AND WEAPONS","entries":["Unlike armor and weapons enhanced with runes, specific armor and weapons (such as {@item ghoul hide} or a {@item holy avenger}) are created for a specific purpose and can work quite differently from other items of their type. Specific magic armor and weapons can't gain property runes, but you can add or improve their fundamental runes."],"source":"CRB"},{"type":"pf2-brown-box","page":581,"name":"RUNE TRANSFER EXAMPLES","entries":["You could transfer a {@item flaming} rune from a {@runeItem greatsword||+1 weapon potency||striking||flaming|} to a {@runeItem longsword||+2 weapon potency||striking|}, resulting in a {@runeItem longsword||+2 weapon potency||striking||flaming|} and a {@runeItem greatsword||+1 weapon potency||striking|}. You could swap the weapon potency runes from a {@runeItem longsword||+1 weapon potency} and a {@runeItem greatsword||+2 weapon potency}, resulting in a {@runeItem longsword||+2 weapon potency} and a {@runeItem greatsword||+1 weapon potency}. However, you couldn't swap a {@item +1 weapon potency} rune from one weapon with a {@item flaming} property rune from another weapon, as the two runes don't have the same form.","When transferring a rune to an item that can hold multiple property runes, you can decide whether you transfer a single rune or swap runes between the items.","For example, a +2 weapon can hold two property runes. If you transferred a {@item flaming} rune from a {@runeItem rapier||+1 weapon potency||striking||flaming|} to a {@runeItem warhammer||+2 weapon potency||striking||frost|}, you would decide whether you wanted to end up with a {@runeItem rapier||+1 weapon potency||striking|} and a {@runeItem warhammer||+2 weapon potency||striking||flaming||frost|} or a {@runeItem rapier||+1 weapon potency||striking||frost|} and a {@runeItem warhammer||+2 weapon potency||striking||flaming|}."],"source":"CRB"},{"type":"pf2-brown-box","page":582,"name":"UPGRADING ARMOR AND WEAPON RUNES","entries":["You'll often want to upgrade the fundamental runes of magic armor or a magic weapon you already have. This requires upgrading each rune separately. Tables 11–5 and 11–6 summarize the Price of each step, with a number in parentheses indicating the item's level for the Craft activity. This also indicates the typical progression for an adventurer to follow when upgrading their armor and weapons. The tables here don't include progressions that aren't as likely to come up, like turning a +1 weapon directly into a +1 greater striking weapon.",{"type":"data","tag":"table","name":"Armor Upgrade Prices","source":"CRB"},{"type":"data","tag":"table","name":"Weapon Upgrade Price","source":"CRB"}],"source":"CRB"},{"type":"pf2-h3","page":582,"name":"Property Runes","entries":["Property runes add special abilities to armor or a weapon in addition to the item's fundamental runes. If a suit of armor or a weapon has multiple etchings of the same rune, only the highest-level one applies. You can upgrade a property rune to a higher-level type of that rune in the same way you would upgrade a fundamental rune.","Rune abilities that must be activated follow the rules for activating magic items on page 532."],"source":"CRB"}],"data":{"quickref":2},"source":"CRB"},{"type":"section","page":564,"name":"Scrolls","entries":["A scroll contains a single spell that you can cast without having to expend a spell slot. A scroll can be Crafted to contain nearly any spell, so the types of scrolls available are limited only by the number of spells in the game. The exceptions are cantrips, focus spells, and rituals, none of which can be put on scrolls. The spell on a scroll can be cast only once, and the scroll is destroyed as part of the casting. The spell on the scroll is cast at a particular spell level, as determined by the scroll. For instance, a scroll of {@spell magic missile} (1st level) can be used to cast the 1st-level version of magic missile, but not a magic missile heightened to 2nd level. If no level is listed, the scroll can be used to cast the spell at its lowest level.","If you find a scroll, you can try to figure out what spell it contains. If the spell is a common spell from your spell list or a spell you know, you can spend a single {@action Recall Knowledge} action and automatically succeed at identifying the scroll's spell. If it's not, you must use {@action Identify Magic} to learn what spell the scroll holds.",{"type":"pf2-h4","page":564,"name":"Casting a Spell from a Scroll","entries":["{@action Cast a Spell||Casting a Spell} from a scroll requires holding the scroll in one hand and activating it with a {@action Cast a Spell} activity using the normal number of actions for that spell.","To {@action Cast a Spell} from a scroll, the spell must appear on your spell list. Because you're the one {@action Cast a Spell||Casting the Spell}, use your spell attack roll and spell DC. The spell also gains the appropriate trait for your tradition (arcane, divine, occult, or primal).","Any physical material components and costs are provided when a scroll is created, so you don't need to provide them when {@action Cast a Spell||Casting a Spell} from a scroll. You must replace any required material component for that spell with a somatic component. If the spell requires a focus, you must have that focus to {@action Cast a Spell||Cast the Spell} from a scroll."],"source":"CRB"},{"type":"pf2-h4","page":564,"name":"Scroll Statistics","entries":["All scrolls have the same base statistics unless noted otherwise. A scroll has light Bulk, and it must be held in one hand to be activated."],"source":"CRB"},{"type":"pf2-h4","page":565,"name":"Varying Statistics","entries":["Table 11–3 indicates the item level and Price of a scroll, both of which are based on the level of the spell contained on the scroll. Any costs to {@action Cast a Spell||Cast the Spell} are added to the scroll's Price when the scroll is crafted, so a scroll containing a spell with a Cost entry will have a higher Price than what appears on the table. The scroll's rarity matches the spell's rarity.","The traits for a scroll vary based on the spell it contains.","A scroll always has the consumable, magical, and scroll traits, plus the traits of the spell stored on it."],"source":"CRB"},{"type":"data","tag":"table","name":"Scroll Statistics","source":"CRB"},{"type":"pf2-h4","page":565,"name":"Crafting a Scroll","entries":["The process to {@action Craft} a scroll is much like that to {@action Craft} any other magic item. When you begin the crafting process, choose a spell to put into the scroll. You have to either {@action Cast a Spell||Cast that Spell} during the crafting process, or someone else must do so in your presence. {@action Cast a Spell||Casting that Spell} doesn't produce its normal effects; instead, the magic is trapped inside the scroll. The casting must come from a spellcaster expending a spell slot.","You can't {@action Craft} a scroll from a spell produced from another magic item, for example. The caster has to provide any cost of the spell. You need to learn only a single 1st-level formula to {@spell Craft} scrolls.","Like other {@trait consumable||consumables}, scrolls can be crafted in batches of four. All scrolls of one batch must contain the same spell at the same level, and you must provide one casting for each scroll crafted."],"data":{"quickrefIndex":true},"source":"CRB"},{"type":"pf2-h4","page":565,"name":"Sample Scrolls","entries":["A wide variety of spells can appear on scrolls. The following specific scrolls are just examples.",{"type":"data","tag":"item","data":{"name":"Scroll of Illusory Disguise","source":"CRB","page":565,"type":"Item","level":1,"traits":["consumable","illusion","magical","scroll"],"price":{"coin":"gp","amount":3},"usage":"held in 1 hand","bulk":"L","activate":{"activity":{"number":2,"unit":"action"},"components":"{@action Cast a Spell}"},"category":"Scroll","entries":["This scroll can cast {@spell illusory disguise} as a 1st-level spell."],"craftReq":["Supply one casting of illusory disguise."]}},{"type":"data","tag":"item","data":{"name":"Scroll of Glitterdust","source":"CRB","page":565,"type":"Item","level":3,"traits":["consumable","evocation","magical","scroll"],"price":{"coin":"gp","amount":12},"usage":"held in 1 hand","bulk":"L","activate":{"activity":{"number":2,"unit":"action"},"components":"{@action Cast a Spell}"},"category":"Scroll","entries":["This scroll can be used to cast {@spell glitterdust} as a 2nd-level spell."],"craftReq":["Supply one casting of glitterdust."]}}],"source":"CRB"}],"data":{"quickref":2},"source":"CRB"},{"type":"section","page":294,"name":"Services","entries":["The services listed on {@table Basic Services and Consumables||Table 6–14} describe expenditures for common services and consumables.",{"type":"data","tag":"table","name":"Basic Services and Consumables","source":"CRB"},{"type":"pf2-h3","page":294,"name":"Hirelings","entries":["Paid laborers can provide services for you. Unskilled hirelings can perform simple manual labor and are untrained at most skills. Skilled hirelings have expert proficiency in a particular skill. Hirelings are level 0. If a skill check is needed, an untrained hireling has a +0 modifier, while a skilled hireling has a +4 modifier in their area of expertise and +0 for other skill checks. Hirelings' rates double if they're going adventuring with you."],"source":"CRB"},{"type":"pf2-h3","page":294,"name":"Transportation","entries":["The cost to hire transportation includes standard travel with no amenities. Most transit services provide basic sleeping arrangements, and some provide meals at the rates listed on Table 6–14. Arranging transportation into dangerous lands can be more expensive or impossible."],"source":"CRB"},{"type":"pf2-h3","page":294,"name":"Spellcasting","entries":["Spellcasting services, listed on {@table Spellcasting Services||Table 6–15}, are uncommon. Having a spell cast for you requires finding a spellcaster who knows and is willing to cast it. It's hard to find someone who can cast higher-level spells, and uncommon spells typically cost at least 100% more, if you can find someone who knows them at all. Spells that take a long time to cast (over 1 minute) usually cost 25% more. You must pay any cost listed in the spell in addition to the Price on the table.",{"type":"data","tag":"table","name":"Spellcasting Services","source":"CRB"}],"source":"CRB"}],"data":{"quickref":2},"source":"CRB"},{"type":"section","page":277,"name":"Shields","entries":["{@action Raise a Shield} is the action most commonly used with shields. Most shields must be held in one hand, so you can't hold anything with that hand and {@action Raise a Shield}. A {@item buckler}, however, doesn't take up your hand, so you can {@action Raise a Shield} with a {@item buckler} if the hand is free (or, at the GM's discretion, if it's holding a simple, lightweight object that's not a weapon). You lose the benefits of {@action Raise a Shield} if that hand is no longer free.","When you have a {@item tower shield} raised, you can use the {@action Take Cover} action to increase the circumstance bonus to AC to +4. This lasts until the shield is no longer raised. If you would normally provide {@quickref lesser cover||3|cover} against an attack, having your tower shield raised provides {@quickref standard cover||3|cover} against it (and other creatures can {@action Take Cover} as normal using the cover from your shield).","If you have access to the {@feat Shield Block} reaction (from your class or from a feat), you can use it while {@action Raise a Shield||Raising your Shield} to reduce the damage you take by an amount equal to the shield's Hardness. Both you and the shield then take any remaining damage.",{"type":"pf2-h2","page":277,"name":"Shield Statistics","entries":["Shields have statistics that follow the same rules as armor:","Price, Speed Penalty, and Bulk. See page 274 for the rules for those statistics. Their other statistics are described here.",{"type":"pf2-h3","page":277,"name":"AC Bonus","entries":["A shield grants a circumstance bonus to AC, but only when the shield is raised. This requires using the Raise a Shield action, found on page 472."],"source":"CRB"},{"type":"pf2-h3","page":277,"name":"Hardness","entries":["Whenever a shield takes damage, the amount of damage it takes is reduced by this amount. This number is particularly relevant for shields because of the {@feat Shield Block} feat (page 266). The rules for Hardness appear on page 272."],"source":"CRB"},{"type":"pf2-h3","page":277,"name":"HP (BT)","entries":["This column lists the shield's Hit Points (HP) and Broken Threshold (BT). These measure how much damage the shield can take before it's destroyed (its total HP) and how much it can take before being broken and unusable (its BT). These matter primarily for the {@feat Shield Block} reaction."],"source":"CRB"},{"type":"data","tag":"table","name":"Shields","source":"CRB"}],"source":"CRB"},{"type":"pf2-h2","page":277,"name":"Attacking with a Shield","entries":["A shield can be used as a martial weapon for attacks, using the statistics listed for a shield bash on {@table Melee Weapons||Table 6–7: Melee Weapons}. The shield bash is an option only for shields that weren't designed to be used as weapons. A shield can't have runes added to it. You can also buy and attach a {@item shield boss} or {@item shield spikes} to a shield to make it a more practical weapon. These can be found on {@table Melee Weapons||Table 6–7}. These work like other weapons and can even be etched with runes."],"source":"CRB"},{"type":"pf2-h2","page":277,"name":"Shield Descriptions","entries":["Each type of shield is described in more detail below.","{@b {@item Buckler}:} This very small shield is a favorite of duelists and quick, lightly armored warriors. It's typically made of steel and strapped to your forearm. You can Raise a Shield with your buckler as long as you have that hand free or are holding a light object that's not a weapon in that hand.","{@b {@item Wooden Shield}:} Though they come in a variety of shapes and sizes, the protection offered by wooden shields comes from the stoutness of their materials. While wooden shields are less expensive than steel shields, they break more easily.","{@b {@item Steel Shield}:} Like wooden shields, steel shields come in a variety of shapes and sizes. Though more expensive than wooden shields, they are much more durable.","{@b {@item Tower Shield}:} These massive shields can be used to provide cover to nearly the entire body. Due to their size, they are typically made of wood reinforced with metal."],"source":"CRB"}],"data":{"quickref":2},"source":"CRB"},{"type":"section","page":273,"name":"Shoddy Items","entries":["Improvised or of dubious make, shoddy items are never available for purchase except for in the most desperate of communities. When available, a shoddy item usually costs half the Price of a standard item, though you can never sell one in any case. Attacks and checks involving a shoddy item take a –2 item penalty. This penalty also applies to any DCs that a shoddy item applies to (such as AC, for shoddy armor). A shoddy suit of armor also worsens the armor's check penalty by 2. A shoddy item's Hit Points and Broken Threshold are each half that of a normal item of its type."],"data":{"quickref":2},"source":"CRB"},{"type":"section","page":592,"name":"Staves","entries":["A magical staff is an indispensable accessory for an elite spellcaster. A staff is tied to one person during a preparation process, after which the preparer, and only the preparer, can harness the staff to cast a variety of spells throughout the day. The spells that can be cast from a staff are listed in bullet points organized by level under each version of the staff. Many staves can be found in multiple versions, with more powerful versions that contain more spells—such a staff always contains the spells of all lower-level versions, in addition to the spells listed in its own entry. All magical staves have the staff trait.",{"type":"pf2-h3","page":592,"name":"Casting Spells from a Staff","entries":["A staff gains charges when someone prepares it for the day. The person who prepared a staff can expend the charges to cast spells from it. You can {@action Cast a Spell} from a staff only if you have that spell on your spell list, are able to cast spells of the appropriate level, and expend a number of charges from the staff equal to the spell's level. {@action Cast a Spell||Casting a Spell} from a staff requires holding the staff (typically in one hand) and {@action Activate an Item||Activating} the staff by {@action Cast a Spell||Casting the Spell}, which takes the spell's normal number of actions.","Use your spell attack roll and spell DC when {@action Cast a Spell||Casting a Spell} from a staff. The spell gains the appropriate trait for your magical tradition (arcane, divine, occult, or primal) and can be affected by any modifications you can normally make when casting spells, such as metamagic feats. You must provide any material components, cost, or focus required by the spell, or you fail to cast it.","Prepared spellcasters and spontaneous spellcasters each have a unique way of altering how their staves gain charges and the ways they can be used (see the Prepared Spellcasters and Spontaneous Spellcasters sections below).",{"type":"pf2-h4","page":592,"name":"Casting Cantrips from a Staff","entries":["If a staff contains a cantrip, you can cast that cantrip using the staff without expending any charges. The cantrip's level is heightened to the same level as cantrips you cast."],"source":"CRB"}],"source":"CRB"},{"type":"pf2-h3","page":592,"name":"Preparing a Staff","entries":["During your daily preparations, you can prepare a staff to add charges to it for free. When you do so, that staff gains a number of charges equal to the level of your highest-level spell slot. You don't need to expend any spells to add charges in this way. No one can prepare more than one staff per day, nor can a staff be prepared by more than one person per day. If the charges aren't used within 24 hours, they're lost, and preparing the staff anew removes any charges previously stored in it. You can prepare a staff only if you have at least one of the staff's spells on your spell list.",{"type":"pf2-h4","page":592,"name":"Prepared Spellcasters","entries":["A prepared spellcaster—such as a cleric, druid, or wizard— can place some of their own magic in a staff to increase its number of charges. When a prepared spellcaster prepares a staff, they can expend a spell slot to add a number of charges to the staff equal to the level of the spell. They can't expend more than one spell in this way each day. For example, if Ezren can cast 3rd-level spells and prepared a staff, the staff would gain 3 charges, but Ezren could increase this to 6 by expending one of his 3rd-level spells, 5 by expending a 2nd-level spell, or 4 by expending a 1st-level spell."],"source":"CRB"},{"type":"pf2-h4","page":592,"name":"Spontaneous Spellcasters","entries":["A spontaneous spellcaster, such as a bard or sorcerer, can reduce the number of charges it takes to Activate a staff by supplementing with their own energy. When a spontaneous spellcaster Activates a staff, they can expend 1 charge from the staff and one of their spell slots to cast a spell from the staff of the same level (or lower) as the expended spell slot. This doesn't change the number of actions it takes to cast the spell. For example, if Seoni can cast 3rd-level spells and prepared a staff, the staff would gain 3 charges. She could expend 1 charge and one of her 3rd-level spell slots to cast a 3rd-level spell from the staff, or 1 charge and one of her 2nd-level spell slots to cast a 2nd-level spell from the staff. She could still expend 3 charges from the staff to cast a 3rd-level spell from it without using any of her own slots, just like any other spellcaster"],"source":"CRB"}],"source":"CRB"},{"type":"pf2-h3","page":592,"name":"Attacking with a Staff","entries":["Staves are also {@item staff} weapons. They can be etched with fundamental runes but not property runes. This doesn't alter any of their spellcasting abilities."],"source":"CRB"}],"data":{"quickref":2},"source":"CRB"},{"type":"section","page":597,"name":"Wands","entries":["Short, slender items typically made of wood, wands let you cast a specific spell without expending a spell slot. They can be used once per day, but can be overcharged to attempt to cast them again at great risk. Each wand holds a spell of a certain level, determined when the wand is created. Cantrips, focus spells, and rituals can't be placed in wands.","If you find a wand, you can try to figure out what spell is in it. If the spell is a common spell from your spell list or is a spell you know, you can use a single {@action Recall Knowledge} action and automatically succeed.","If it's not, you must {@action Identify Magic}.",{"type":"pf2-h3","page":597,"name":"Casting Spells from a Wand","entries":["A wand contains a spell that can be cast once per day. Casting a spell from a wand requires holding the wand in one hand and activating the item with a {@action Cast a Spell} activity using the normal number of actions for the spell.","To cast a spell from a wand, it must be on your spell list. Because you're the one casting the spell, use your spell attack roll and spell DC. The spell is of your tradition.","A spell cast from a wand doesn't require physical material components, but you must replace any material component normally required to cast the spell with a somatic component. If the spell requires a focus, you must still have that focus to cast the spell from a wand, and if the spell has a cost, you must still pay that cost to cast the spell from a wand.",{"type":"pf2-h4","page":597,"name":"Overcharging a Wand","entries":["After the spell is cast from the wand for the day, you can attempt to cast it one more time—overcharging the wand at the risk of destroying it. {@action Cast a Spell||Cast the Spell} again, then roll a DC {@flatDC 10} flat check. On a success, the wand is broken.","On a failure, the wand is destroyed. If anyone tries to overcharge a wand when it's already been overcharged that day, the wand is automatically destroyed (even if it had been repaired) and no spell is cast."],"source":"CRB"}],"source":"CRB"},{"type":"pf2-h3","page":597,"name":"Wand Statistics","entries":["A wand's base statistics are the same unless noted otherwise in a special wand. It has light Bulk, and must be held in one hand to be activated. Each wand contains a specific level of the spell. When you activate a wand, you can only cast the spell at the specified level, but you can craft a wand with a heightened version of a spell.",{"type":"pf2-h4","page":597,"name":"Varying Statistics","entries":["Each type of wand has a Level and Price determined by the spell's level. The wand's rarity matches the spell's rarity. The item's traits also vary, based on the spell. A wand has any traits listed in its stat block (usually just magical and wand), plus any traits of the spell stored on it. A wand has the normal Hardness, BT, and HP of a thin item of its material (page 577)."],"source":"CRB"},{"type":"pf2-brown-box","page":597,"name":"EXAMPLE WAND","entries":["This example {@item magic wand (generic)} has the {@spell heal} spell.",{"type":"data","tag":"item","data":{"name":"Wand of Heal","source":"CRB","page":597,"type":"Item","level":"3+","traits":["magical","necromancy","positive","wand"],"usage":"held in 1 hand","bulk":"L","category":"Wand","entries":["The golden end caps on this white wooden wand are adorned with ruby cabochons.",{"type":"ability","style":"compact","components":["{@action Cast a Spell}"],"frequency":{"freq":1,"unit":"day","overcharge":true,"number":"once "},"entries":["You cast a {@spell heal} spell at the indicated level."]}],"craftReq":["Supply a listed-level casting of heal."],"generic":"G","variants":[{"type":"1st-level spell","level":3,"price":{"coin":"gp","amount":60},"entries":[]},{"type":"2nd-level spell","level":5,"price":{"coin":"gp","amount":160},"entries":[]},{"type":"3rd-level spell","level":7,"price":{"coin":"gp","amount":360},"entries":[]},{"type":"4th-level spell","level":9,"price":{"coin":"gp","amount":700},"entries":[]},{"type":"5th-level spell","level":11,"price":{"coin":"gp","amount":1500},"entries":[]},{"type":"6th-level spell","level":13,"price":{"coin":"gp","amount":3000},"entries":[]},{"type":"7th-level spell","level":15,"price":{"coin":"gp","amount":6500},"entries":[]},{"type":"8th-level spell","level":17,"price":{"coin":"gp","amount":15000},"entries":[]},{"type":"9th-level spell","level":19,"price":{"coin":"gp","amount":40000},"entries":[]}]}}],"source":"CRB"}],"source":"CRB"},{"type":"pf2-h3","page":597,"name":"Crafting a Wand","entries":["For the most part, the process to {@action Craft} a wand is like that to {@action Craft} any other magic item. When you begin the crafting process, choose a spell to put into the wand. You have to either cast that spell during the process, or someone else must do so in your presence. That spell doesn't have its normal effects; instead, the magic is captured inside the wand. The caster doesn't need to pay any cost of the spell.","The casting must come from a spellcaster expending a spell slot. You can't make a wand from a spell that comes from another magic item, for example."],"source":"CRB"},{"type":"pf2-h3","page":597,"name":"Magic Wand","entries":["The simplest form of wand contains a spell, with Price and level based on that spell. The wand has the {@trait magical} and {@trait wand} traits, as well as the traits the spell has. The name of a magic wand with a spell in it is simply \"wand of,\" followed by the spell's name. You only need to learn one 1st-level formula to {@action Craft} a {@i magic wand}."],"source":"CRB"},{"type":"pf2-h3","page":598,"name":"Specialty Wands","entries":["Specialty wands can contain only certain kinds of spells, as noted in the stat block, and either alter the spell's effects or affect how it can be cast. The Craft Requirements entry lists what kinds of spells the wand can hold."],"source":"CRB"}],"data":{"quickref":2},"source":"CRB"},{"type":"section","page":278,"name":"Weapons","entries":[{"type":"pf2-h2","page":278,"name":"Attack Rolls","entries":["When making an attack roll, determine the result by rolling 1d20 and adding your attack modifier for the weapon or unarmed attack you're using. Modifiers for melee and ranged attacks are calculated differently.",{"type":"pf2-inset","page":278,"entries":["Ranged attack modifier = Dexterity modifier + proficiency bonus + other bonuses + penalties"],"source":"CRB"},{"type":"pf2-inset","page":278,"entries":["Melee attack modifier = Strength modifier {@n (or optionally Dexterity for a {@trait finesse} weapon)} + proficiency bonus + other bonuses + penalties"],"source":"CRB"},"Bonuses, and penalties apply to these rolls just like with other types of checks. Weapons with potency runes (page 581) add an item bonus to your attack rolls.",{"type":"pf2-h3","page":278,"name":"Multiple Attack Penalty","entries":["If you use an action with the attack trait more than once on the same turn, your attacks after the first take a penalty called a multiple attack penalty. Your second attack takes a –5 penalty, and any subsequent attacks take a –10 penalty.","The multiple attack penalty doesn't apply to attacks you make when it isn't your turn (such as attacks made as part of a reaction). You can use a weapon with the {@trait agile} trait to reduce your multiple attack penalty."],"source":"CRB"}],"source":"CRB"},{"type":"pf2-h2","page":278,"name":"Damage Rolls","entries":["When the result of your attack roll with a weapon or unarmed attack equals or exceeds your target's AC, you hit your target! Roll the weapon or unarmed attack's damage die and add the relevant modifiers, bonuses, and penalties to determine the amount of damage you deal. Calculate a damage roll as follows.",{"type":"pf2-inset","page":278,"entries":["Melee damage roll = damage die of weapon or unarmed attack + Strength modifier + bonuses + penalties"],"source":"CRB"},{"type":"pf2-inset","page":278,"entries":["Ranged damage roll = damage die of weapon + Strength modifier for thrown weapons + bonuses + penalties"],"source":"CRB"},"Ranged weapons don't normally add an ability modifier to the damage roll, though weapons with the propulsive trait (page 283) add half your Strength modifier (or your full modifier if it is a negative number), and thrown weapons add your full Strength modifier.","Magic weapons with {@item striking}, {@item greater striking}, or {@item major striking} runes (page 581) add one or more weapon damage dice to your damage roll. These extra dice are the same die size as the weapon's damage die. At higher levels, most characters also gain extra damage from weapon specialization."],"source":"CRB"},{"type":"pf2-h2","page":278,"name":"Critical Hits","entries":["When you make an attack and succeed with a natural 20 (the number on the die is 20), or if the result of your attack exceeds the target's AC by 10, you achieve a critical success (also known as a critical hit).","If you critically succeed at a {@action Strike}, your attack deals {@book double damage|CRB|9|Doubling and Halving Damage}. Other attacks, such as spell attack rolls and some uses of the {@skill Athletics} skill, describe the specific effects that occur when their outcomes are critical successes."],"source":"CRB"},{"type":"pf2-h2","page":278,"name":"Unarmed Attacks","entries":["Almost all characters start out trained in unarmed attacks. You can {@action Strike} with your fist or another body part, calculating your attack and damage rolls in the same way you would with a weapon. Unarmed attacks can belong to a weapon group (page 280), and they might have weapon traits (page 282). However, unarmed attacks aren't weapons, and effects and abilities that work with weapons never work with unarmed attacks unless they specifically say so.","{@table Unarmed Attacks||Table 6–6: Unarmed Attacks} lists the statistics for an unarmed attack with a fist, though you'll usually use the same statistics for attacks made with any other parts of your body. Certain ancestry feats, class features, and spells give access to special, more powerful unarmed attacks. Details for those unarmed attacks are provided in the abilities that grant them."],"source":"CRB"},{"type":"pf2-h2","page":278,"name":"Improvised Weapons","entries":["If you attack with something that wasn't built to be a weapon, such as a chair or a vase, you're making an attack with an improvised weapon. Improvised weapons are simple weapons. You take a –2 item penalty to attack rolls with an improvised weapon. The GM determines the amount and type of damage the attack deals, if any, as well as any weapon traits the improvised weapon should have."],"source":"CRB"},{"type":"pf2-h2","page":279,"name":"Weapon Statistics","entries":["The tables on pages 280 –282 list the statistics for various melee and ranged weapons that you can purchase, as well as the statistics for striking with a fist (or another basic unarmed attack). The tables present the following statistics. All weapons listed in this chapter have an item level of 0.",{"type":"pf2-h3","page":279,"name":"Damage","entries":["This entry lists the weapon's damage die and the type of damage it deals: B for bludgeoning, P for piercing, or S for slashing.",{"type":"pf2-beige-box","page":279,"name":"Damage Dice","entries":["Each weapon lists the damage die used for its damage roll. A standard weapon deals one die of damage, but a magical {@item striking (generic)||striking} rune can increase the number of dice rolled, as can some special actions and spells. These additional dice use the same die size as the weapon or unarmed attack's normal damage die.",{"type":"pf2-title","name":"Counting Damage Dice"},"Effects based on a weapon's number of damage dice include only the weapon's damage die plus any extra dice from a {@item striking (generic)||striking} rune. They don't count extra dice from abilities, critical specialization effects, property runes, weapon traits, or the like.",{"type":"pf2-title","name":"Increasing Die Size"},"When an effect calls on you to increase the size of your weapon damage dice, instead of using its normal weapon damage dice, use the next larger die, as listed below (so if you were using a d4, you'd use a d6, and so on). If you are already using a d12, the size is already at its maximum. You can't increase your weapon damage die size more than once.","{@c {@b {@dice 1d4} ➞ {@dice 1d6} ➞ {@dice 1d8} ➞ {@dice 1d10} ➞ {@dice 1d12}}}"],"source":"CRB"}],"source":"CRB"},{"type":"pf2-h3","page":279,"name":"Range","entries":["Ranged and thrown weapons have a range increment. Attacks with these weapons work normally up to that distance. Attack rolls beyond a weapon's range increment take a –2 penalty for each additional multiple of that increment between you and the target. Attacks beyond the sixth range increment are impossible.","For example, a shortbow takes no penalty against a target up to 60 feet away, a –2 penalty against a target beyond 60 feet but up to 120 feet away, and a –4 penalty against a target beyond 120 feet but up to 180 feet away, and so on, up to 360 feet."],"source":"CRB"},{"type":"pf2-h3","page":279,"name":"Reload","entries":["While all weapons need some amount of time to get into position, many ranged weapons also need to be loaded and reloaded. This entry indicates how many {@action Interact} actions it takes to reload such weapons. This can be 0 if drawing ammunition and firing the weapon are part of the same action. If an item takes 2 or more actions to reload, the GM determines whether they must be performed together as an activity, or you can spend some of those actions during one turn and the rest during your next turn.","An item with an entry of \"—\" must be drawn to be thrown, which usually takes an {@action Interact} action just like drawing any other weapon. Reloading a ranged weapon and drawing a thrown weapon both require a free hand. Switching your grip to free a hand and then to place your hands in the grip necessary to wield the weapon are both included in the actions you spend to reload a weapon."],"data":{"quickrefIndex":true},"source":"CRB"},{"type":"pf2-h3","page":279,"name":"Bulk","entries":["This entry gives the weapon's Bulk. A weapon's Bulk is increased or decreased if it's sized for creatures that aren't Small or Medium size, following the rules on page 295."],"source":"CRB"},{"type":"pf2-brown-box","page":279,"name":"SELECTING WEAPONS","entries":["Characters who focus on combat need to carefully consider their choice of weapons, evaluating whether they want to fight in melee or at range, the weapons' damage potential, and the special features of various weapons. Characters who are primarily spellcasters usually just need to pick a backup weapon in the best category they're trained or better in.","When selecting weapons, start by identifying the weapon types you're trained or better in. You should then compare weapons within these types to determine which ones you will have the highest melee or ranged attack modifier with. It's usually considered best practice to select both a melee and ranged weapon during character creation so you can contend with a broader variety of foes and situations.",{"type":"pf2-title","name":"Weapon Categories"},"Weapons fall into broad categories depending on how much damage they deal and what traits they have. Martial weapons generally deal more damage than simple weapons, and advanced weapons generally have more advantageous traits than martial weapons with the same damage. Generally, you'll want to select weapons that deal more damage, but if you're a highly skilled combatant, you might want to pick a weapon with interesting traits, even if it has a lower weapon damage die. You can also purchase multiple weapons within your budget, allowing you to switch between them for different situations."],"source":"CRB"},{"type":"pf2-h3","page":279,"name":"Hands","entries":["Some weapons require one hand to wield, and others require two. A few items, such as a longbow, list 1+ for its Hands entry. You can hold a weapon with a 1+ entry in one hand, but the process of shooting it requires using a second to retrieve, nock, and loose an arrow. This means you can do things with your free hand while holding the bow without changing your grip, but the other hand must be free when you shoot. To properly wield a 1+ weapon, you must hold it in one hand and also have a hand free.","Weapons requiring two hands typically deal more damage. Some one-handed weapons have the two-hand trait, causing them to deal a different size of weapon damage die when used in two hands. In addition, some abilities require you to wield a weapon in two hands. You meet this requirement while holding the weapon in two hands, even if it doesn't require two hands or have the two-hand trait."],"source":"CRB"},{"type":"pf2-h3","page":280,"name":"Group","entries":["A weapon or unarmed attack's group classifies it with similar weapons. Groups affect some abilities and what the weapon does on a critical hit if you have access to that weapon or unarmed attack's critical specialization effects; for full details, see page 283."],"source":"CRB"},{"type":"pf2-h3","page":280,"name":"Weapon Traits","entries":["The traits a weapon or unarmed attack has are listed in this entry. Any trait that refers to a \"weapon\" can also apply to an unarmed attack that has that trait."],"source":"CRB"},{"type":"pf2-h3","page":280,"name":"Ammunition","entries":["Some entries in the ranged weapons tables are followed by an entry indicating the type of ammunition that weapon launches. The damage die is determined by the weapon, not the ammunition. Because that and other relevant statistics vary by weapon, ammunition entries list only the name, quantity, Price, and Bulk. Using ammunition destroys it."],"source":"CRB"},{"type":"data","tag":"table","name":"Unarmed Attacks","source":"CRB"},{"type":"data","tag":"table","name":"Melee Weapons","source":"CRB"},{"type":"data","tag":"table","name":"Ranged Weapons","source":"CRB"},{"type":"pf2-h3","page":282,"name":"Weapon Traits","entries":["{@filter Weapons and unarmed attacks with the weapon trait can have the following traits.|traits||categories=item}"],"source":"CRB"}],"source":"CRB"},{"type":"pf2-h2","page":283,"name":"Critical Specialization Effects","entries":["Certain feats, class features, weapon runes, and other effects can grant you additional benefits when you make a Strike with certain weapons and get a critical success. This is called a critical specialization effect. The exact effect depends on which weapon group your weapon belongs to, as listed below. You can always decide not to add the critical specialization effect of your weapon.","{@b Axe:} 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.","{@b Bomb:} Increase the radius of the bomb's splash damage (if any) to 10 feet.","{@b 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 {@skill 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 effort.","{@b Brawling:} The target must succeed at a Fortitude save against your class DC or be slowed 1 until the end of your next turn.","{@b Club:} You knock the target away from you up to 10 feet (you choose the distance). This is {@quickref forced movement||3|forced movement}.","{@b Dart:} The target takes {@dice 1d6} {@condition Persistent Damage|CRB|persistent bleed damage}. You gain an item bonus to this bleed damage equal to the weapon's item bonus to attack rolls.","{@b Flail:} The target is knocked {@condition prone}.","{@b Hammer:} The target is knocked {@condition prone}.","{@b Knife:} The target takes {@dice 1d6} {@condition Persistent Damage|CRB|persistent bleed} damage. You gain an item bonus to this bleed damage equal to the weapon's item bonus to attack rolls.","{@b Pick:} The weapon viciously pierces the target, who takes 2 additional damage per weapon damage die.","{@b Polearm:} The target is moved 5 feet in a direction of your choice. This is {@quickref forced movement||3|forced movement}.","{@b Shield:} You knock the target back from you 5 feet. This is {@quickref forced movement||3|forced movement}.","{@b Sling:} The target must succeed at a Fortitude save against your class DC or be stunned 1.","{@b Spear:} The weapon pierces the target, weakening its attacks. The target is clumsy 1 until the start of your next turn.","{@b Sword:} The target is made off-balance by your attack, becoming {@condition flat-footed} until the start of your next turn.",{"type":"pf2-h3","page":284,"name":"Weapon Descriptions","entries":["{@note Please visit the {@filter items page|items||source=CRB|category=weapon|type=equipment} to view all weapons.}"],"source":"CRB"}],"source":"CRB"}],"data":{"quickref":2},"source":"CRB"},{"type":"section","page":287,"name":"Wearing Tools","entries":["You can make a set of tools (such as {@item alchemist's tools} or {@item healer's tools}) easier to use by wearing it. This allows you to draw and replace the tools as part of the action that uses them. You can wear up to 2 Bulk of tools in this manner; tools beyond this limit must be stowed or drawn with an {@action Interact} action to use."],"data":{"quickref":2},"source":"CRB"}]},{"type":"entries","entries":[{"type":"section","page":300,"name":"Cantrips","entries":["A cantrip is a special type of spell that's weaker than other spells but can be used with greater freedom and flexibility. The title of a cantrip's stat block says \"Cantrip\" instead of \"Spell.\" Casting a cantrip doesn't use up your spell slots; you can cast a cantrip at will, any number of times per day. If you're a prepared caster, you can prepare a specific number of cantrips each day. You can't prepare a cantrip in a spell slot.","A cantrip is always automatically heightened to half your level, rounded up. For a typical spellcaster, this means its level is equal to the highest level of spell slot you have."],"data":{"quickref":3},"source":"CRB"},{"type":"section","page":302,"name":"Casting Spells","entries":["The casting of a spell can range from a simple word of magical might that creates a fleeting effect to a complex process taking minutes or hours to cast and producing a long-term impact. {@action Cast a Spell||Casting a Spell} is a special activity that takes a number of actions defined by the spell. When you {@action Cast a Spell}, your spellcasting creates obvious visual manifestations of the gathering magic, although feats such as Conceal Spell (page 210) and Melodious Spell (page 101) can help hide such manifestations or otherwise prevent observers from noticing that you are casting.",{"type":"data","tag":"action","name":"Cast a Spell","source":"CRB"},{"type":"pf2-h3","page":303,"name":"Spell Components","entries":["A spell description lists the components required to {@action Cast a Spell||Cast the Spell}. For most spells, the number of components is equal to the number of actions you must spend to {@action Cast a Spell||Cast the Spell}. Each component adds certain traits to the {@action Cast a Spell} activity, and some components have special requirements. The components that appear in this book are listed below.",{"type":"pf2-h4","page":303,"name":"Material","entries":["A material component is a bit of physical matter consumed in the casting of the spell. The spell gains the manipulate trait and requires you to have a free hand to retrieve and manipulate a material component. That component is expended in the casting (even if the spell is disrupted).","Except in extreme circumstances, you can assume all common components are included in a material component pouch (page 290)."],"source":"CRB"},{"type":"pf2-h4","page":303,"name":"Somatic","entries":["A somatic component is a specific hand movement or gesture that generates a magical nexus. The spell gains the manipulate trait and requires you to make gestures. You can use this component while holding something in your hand, but not if you are restrained or otherwise unable to gesture freely.","Spells that require you to touch the target require a somatic component. You can do so while holding something as long as part of your hand is able to touch the target (even if it's through a glove or gauntlet)."],"source":"CRB"},{"type":"pf2-h4","page":303,"name":"Verbal","entries":["A verbal component is a vocalization of words of power.","You must speak them in a strong voice, so it's hard to conceal that you're {@action Cast a Spell||Casting a Spell}. The spell gains the {@trait concentrate}. You must be able to speak to provide this component."],"source":"CRB"},{"type":"pf2-h4","page":303,"name":"Focus","entries":["A focus is an object that funnels the magical energy of the spell. The spell gains the manipulate trait and requires you to either have a free hand to retrieve the focus listed in the spell or already be holding the focus in your hand.","As part of {@action Cast a Spell||Casting the Spell}, you retrieve the focus (if necessary), manipulate it, and can stow it again if you so choose.","Foci tend to be expensive, and you need to acquire them in advance to {@action Cast a Spell||Cast the Spell}."],"source":"CRB"},{"type":"pf2-brown-box","page":303,"name":"Component Substitution","entries":["Some classes can substitute one component for another or alter how a component works.","If you're a {@class bard} {@action Cast a Spell||Casting a Spell} from the {@trait occult} tradition you can usually play an {@item musical instrument||instrument} for spells requiring somatic or material components, as long as it takes at least one of your hands to do so. If you use an instrument, you don't need a spell component pouch or another hand free. You can usually also play an instrument for spells requiring verbal components, instead of speaking.","If you're a {@class cleric} {@action Cast a Spell||Casting a Spell} from the {@trait divine} tradition while holding a divine focus (such as a {@item religious symbol (generic)||religious symbol} or {@item religious text||text}), you can replace any material component the spell requires by using the divine focus as a focus component instead. Unlike the normal rules for a focus component, you can't retrieve or stow the focus when making this substitution.","If you're a {@class druid} {@action Cast a Spell||Casting a Spell} from the {@trait primal} tradition while holding a primal focus (such as {@item holly and mistletoe}), you can replace any material component the spell requires by using the primal focus as a focus component instead. Unlike the normal rules for a focus component, you can't retrieve or stow the focus when making this substitution.","If you're a {@class sorcerer} {@action Cast a Spell||Casting a Spell} from the magical tradition that matches your bloodline, you can draw on the magic within your blood to replace any material component with a somatic component.","Any character casting an innate spell can replace any material component with a somatic component."],"source":"CRB"}],"source":"CRB"},{"type":"pf2-brown-box","page":304,"name":"Metamagic","entries":["Many spellcasters can gain access to metamagic actions, typically by selecting metamagic feats. Actions with the metamagic trait tweak the properties of your spells, changing their range, damage, or any number of other properties. You must use a metamagic action directly before the spell you want to alter. If you use any action (including free actions, reactions, and additional metamagic actions) other than {@action Cast a Spell} directly after, you waste the benefits of the metamagic action. Any additional effects added by a metamagic action are part of the spell's effect, not of the metamagic action itself."],"source":"CRB"}],"data":{"quickref":3},"source":"CRB"},{"type":"section","page":298,"name":"Disbelieving Illusions","entries":["Sometimes illusions allow an affected creature a chance to disbelieve the spell, which lets the creature effectively ignore the spell if it succeeds at doing so. This usually happens when a creature {@action Seek||Seeks} or otherwise spends actions to engage with the illusion, comparing the result of its {@skill Perception} check (or another check or saving throw, at the GM's discretion) to the caster's spell DC. {@trait Mental} illusions typically provide rules in the spell's description for disbelieving the effect (often allowing the affected creature to attempt a Will save).","If the illusion is {@trait visual}, and a creature interacts with the illusion in a way that would prove it is not what it seems, the creature might know that an illusion is present, but it still can't ignore the illusion without successfully disbelieving it. For instance, if a character is pushed through the illusion of a door, they will know that the door is an illusion, but they still can't see through it. Disbelieving an illusion makes it and those things it blocks seem hazy and indistinct, so even in the case where a visual illusion is disbelieved, it may, at the GM's discretion, block vision enough to make those on the other side concealed.."],"data":{"quickref":3},"source":"CRB"},{"type":"section","page":304,"name":"Durations","entries":["The duration of a spell is how long the spell effect lasts.","Spells that last for more than an instant have a Duration entry. A spell might last until the start or end of a turn, for some number of rounds, for minutes, or even longer. If a spell's duration is given in rounds, the number of rounds remaining decreases by 1 at the start of each of the spellcaster's turns, ending when the duration reaches 0.","Some spells have effects that remain even after the spell's magic is gone. Any ongoing effect that isn't part of the spell's duration entry isn't considered magical.","For instance, a spell that creates a loud sound and has no duration might deafen someone for a time, even permanently. This deafness couldn't be counteracted because it is not itself magical (though it might be cured by other magic, such as {@spell restore senses}).","If a spell's caster dies or is incapacitated during the spell's duration, the spell remains in effect till its duration ends.","You might need to keep track of the caster's initiative after they stopped being able to act to monitor spell durations.",{"type":"pf2-h3","page":304,"name":"Sustaining Spells","entries":["If the spell's duration is \"sustained,\" it lasts until the end of your next turn unless you use a Sustain a Spell action on that turn to extend the duration of that spell.",{"type":"data","tag":"action","name":"Sustain a Spell","source":"CRB"}],"source":"CRB"},{"type":"pf2-h3","page":305,"name":"Long Durations","entries":["If a spell's duration says it lasts until your next daily preparations, on the next day you can refrain from preparing a new spell in that spell's slot. (If you are a spontaneous caster, you can instead expend a spell slot during your preparations.) Doing so extends the spell's duration until your next daily preparations. This effectively Sustains the Spell over a long period of time.","If you prepare a new spell in the slot (or don't expend a spell slot), the spell ends. You can't do this if the spell didn't come from one of your spell slots. If you are dead or otherwise incapacitated at the 24-hour mark after the time you {@action Cast a Spell||Cast the Spell} or the last time you extended its duration, the spell ends. Spells with an unlimited duration last until counteracted or Dismissed. You don't need to keep a spell slot open for these spells."],"source":"CRB"},{"type":"pf2-h3","page":305,"name":"Dismissing","entries":["Some spells can be dismissed, ending the duration early. This requires the caster or target to use the Dismiss action.",{"type":"data","tag":"action","name":"Dismiss","source":"CRB"}],"source":"CRB"}],"data":{"quickref":3},"source":"CRB"},{"type":"section","page":300,"name":"Focus Spells","entries":["Focus spells are a special type of spell attained directly from a branch of study, from a deity, or from another specific source. You can learn focus spells only through special class features or feats, rather than choosing them from a spell list. Furthermore, you cast focus spells using a special pool of Focus Points—you can't prepare a focus spell in a spell slot or use your spell slots to cast focus spells; similarly, you can't spend your Focus Points to cast spells that aren't focus spells. Even some classes that don't normally grant spellcasting, such as the champion and monk, can grant focus spells.","Focus spells are automatically heightened to half your level rounded up, just like cantrips are. You can't cast a focus spell if its minimum level is greater than half your level rounded up, even if you somehow gain access to it.","Casting any of your focus spells costs you 1 Focus Point. You automatically gain a focus pool of 1 Focus Point the first time you gain an ability that gives you a focus spell.","You replenish all the Focus Points in your pool during your daily preparations. You can also use the {@action Refocus} activity to pray, study, meditate, or otherwise reattune yourself to the source of your focus magic and regain a Focus Point.","Some abilities allow you to increase the Focus Points in your pool beyond 1. Typically, these are feats that give you a new focus spell and increase the number of points in your pool by 1. Your focus pool can't have a capacity beyond 3 Focus Points, even if feats that increase your pool would cause it to exceed this number.",{"type":"data","tag":"action","name":"Refocus","source":"CRB"},{"type":"pf2-brown-box","page":302,"name":"Focus Points from Multiple Sources","entries":["It's possible, especially through archetypes, to gain focus spells and Focus Points from more than one source. If this happens, you have just one focus pool, adding all the Focus Points together to determine the total size of your pool. (Remember that the maximum number of Focus Points a pool can have is 3.) If you have multiple abilities that give you a focus pool, each one adds 1 Focus Point to your pool. For instance, if you were a cleric with the Domain Initiate feat, you would have a pool with 1 Focus Point. Let's say you then took the champion multiclass archetype and the Healing Touch feat. Normally, this feat would give you a focus pool. Since you already have one, it instead increases your existing pool's capacity by 1.","Focus Points are not differentiated by source; you can spend any of your Focus Points on any of your focus spells. Likewise, when you {@action Refocus}, you get back a point as long as you follow the guidelines of any abilities that granted you focus spells. Having Focus Points from multiple sources doesn't change the tradition of your spells; if you had both cleric domain spells and druid order spells, your domain spells would remain divine and the order spells primal. This could mean that you need to keep track of a different proficiency and ability modifier with the spell DC and spell attack roll of different focus spells."],"source":"CRB"},{"type":"pf2-h3","page":302,"name":"Spellcasters with Focus Spells","entries":["If you are a spellcaster, your focus spells are the same tradition of spell as the class that gave you the focus spell. A {@class bard||bard's} are occult, a {@class cleric||cleric's} are divine, a {@class druid||druid's} are primal, a {@class wizard||wizard's} are arcane, and a {@class sorcerer||sorcerer's} are determined by their bloodline."],"source":"CRB"},{"type":"pf2-h3","page":302,"name":"Non-Spellcasters with Focus Spells","entries":["If you get focus spells from a class or other source that doesn't grant spellcasting ability (for example, if you're a monk with the {@feat Ki Strike} feat), the ability that gives you focus spells also provides your proficiency rank for spell attack rolls and spell DCs, as well as the magical tradition of your focus spells. You gain the ability to {@action Cast a Spell} and use any spellcasting actions necessary to cast your focus spells (see below). However, you don't qualify for feats and other rules that require you to be a spellcaster."],"source":"CRB"}],"data":{"quickref":3},"source":"CRB"},{"type":"section","page":305,"name":"Hostile Actions","entries":["Sometimes spell effects prevent a target from using hostile actions, or the spell ends if a creature uses any hostile actions. A hostile action is one that can harm or damage another creature, whether directly or indirectly, but not one that a creature is unaware could cause harm.","For instance, lobbing a {@spell fireball} into a crowd would be a hostile action, but opening a door and accidentally freeing a horrible monster would not be. The GM is the final arbitrator of what constitutes a hostile action."],"data":{"quickref":3},"source":"CRB"},{"type":"section","page":305,"name":"Identifying Spells","entries":["Sometimes you need to identify a spell, especially if its effects are not obvious right away. If you notice a spell being cast, and you have prepared that spell or have it in your repertoire, you automatically know what the spell is, including the level to which it is heightened.","If you want to identify a spell but don't have it prepared or in your repertoire, you must spend an action on your turn to attempt to identify it using {@action Recall Knowledge}. You typically notice a spell being cast by seeing its visual manifestations or hearing its verbal casting components. Identifying long-lasting spells that are already in place requires using Identify Magic instead of {@action Recall Knowledge} because you don't have the advantage of watching the spell being cast."],"data":{"quickref":3},"source":"CRB"},{"type":"section","page":302,"name":"Innate Spells","entries":["Certain spells are natural to your character, typically coming from your ancestry or a magic item rather than your class. You can cast your innate spells even if you aren't a member of a spellcasting class. The ability that gives you an innate spell tells you how often you can cast it—usually once per day—and its magical tradition. Innate spells are refreshed during your daily preparations. Innate cantrips are cast at will and automatically heightened as normal for cantrips (see Cantrips on page 300) unless otherwise specified.","You're always trained in spell attack rolls and spell DCs for your innate spells, even if you aren't otherwise trained in spell attack rolls or spell DCs. If your proficiency in spell attack rolls or spell DCs is expert or better, apply that proficiency to your innate spells, too. You use your Charisma modifier as your spellcasting ability modifier for innate spells unless otherwise specified.","If you have an innate spell, you can cast it, even if it's not of a spell level you can normally cast. This is especially common for monsters, which might be able to cast innate spells far beyond what a character of the same level could use.","You can't use your spell slots to cast your innate spells, but you might have an innate spell and also be able to prepare or cast the same spell through your class. You also can't heighten innate spells, but some abilities that grant innate spells might give you the spell at a higher level than its base level or change the level at which you cast the spell."],"data":{"quickref":3},"source":"CRB"},{"type":"section","page":304,"name":"Ranges, Areas, and Targets","entries":["Spells with a range can affect targets, create areas, or make things appear only within that range. Most spell ranges are measured in feet, though some can stretch over miles, reach anywhere on the planet, or go even farther!",{"type":"pf2-h3","page":304,"name":"Touch Range","entries":["A spell with a range of touch requires you to physically touch the target. You use your unarmed reach to determine whether you can touch the creature. You can usually touch the target automatically, though the spell might specify that the target can attempt a saving throw or that you must attempt a spell attack roll. If an ability increases the range of a touch spell, start at 0 feet and increase from there."],"source":"CRB"},{"type":"pf2-h3","page":304,"name":"Areas","entries":["Sometimes a spell has an area, which can be a burst, cone, emanation, or line. The method of measuring these areas can be found {@quickref here||3|Areas}. If the spell originates from your position, the spell has only an area; if you can cause the spell's area to appear farther away from you, the spell has both a range and an area."],"source":"CRB"},{"type":"pf2-h3","page":304,"name":"Targets","entries":["Some spells allow you to directly target a creature, an object, or something that fits a more specific category. The target must be within the spell's range, and you must be able to see it (or otherwise perceive it with a precise sense) to target it normally. At the GM's discretion, you can attempt to target a creature you can't see, as described in Detecting Creatures on pages 465–467. If you fail to target a particular creature, this doesn't change how the spell affects any other targets the spell might have.","If you choose a target that isn't valid, such as if you thought a vampire was a living creature and targeted it with a spell that can target only living creatures, your spell fails to target that creature. If a creature starts out as a valid target but ceases to be one during a spell's duration, the spell typically ends, but the GM might decide otherwise in certain situations.","Spells that affect multiple creatures in an area can have both an Area entry and a Targets entry. A spell that has an area but no targets listed usually affects all creatures in the area indiscriminately.","Some spells restrict you to willing targets. A player can declare their character a willing or unwilling target at any time, regardless of turn order or their character's condition (such as when a character is paralyzed, unconscious, or even dead)."],"source":"CRB"},{"type":"pf2-h3","page":304,"name":"Line of Effect","entries":["You usually need an unobstructed path to the target of a spell, the origin point of an area, or the place where you create something with a spell. More information on line of effect can be found {@quickref here||3|line of effect}."],"source":"CRB"}],"data":{"quickref":3},"source":"CRB"},{"type":"section","page":306,"name":"Reading Spells","entries":["Each spell uses the following format. Entries appear only when applicable, so not all spells will have every entry described here. The spell's name line also lists the type of spell if it's a cantrip or focus spell, as well as the level.",{"type":"data","tag":"generic","style":"book","data":{"name":"SPELL NAME","traits":["traits"],"category":"SPELL","level":"(LEVEL)","sections":[[[{"type":"pf2-options","skipSort":true,"noColon":true,"items":[{"name":"Tradition","entries":["This entry lists the magical traditions the spell belongs to. Some feats or other abilities might add a spell to your spell list even if you don't follow the listed traditions."]},{"name":"Cast","entries":["The number of actions required to {@action Cast a Spell||Cast the Spell} are listed here. Spells that can be cast during a single turn have the appropriate icon, as do those that can be cast as a free action or a reaction. Spells that take longer to cast list the time required, such as \"1 minute.\" After this, the spell's components are listed. If Casting the Spell has a cost, requirements, or a trigger, that information is also listed in this section. A cost includes any money, valuable materials, or other resources that must be expended to cast the spell."]},{"name":"Range, Area, and Targets","entries":["This entry lists the range of the spell, the area it affects, and the targets it can affect, if any. If none of these entries are present, the spell affects only the caster."]},{"name":"Saving Throw and Duration","entries":["If a spell allows the target to attempt a saving throw, the type of save appears here. Any details on the particular results and timing of the save appear in the text unless the entry specifies a basic saving throw, which follows the rules found on page 449. If the spell requires a save only under certain circumstances or at a certain time, this entry is omitted, since the text needs to explain it in more detail. A spell that doesn't list a duration takes place instantaneously, and anything created by it persists after the spell."]}]}]],[["A horizontal line follows saving throws and duration, and the effects of the spell are described after this line. This section might also detail the possible results of a saving throw: critical success, success, failure, and critical failure."]],[[{"type":"pf2-options","skipSort":true,"noColon":true,"items":[{"name":"Heightened (level)","entries":["If the spell has special effects when heightened, those effects appear at the end of the stat block."]}]}]]]}}],"data":{"quickref":3},"source":"CRB"},{"type":"section","page":408,"name":"Rituals","entries":[{"type":"pf2-h2","page":408,"name":"Casting Rituals","entries":["When you take charge of a ritual, you are its primary caster, and others assisting you are secondary casters. You can be a primary caster for a ritual even if you can't cast spells. You must know the ritual, and the ritual's spell level can be no higher than half your level rounded up.","You must also have the required proficiency rank in the skill used for the ritual's primary check (see Checks below), and as the primary caster, you must attempt this skill check to determine the ritual's effects. The primary skill check determines the tradition.","Rituals do not require spell slots to cast. You can heighten a ritual up to half your level rounded up, decided when the ritual is initiated. A ritual always takes at least 1 hour to perform, and often longer. While a ritual is a downtime activity, it's possible—albeit risky—to perform a ritual during exploration with enough uninterrupted time. A ritual's casting time is usually listed in days. Each day of casting requires 8 hours of participation in the ritual from all casters, with breaks during multiday rituals to allow rest. One caster can continue a multiday ritual, usually with some light chanting or meditation, while the other casters rest. All rituals require material, somatic, and verbal components throughout their casting time.",{"type":"pf2-h3","page":408,"name":"Learning Rituals","entries":["Learning a ritual does not count against any limits on spells in your spell repertoire or on any other normal spellcasting ability. Rituals are never common, though if you look hard, you can probably find someone who can perform an uncommon ritual for you. They may still be unwilling to teach it to you."],"source":"CRB"},{"type":"pf2-h3","page":408,"name":"Cost","entries":["A ritual's Cost entry lists valuable components required to cast the ritual. If a ritual doesn't have any such components, it won't have a Cost entry. The cost is consumed when you attempt the primary skill check. Costs are often presented as a base cost multiplied by the target's level and sometimes the spell's level. If the target's level is lower than 1, multiply the cost by 1 instead. Heightened versions that increase the base cost multiply it by the target's level or another value as appropriate. Most rituals that create permanent creatures, such as {@ritual create undead}, use costs based on the level of the spell, as presented on {@table creature creation rituals||Table 7–1}."],"source":"CRB"},{"type":"pf2-h3","page":408,"name":"Secondary Casters","entries":["Many rituals need additional secondary casters, who also don't need to be able to cast spells. Unlike a primary caster, a secondary caster doesn't need a minimum level or skill proficiency. The Secondary Casters entry, if present, indicates the minimum number of secondary casters required."],"source":"CRB"},{"type":"pf2-h3","page":408,"name":"Checks","entries":["At the ritual's culmination, you must attempt the skill check listed in the Primary Check entry to determine the ritual's outcome. Primary checks usually have a very hard DC for a level that's twice the ritual's spell level. As with other downtime activities, fortune and misfortune effects can't modify your checks for the ritual, nor can bonuses or penalties that aren't active throughout the process.","The GM can adjust the DCs of rituals, add or change primary or secondary checks, or even waive requirements to fit specific circumstances. For example, performing a ritual in a location where ley lines converge on the night of a new moon might make a normally difficult ritual drastically easier.",{"type":"data","tag":"table","name":"Creature Creation Rituals","source":"CRB"}],"source":"CRB"}],"data":{"quickrefIndex":true},"source":"CRB"},{"type":"pf2-h4","page":408,"name":"Secondary Checks","entries":["Often, a ritual requires secondary checks to represent aspects of its casting, usually with a standard DC for a level twice the ritual's spell level. A different secondary caster must attempt each secondary check. If there are more secondary casters than checks, the others don't attempt any.","Secondary casters attempt their checks before you attempt the primary check; no matter their results, the ritual proceeds to the primary check. Secondary checks affect the primary check depending on their results.",{"type":"successDegree","entries":{"Critical Success":"You gain a +2 circumstance bonus to the primary check.","Success":"No bonus or penalty.","Failure":"You take a –4 circumstance penalty to the primary check.","Critical Failure":"As failure, and you reduce the degree of success of the primary skill check by one step."}}],"data":{"quickrefIndex":true},"source":"CRB"},{"type":"pf2-h3","page":409,"name":"Effect","entries":["A ritual's effect depends on the result of the primary check.","If an effect lists a save DC, use your spell DC for the ritual's magic tradition (or 12 + your level + your highest mental ability modifier, if you don't have a spell DC)."],"data":{"quickrefIndex":true},"source":"CRB"},{"type":"pf2-h2","page":409,"name":"Rituals","entries":["{@note Please visit the {@filter rituals page|rituals||source=CRB} to view all Rituals.}"],"source":"CRB"}],"data":{"quickref":3},"source":"CRB"},{"type":"section","page":305,"name":"Saving Throws","entries":["Spells that require a target to attempt a save to resist some or all of the spell's effects have a Saving Throw entry. This entry presents the type of save for quick reference, and specific details appear in the spell description. Whenever a spell allows a saving throw, it uses the caster's spell DC.",{"type":"pf2-h3","page":305,"name":"Basic Saving Throws","entries":["If a spell's Saving Throw entry specifies a \"basic\" saving throw, the spell's potential effects all relate to the damage listed in the spell's description. The target takes no damage on a critical success, half damage on a success, full damage on a failure, or double damage on a critical failure. The rules for basic saving throws are found on page 449."],"source":"CRB"}],"data":{"quickref":3},"source":"CRB"},{"type":"section","page":305,"name":"Setting Triggers","entries":["If a spell is meant to respond only to certain events or under certain conditions—such as {@spell magic mouth}—it might require you to set a trigger. This is a simple sensory cue that causes the spell to activate. The spell activates as a reaction when the spell's sensor observes something that fits its trigger. Depending on the spell, the trigger might be the presence of a type of creature, such as \"red-haired dwarven women,\" or it could be an observed action, such as \"whenever someone enters the spell's area.\" Disguises and illusions fool the spell as long as they appear to match its parameters. For a spell to detect something visually, the spell's origin point must have line of sight. Darkness doesn't prevent this, but invisibility does, as does a successful {@skill Stealth} check to Hide (against the spell's DC). For auditory detection, line of sight isn't necessary, though the sound must be audible at the spell's origin point. A {@skill Stealth} check to Sneak can fool the sensor."],"data":{"quickref":3},"source":"CRB"},{"type":"section","page":305,"name":"Spell Attacks","entries":["Some spells require you to succeed at a spell attack roll to affect the target. This is usually because they require you to precisely aim a ray or otherwise make an accurate attack. A spell attack roll is compared to the target's AC.","Spell attack rolls benefit from any bonuses or penalties to attack rolls, including your multiple attack penalty, but not any special benefits or penalties that apply only to weapon or unarmed attacks. Spell attacks don't deal any damage beyond what's listed in the spell description.","In rare cases, a spell might have you make some other type of attack, such as a weapon Strike. Such attacks use the normal rules and attack bonus for that type of attack."],"data":{"quickref":3},"source":"CRB"},{"type":"section","page":298,"name":"Spell Slots","entries":["Characters of spellcasting classes can cast a certain number of spells each day; the spells you can cast in a day are referred to as spell slots. At 1st level, a character has only a small number of 1st-level spell slots per day, but as you advance in level, you gain more spell slots and new slots for higher-level spells. A spell's level indicates its overall power, from 1 to 10.",{"type":"pf2-h3","page":298,"name":"Prepared Spells","entries":["If you're a prepared spellcaster—such as a cleric, druid, or wizard—you must spend time each day preparing spells for that day. At the start of your daily preparations, you select a number of spells of different spell levels determined by your character level and class. Your spells remain prepared until you cast them or until you prepare spells again.","Each prepared spell is expended after a single casting, so if you want to cast a particular spell more than once in a day, you need to prepare that spell multiple times. The exceptions to this rule are spells with the cantrip trait; once you prepare a cantrip, you can cast it as many times as you want until the next time you prepare spells. See page 300 for more information on cantrips.","You might gain an ability that allows you to swap prepared spells or perform other aspects of preparing spells at different times throughout the day, but only your daily preparation counts for the purpose of effects that last until the next time you prepare spells."],"source":"CRB"},{"type":"pf2-h3","page":298,"name":"Spontaneous Spells","entries":["If you're a spontaneous spellcaster—such as a bard or a sorcerer—you choose which spell you're using a spell slot for at the moment you decide to cast it. This provides you with more freedom in your spellcasting, but you have fewer spells in your spell repertoire, as determined by your character level and class. When you make your daily preparations, all your spell slots are refreshed, but you don't get to change the spells in your repertoire."],"source":"CRB"},{"type":"pf2-red-box","page":299,"name":"Magical Traditions","entries":["Spellcasters cast spells from one of four different spell list, each representing a different magical tradition: arcane, divine, occult, and primal.","Your class determines which tradition of magic your spells use. In some cases, such as when a cleric gains spells from their deity or when a sorcerer gets spells from their bloodline, you might be able to cast spells from a different spell list. In these cases, the spell uses your magic tradition, not the list the spell normally comes from. When you cast a spell, add your tradition's trait to the spell.","Some types of magic, such as that of most magic items, don't belong to any single tradition. These have the magical trait instead of a tradition trait.",{"type":"table","style":"pf2-box__table--red","rows":[["Arcane","Divine","Occult","Primal"],["Arcane spellcasters use logic and rationality to categorize the magic inherent in the world around them. Because of its far-reaching approach, the arcane tradition has the broadest spell list, though it's generally poor at affecting the spirit or the soul. Wizards are the most iconic arcane spellcasters, poring over tomes and grimoires, though arcane sorcerers study the secrets of their blood to unlock the power within themselves.","The power of the divine is steeped in faith, the unseen, and belief in a power source from beyond the Material Plane. Clerics are the most iconic divine spellcasters, beseeching the gods to grant them their magic. Divine sorcerers can use the blood of their celestial or fiendish ancestors as a divine conduit, and champions call upon their gods to grant them martial prowess through divine guidance.","The practitioners of occult traditions seek to understand the unexplainable, categorize the bizarre, and otherwise access the ephemeral in a systematic way. Bards are the most iconic occult spellcasters, collecting strange esoterica and using their performances to influence the mind or elevate the soul, and occult sorcerers strive to understand the mysterious power in their blood.","An instinctual connection to and faith in the world, the cycle of day and night, theturning of the seasons, and the natural selection of predator and prey drive the primal tradition. Druids are the most iconic primal spellcasters, calling upon the magic of nature through deep faith and a connection to the plants and animals around them, and primal sorcerers call upon their fey or beast blood to harness the same natural energies."]]}],"source":"CRB"},{"type":"pf2-h3","page":299,"name":"Heightened Spells","entries":["Both prepared and spontaneous spellcasters can cast a spell at a higher spell level than that listed for the spell.","This is called heightening the spell. A prepared spellcaster can heighten a spell by preparing it in a higher-level slot than its normal spell level, while a spontaneous spellcaster can heighten a spell by casting it using a higher-level spell slot, so long as they know the spell at that level (see Heightened Spontaneous Spells below). When you heighten your spell, the spell's level increases to match the higher level of the spell slot you've prepared it in or used to cast it. This is useful for any spell, because some effects, such as counteracting, depend on the spell's level.","In addition, many spells have additional specific benefits when they are heightened, such as increased damage. These extra benefits are described at the end of the spell's stat block. Some heightened entries specify one or more levels at which the spell must be prepared or cast to gain these extra advantages. Each of these heightened entries states specifically which aspects of the spell change at the given level. Read the heightened entry only for the spell level you're using or preparing; if its benefits are meant to include any of the effects of a lower-level heightened entry, those benefits will be included in the entry.","Other heightened entries give a number after a plus sign, indicating that heightening grants extra advantages over multiple levels. The listed effect applies for every increment of levels by which the spell is heightened above its lowest spell level, and the benefit is cumulative. For example, {@spell fireball} says \"{@b Heightened (+1)} The damage increases by 2d6.\" Because {@spell fireball} deals {@damage 6d6} fire damage at 3rd level, a 4th-level {@spell fireball} would deal {@dice 8d6} fire damage, a 5th-level spell would deal {@dice 10d6} fire damage, and so on.",{"type":"pf2-h4","page":299,"name":"Heightened Spontaneous Spells","entries":["If you're a spontaneous spellcaster, you must know a spell at the specific level that you want to cast it in order to heighten it. You can add a spell to your spell repertoire at more than a single level so that you have more options when casting it. For example, if you added {@spell fireball} to your repertoire as a 3rd-level spell and again as a 5th-level spell, you could cast it as a 3rd-level or a 5th-level spell; however, you couldn't cast it as a 4th-level spell.","Many spontaneous spellcasting classes provide abilities like the signature spells class feature, which allows you to cast a limited number of spells as heightened versions even if you know the spell at only a single level."],"source":"CRB"}],"source":"CRB"},{"type":"pf2-red-box","page":299,"name":"The Four Essences","entries":["Spells that affect certain physical or metaphysical forces tend to be grouped into particular magical traditions. Scholars of magic widely agree that all of existence is composed of some combination of four essences, though they disagree on the names and particular qualities of each essence.","The following entries discuss each essence and the traditions and spell schools relevant to it; for instance, evocation spells tend to manipulate matter. The abjuration school is an unusual case, as abjuration spells draw upon different essences depending on who they are warding and what they are protecting against.",{"type":"table","style":"pf2-box__table--red","rows":[["Matter","Spirit","Mind","Life"],["Also called body, material essence, or physical essence, matter is the fundamental building block that makes up all physical things in the universe. The arcane and primal traditions are especially attuned toward manipulating and shaping matter. Spells that are used to create or alter matter most often come from the conjuration, evocation, or transmutation schools.","Also called soul, ethereal essence, or spiritual essence, spirit is an otherworldly building block that makes up a being's immaterial and immortal self. The spirit travels through the Ethereal Plane and into the Great Beyond after the death of the physical body. The spirit is most easily affected by divine and occult spells. Spirit spells are usually of the divination or necromancy schools.","Also called thought or astral essence, the mind essence allows thinking creatures to have rational thoughts, ideas, plans, logic, and memories. Mind touches even nonsapient creatures like animals, though in a more limited capacity. Arcane and occult casters usually excel at mind spells. Spells that use mind essence are usually found in the divination, enchantment, and illusion schools.","Also called heart, faith, instinct, or vital essence, life represents the animating universal force within all things. Whereas matter provides the base materials for a body, life keeps it alive and well. This essence is responsible for unconscious responses and belief, such as ancestral instincts and divine guidance. The divine and primal traditions hold power over life. Life spells are usually necromancy."]]}],"source":"CRB"}],"data":{"quickref":3},"source":"CRB"},{"type":"section","page":306,"name":"Walls","entries":["Spells that create walls list the depth, length, and height of the wall, also specifying how it can be positioned. Some walls can be shaped; you can manipulate the wall into a form other than a straight line, choosing its contiguous path square by square. The path of a shaped wall can't enter the same space more than once, but it can double back so one section is adjacent to another section of the wall."],"data":{"quickref":3},"source":"CRB"}]},{"type":"entries","entries":[{"type":"section","page":461,"name":"Actions","entries":["You affect the world around you primarily by using actions, which produce effects. Actions are most closely measured and restricted during the encounter mode of play, but even when it isn't important for you to keep strict track of actions, they remain the way in which you interact with the game world. There are four types of actions: single actions, activities, reactions, and free actions.","{@b Single actions} can be completed in a very short time. They're self-contained, and their effects are generated within the span of that single action. During an encounter, you get 3 actions at the beginning of your turn, which you can use as described on page 468.","{@b Activities} usually take longer and require using multiple actions, which must be spent in succession. Stride is a single action, but Sudden Charge is an activity in which you use both the Stride and Strike actions to generate its effect.","{@b Reactions} have triggers, which must be met for you to use the reaction. You can use a reaction anytime its trigger is met, whether it's your turn or not. In an encounter, you get 1 reaction each round, which you can use as described on page 468. Outside of encounters, your use of reactions is more flexible and up to the GM. Reactions are usually triggered by other creatures or by events outside your control.","{@b Free actions} don't cost you any of your actions per turn, nor do they cost your reaction. A free action with no trigger follows the same rules as a single action (except the action cost), and a free action with a trigger follows the same rules as a reaction (except the reaction cost).",{"type":"pf2-brown-box","page":461,"name":"ACTION ICON KEY","entries":["These icons appear in stat blocks as shorthand for each type of action.","{@as 1} Single Action","{@as 2} Two-Action Activity","{@as 3} Three-Action Activity","{@as R} Reaction","{@as F} Free Action"],"source":"CRB"},{"type":"pf2-h3","page":461,"name":"Activities","entries":["An activity typically involves using multiple actions to create an effect greater than you can produce with a single action, or combining multiple single actions to produce an effect that's different from merely the sum of those actions. In some cases, usually when spellcasting, an activity can consist of only 1 action, 1 reaction, or even 1 free action.","An activity might cause you to use specific actions within it. You don't have to spend additional actions to perform them—they're already factored into the activity's required actions. (See Subordinate Actions on page 462.) You have to spend all the actions of an activity at once to gain its effects. In an encounter, this means you must complete it during your turn. If an activity gets interrupted or disrupted in an encounter (page 462), you lose all the actions you committed to it.",{"type":"pf2-h4","page":461,"name":"Exploration and Downtime Activities","entries":["Outside of encounters, activities can take minutes, hours, or even days. These activities usually have the exploration or downtime trait to indicate they're meant to be used during these modes of play. You can often do other things off and on as you carry out these activities, provided they aren't significant activities of their own. For instance, if you're Repairing an item, you might move around to stretch your legs or have a brief discussion—but you couldn't also Decipher Writing at the same time.","If an activity that occurs outside of an encounter is interrupted or disrupted, as described in Disrupting Actions below, you usually lose the time you put in, but no additional time beyond that."],"source":"CRB"}],"source":"CRB"},{"type":"pf2-brown-box","page":462,"name":"IN-DEPTH ACTION RULES","entries":["These rules clarify some of the specifics of using actions.",{"type":"pf2-title","name":"Simultaneous Actions"},"You can use only one single action, activity, or free action that doesn't have a trigger at a time. You must complete one before beginning another. For example, the Sudden Charge activity states you must Stride twice and then Strike, so you couldn't use an Interact action to open a door in the middle of the movement, nor could you perform part of the move, make your attack, and then finish the move.","Free actions with triggers and reactions work differently. You can use these whenever the trigger occurs, even if the trigger occurs in the middle of another action.",{"type":"pf2-title","name":"Subordinate Actions"},"An action might allow you to use a simpler action—usually one of the Basic Actions on page 469—in a different circumstance or with different effects. This subordinate action still has its normal traits and effects, but is modified in any ways listed in the larger action. For example, an activity that tells you to Stride up to half your Speed alters the normal distance you can move in a Stride. The Stride would still have the move trait, would still trigger reactions that occur based on movement, and so on. The subordinate action doesn't gain any of the traits of the larger action unless specified. The action that allows you to use a subordinate action doesn't require you to spend more actions or reactions to do so; that cost is already factored in.","Using an activity is not the same as using any of its subordinate actions. For example, the quickened condition you get from the {@spell haste} spell lets you spend an extra action each turn to Stride or Strike, but you couldn't use the extra action for an activity that includes a Stride or Strike. As another example, if you used an action that specified, \"If the next action you use is a Strike,\" an activity that includes a Strike wouldn't count, because the next thing you are doing is starting an activity, not using the Strike basic action."],"source":"CRB"},{"type":"pf2-h3","page":462,"name":"Actions with Triggers","entries":["You can use free actions that have triggers and reactions only in response to certain events. Each such reaction and free action lists the trigger that must happen for you to perform it. When its trigger is satisfied—and {@i only} when it is satisfied—you can use the reaction or free action, though you don't have to use the action if you don't want to.","There are only a few basic reactions and free actions that all characters can use. You're more likely to gain actions with triggers from your class, feats, and magic items.",{"type":"pf2-h4","page":462,"name":"Limitations on Triggers","entries":["The triggers listed in the stat blocks of reactions and some free actions limit when you can use those actions. You can use only one action in response to a given trigger. For example, if you had a reaction and a free action that both had a trigger of \"your turn begins,\" you could use either of them at the start of your turn—but not both. If two triggers are similar, but not identical, the GM determines whether you can use one action in response to each or whether they're effectively the same thing. Usually, this decision will be based on what's happening in the narrative.","This limitation of one action per trigger is per creature; more than one creature can use a reaction or free action in response to a given trigger."],"source":"CRB"}],"source":"CRB"},{"type":"pf2-h3","page":462,"name":"Other Actions","entries":["Sometimes you need to attempt something not already covered by defined actions in the game. When this happens, the rules tell you how many actions you need to spend, as well any traits your action might have. For example, a spell that lets you switch targets might say you can do so \"by spending a single action, which has the {@trait concentrate}.\" Game masters can also use this approach when a character tries to do something that isn't covered in the rules."],"source":"CRB"},{"type":"pf2-h3","page":462,"name":"Gaining and Losing Actions","entries":["Conditions can change the number of actions you can use on your turn, or whether you can use actions at all. The slowed condition, for example, causes you to lose actions, while the quickened condition causes you to gain them.","Conditions are detailed in the appendix on pages 618–623.","Whenever you lose a number of actions—whether from these conditions or in any other way—you choose which to lose if there's any difference between them. For instance, the {@spell haste} spell makes you quickened, but it limits what you can use your extra action to do. If you lost an action while {@spell haste} was active, you might want to lose the action from haste first, since it's more limited than your normal actions.","Some effects are even more restrictive. Certain abilities, instead of or in addition to changing the number of actions you can use, say specifically that you can't use reactions. The most restrictive form of reducing actions is when an effect states that you can't act: this means you can't use any actions, or even speak. When you can't act, you don't regain your actions and reaction on your turn."],"source":"CRB"},{"type":"pf2-h3","page":462,"name":"Disrupting Actions","entries":["Various abilities and conditions, such as an Attack of Opportunity, can disrupt an action. When an action is disrupted, you still use the actions or reactions you committed and you still expend any costs, but the action's effects don't occur. In the case of an activity, you usually lose all actions spent for the activity up through the end of that turn. For instance, if you began a {@action Cast a Spell} activity requiring 3 actions and the first action was disrupted, you lose all 3 actions that you committed to that activity.","The GM decides what effects a disruption causes beyond simply negating the effects that would have occurred from the disrupted action. For instance, a Leap disrupted midway wouldn't transport you back to the start of your jump, and a disrupted item hand off might cause the item to fall to the ground instead of staying in the hand of the creature who was trying to give it away."],"source":"CRB"}],"data":{"quickref":4},"source":"CRB"},{"type":"section","page":457,"name":"Afflictions","entries":["Diseases and poisons are types of afflictions, as are curses and radiation. An affliction can infect a creature for a long time, progressing through different and often increasingly debilitating stages. The level of an affliction is the level of the monster, hazard, or item causing the affliction or, in the case of a spell, is listed in the affliction entry for that spell.",{"type":"pf2-h3","page":457,"name":"Format","entries":["Whether appearing in a spell, as an item, or within a creature's stat block, afflictions appear in the following format.",{"type":"pf2-h4","page":457,"name":"Name and Traits","entries":["The affliction's name is given first, followed by its traits in parentheses—including the trait for the type of affliction (curse, disease, poison, and so forth). If the affliction needs to have a level specified, it follows the parentheses, followed by any unusual details, such as restrictions on removing the conditions imposed by an affliction."],"source":"CRB"},{"type":"pf2-h4","page":457,"name":"Saving Throw","entries":["When you're first exposed to the affliction, you must attempt a saving throw against it. This first attempt to stave off the affliction is called the initial save. An affliction usually requires a Fortitude save, but the exact save and its DC are listed after the name and type of affliction. Spells that can poison you typically use the caster's spell DC.","On a successful initial saving throw, you are unaffected by that exposure to the affliction. You do not need to attempt further saving throws against it unless you are exposed to the affliction again.","If you fail the initial saving throw, after the affliction's onset period elapses (if applicable), you advance to stage 1 of the affliction and are subjected to the listed effect. On a critical failure, after its onset period (if applicable), you advance to stage 2 of the affliction and are subjected to that effect instead. The stages of an affliction are described below."],"source":"CRB"},{"type":"pf2-h4","page":458,"name":"Onset","entries":["Some afflictions have onset times. For these afflictions, once you fail your initial save, you don't gain the effects for the first stage of the affliction until the onset time has elapsed. If this entry is absent, you gain the effects for the first stage (or the second stage on a critical failure) immediately upon failing the initial saving throw."],"source":"CRB"},{"type":"pf2-h4","page":458,"name":"Maximum Duration","entries":["If an affliction lasts only a limited amount of time, it lists a maximum duration. Once this duration passes, the affliction ends. Otherwise, the affliction lasts until you succeed at enough saves to recover, as described in Stages below."],"source":"CRB"},{"type":"pf2-h4","page":458,"name":"Stages","entries":["An affliction typically has multiple stages, each of which lists an effect followed by an interval in parentheses. When you reach a given stage of an affliction, you are subjected to the effects listed for that stage.","At the end of a stage's listed interval, you must attempt a new saving throw. On a success, you reduce the stage by 1; on a critical success, you reduce the stage by 2. You are then subjected to the effects of the new stage. If the affliction's stage is ever reduced below stage 1, the affliction ends and you don't need to attempt further saves unless you're exposed to the affliction again.","On a failure, the stage increases by 1; on a critical failure, the stage increases by 2. You are then subjected to the effects listed for the new stage. If a failure or critical failure would increase the stage beyond the highest listed stage, the affliction instead repeats the effects of the highest stage."],"source":"CRB"}],"source":"CRB"},{"type":"pf2-h3","page":458,"name":"Conditions from Afflictions","entries":["An affliction might give you conditions with a longer or shorter duration than the affliction. For instance, if an affliction causes you to be drained but has a maximum duration of 5 minutes, you remain drained even after the affliction ends, as is normal for the drained condition. Or, you might succeed at the flat check to remove persistent damage you took from an ongoing affliction, but you would still need to attempt saves to remove the affliction itself, and failing one might give you new persistent damage."],"source":"CRB"},{"type":"pf2-h3","page":458,"name":"Multiple Exposures","entries":["Multiple exposures to the same curse or disease currently affecting you have no effect. For a poison, however, failing the initial saving throw against a new exposure increases the stage by 1 (or by 2 if you critically fail) without affecting the maximum duration. This is true even if you're within the poison's onset period, though it doesn't change the onset length."],"source":"CRB"},{"type":"pf2-h3","page":458,"name":"Virulent Afflictions","entries":["Afflictions with the {@trait virulent} trait are harder to remove.","You must succeed at two consecutive saves to reduce a virulent affliction's stage by 1. A critical success reduces a virulent affliction's stage by only 1 instead of by 2."],"source":"CRB"}],"data":{"quickref":4},"source":"CRB"},{"type":"section","page":443,"name":"Checks","entries":["When success isn't certain—whether you're swinging a sword at a foul beast, attempting to leap across a chasm, or straining to remember the name of the earl's second cousin at a soiree—you'll attempt a check. Pathfinder has many types of checks, from skill checks to attack rolls to saving throws, but they all follow these basic steps.",{"type":"list","style":"list-decimal","items":["Roll a d20 and identify the modifiers, bonuses, and penalties that apply.","Calculate the result.","Compare the result to the difficulty class (DC).","Determine the degree of success and the effect."]},"Checks and difficulty classes (DC) both come in many forms. When you swing your sword at that foul beast, you'll make an attack roll against its Armor Class, which is the DC to hit another creature. If you are leaping across that chasm, you'll attempt an {@skill Athletics} skill check with a DC based on the distance you are trying to jump. When calling to mind the name of the earl's second cousin, you attempt a check to {@action Recall Knowledge}. You might use either the Society skill or a Lore skill you have that's relevant to the task, and the DC depends on how common the knowledge of the cousin's name might be, or how many drinks your character had when they were introduced to the cousin the night before.","No matter the details, for any check you must roll the d20 and achieve a result equal to or greater than the DC to succeed. Each of these steps is explained below.",{"type":"pf2-h3","page":444,"name":"Step 1: Roll D20 and Identify The Modifiers, Bonuses, and Penalties That Apply","entries":["Start by rolling your d20. You'll then identify all the relevant modifiers, bonuses, and penalties that apply to the roll. A {@b modifier} can be either positive or negative, but a {@b bonus} is always positive, and a {@b penalty} is always negative.","The sum of all the modifiers, bonuses, and penalties you apply to the d20 roll is called your total modifier for that statistic.","Nearly all checks allow you to add an {@b ability modifier} to the roll. An ability modifier represents your raw capabilities and is derived from an ability score, as described on page 20. Exactly which ability modifier you use is determined by what you're trying to accomplish. Usually a sword swing applies your Strength modifier, whereas remembering the name of the earl's cousin uses your Intelligence modifier.","When attempting a check that involves something you have some training in, you will also add your {@b bonus}. This bonus depends on your proficiency rank:","untrained, trained, expert, master, or legendary. If you're untrained, your bonus is +0—you must rely on raw talent and any bonuses from the situation. Otherwise, the bonus equals your character's level plus a certain amount depending on your rank. If your proficiency rank is trained, this bonus is equal to your level + 2, and higher proficiency ranks further increase the amount you add to your level.",{"type":"table","colStyles":["text-center","text-center"],"rows":[["Proficiency Rank","Proficiency Bonus"],["Untrained","0"],["Trained","Your level + 2"],["Expert","Your level + 4"],["Master","Your level + 6"],["Legendary","Your level + 8"]]},"There are three other types of bonus that frequently appear: circumstance bonuses, item bonuses, and status bonuses. If you have different types of bonus that would apply to the same roll, you'll add them all. But if you have multiple bonuses of the same type, you can use only the highest bonus on a given roll—in other words, they don't \"stack.\" For instance, if you have both a proficiency bonus and an item bonus, you add both to your d20 result, but if you have two item bonuses that could apply to the same check, you add only the higher of the two.","{@b Circumstance bonuses} typically involve the situation you find yourself in when attempting a check. For instance, using Raise a Shield with a buckler grants you a +1 circumstance bonus to AC. Being behind cover grants you a +2 circumstance bonus to AC. If you are both behind cover and Raising a Shield, you gain only the +2 circumstance bonus for cover, since they're the same type and the bonus from cover is higher.","{@b Item bonuses} are granted by some item that you are wearing or using, either mundane or magical. For example, armor gives you an item bonus to AC, while expanded alchemist's tools grant you an item bonus to {@skill Crafting} checks when making alchemical items.","{@b Status bonuses} typically come from spells, other magical effects, or something applying a helpful, often temporary, condition to you. For instance, the 3rd-level {@spell heroism} spell grants a +1 status bonus to attack rolls, {@skill Perception} checks, saving throws, and skill checks. If you were under the effect of {@spell heroism} and someone cast the {@spell bless} spell, which also grants a +1 status bonus on attacks, your attack rolls would gain only a +1 status bonus, since both spells grant a +1 status bonus to those rolls, and you only take the highest status bonus.","Penalties work very much like bonuses. You can have {@b circumstance penalties {@b status penalties}, and sometimes even {@b item penalties.} Like bonuses of the same type, you take only the worst all of various penalties of a given type. However, you can apply both a bonus and a penalty of the same type on a single roll. For example, if you had a +1 status bonus from a {@spell heroism} spell but a –2 status penalty from the sickened condition, you'd apply them both to your roll—so {@spell heroism} still helps even though you're feeling unwell.","Unlike bonuses, penalties can also be {@b untyped}, in which case they won't be classified as \"circumstance,\" \"item,\" or \"status.\" Unlike other penalties, you always add all your untyped penalties together rather than simply taking the worst one. For instance, when you use attack actions, you incur a multiple attack penalty on each attack you make on your turn after the first attack, and when you attack a target that's beyond your weapon's normal range increment, you incur a range penalty on the attack.","Because these are both untyped penalties, if you make multiple attacks at a faraway target, you'd apply both the multiple attack penalty and the range penalty to your roll.","Once you've identified all your various modifiers, bonuses, and penalties, you move on to the next step."],"source":"CRB"},{"type":"pf2-h3","page":445,"name":"Step 2: Calculate the Result","entries":["This step is simple. Add up all the various modifiers, bonuses, and penalties you identified in Step 1—this is your total modifier. Next add that to the number that came up on your d20 roll. This total is your check result."],"source":"CRB"},{"type":"pf2-h3","page":445,"name":"Step 3: Compare the Result to the DC","entries":["This step can be simple, or it can create suspense. Sometimes you'll know the {@b Difficulty Class} ({@b DC}) of your check. In these cases, if your result is equal to or greater than the DC, you succeed! If your roll anything less than the DC, you fail.","Other times, you might not know the DC right away. Swimming across a river would require an {@skill Athletics} check, but it doesn't have a specified DC—so how will you know if you succeed or fail? You call out your result to the GM and they will let you know if it is a success, failure, or otherwise. While you might learn the exact DC through trial and error, DCs sometimes change, so asking the GM whether a check is successful is the best way to determine whether or not you have met or exceeded the DC.",{"type":"pf2-h4","page":445,"name":"Calculating DCs","entries":["Whenever you attempt a check, you compare your result against a DC. When someone or something else attempts a check against you, rather than both forces rolling against one another, the GM (or player, if the opponent is another PC) compares their result to a fixed DC based on your relevant statistic. Your DC for a given statistic is 10 + the total modifier for that statistic."],"source":"CRB"}],"source":"CRB"},{"type":"pf2-h3","page":445,"name":"Step 4: Determine the Degree of Success and Effect","entries":["Many times, it's important to determine not only if you succeed or fail, but also how spectacularly you succeed or fail. Exceptional results—either good or bad—can cause you to critically succeed at or critically fail a check.","You critically succeed at a check when a check's result meets or exceeds the DC by 10 or more. If the check is an attack roll, this is sometimes called a critical hit. You can also critically fail a check. The rules for critical failure—sometimes called a fumble—are the same as those for a critical success, but in the other direction: if you fail a check by 10 or more, that's a critical failure.","If you rolled a 20 on the die (a \"natural 20\"), your result is one degree of success better than it would be by numbers alone. If you roll a 1 on the d20 (a \"natural 1\"), your result is one degree worse. This means that a natural 20 usually results in a critical success and natural 1 usually results in a critical failure. However, if you were going up against a very high DC, you might get only a success with a natural 20, or even a failure if 20 plus your total modifier is 10 or more below the DC. Likewise, if your modifier for a statistic is so high that adding it to a 1 from your d20 roll exceeds the DC by 10 or more, you can succeed even if you roll a natural 1! If a feat, magic item, spell, or other effect does not list a critical success or critical failure, treat is as an ordinary success or failure instead.","Some other abilities can change the degree of success for rolls you get. When resolving the effect of an ability that changes your degree of success, always apply the adjustment from a natural 20 or natural 1 before anything else."],"source":"CRB"}],"data":{"quickref":4},"source":"CRB"},{"type":"section","page":467,"name":"Concealment and Invisibility","entries":["The concealed and invisible conditions reflect certain circumstances that can make a creature harder to see.",{"type":"pf2-h4","page":467,"name":"Concealed","entries":["This condition protects a creature if it's in mist, within dim light, or amid something else that obscures sight but does not provide a physical barrier to effects. An effect or type of terrain that describes an area of concealment makes all creatures within it concealed.","When you target a creature that's {@condition concealed} from you, you must attempt a DC {@flatDC 5} flat check before you roll to determine your effect. If you fail, you don't affect the target. the {@condition concealed} condition doesn't change which of the main categories of detection apply to the creature. A creature in a light fog bank is still observed even though it's concealed."],"source":"CRB"},{"type":"pf2-h4","page":467,"name":"Invisible","entries":["A creature with the invisible condition (by way of an {@spell invisibility} spell or {@item invisibility potion}, for example) is automatically {@condition undetected} to any creatures relying on sight as their only precise sense. Precise senses other than sight ignore the invisible condition.","You can use the {@action Seek} basic action to attempt to figure out an {@condition invisible} creature's location, making it instead only {@condition hidden} from you. This lasts until the {@condition invisible} creature successfully uses {@action Sneak} to become {@condition undetected} again. If you're already {@condition observed||observing} a creature when it becomes {@condition invisible}, it starts out {@condition hidden}, since you know where it was when it became {@condition invisible}, though it can then {@action Sneak} to become {@condition undetected}.","Other effects might make an {@condition invisible} creature hidden or even observed but concealed. For instance, if you were tracking an invisible creature's footprints through the snow, the footprints would make it hidden.","Similarly, throwing a net over an {@condition invisible} creature would make it {@condition observed} but {@condition concealed} for as long as the net is on the creature."],"source":"CRB"}],"data":{"quickref":4},"source":"CRB"},{"type":"section","page":618,"name":"Condition Values","entries":["Some conditions have a numerical value, called a condition value, indicated by a numeral following the condition. This value conveys the severity of a condition, and such conditions often give you a bonus or penalty equal to their value. These values can often be reduced by skills, spells, or simply waiting. If a condition value is ever reduced to 0, the condition ends."],"data":{"quickref":4},"source":"CRB"},{"type":"section","page":453,"name":"Conditions","entries":["The results of various checks might apply conditions to you or, less often, an item. Conditions change your state of being in some way. You might be gripped with fear or made faster by a spell or magic item. One condition represents what happens when a creature successfully drains your blood or life essence, while others represent creatures' attitudes toward you and how they interact with you.","Conditions are persistent; when you're affected by a condition, its effects last until the stated duration ends, the condition is removed, or terms dictated in the condition cause it to end. The rules for conditions are summarized on page 454 and described in full on pages 618–623.",{"type":"pf2-brown-box","name":"CONDITIONS","entries":["These conditions appear often in the game and are defined in detail in the Conditions Appendix on pages 618–623. Here's a brief summary of each.","{@b {@condition Blinded}:} You're unable to see.","{@b {@condition Broken}:} This item can't be used for its normal function until repaired.","{@b {@condition Clumsy}:} You can't move as easily or gracefully as usual.","{@b {@condition Concealed}:} Fog or similar obscuration makes you difficult to see and target.","{@b {@condition Confused}:} You attack indiscriminately.","{@b {@condition Controlled}:} Another creature determines your actions.","{@b {@condition Dazzled}:} Everything is {@condition concealed} to you.","{@b {@condition Deafened}:} You're unable to hear.","{@b {@condition Doomed}:} With your soul in peril, you are now closer to death.","{@b {@condition Drained}:} Blood loss or something similar has leached your vitality.","{@b {@condition Dying}:} You're slipping closer to death.","{@b {@condition Encumbered}:} You're carrying more weight than you can manage.","{@b {@condition Enfeebled}:} Your strength has been sapped away.","{@b {@condition Fascinated}:} You are compelled to focus your attention on something.","{@b {@condition Fatigued}:} Your defenses are lower and you can't focus while exploring.","{@b {@condition Flat-Footed}:} You're unable to defend yourself to your full capability.","{@b {@condition Fleeing}:} You must run away.","{@b {@condition Friendly}:} An NPC with this condition has a good attitude toward you.","{@b {@condition Frightened}:} Fear makes you less capable of attacking and defending.","{@b {@condition Grabbed}:} A creature, object, or magic holds you in place.","{@b {@condition Helpful}:} An NPC with this condition wants to assist you.","{@b {@condition Hidden}:} A creature you're {@condition hidden} from knows your location but can't see you.","{@b {@condition Hostile}:} An NPC with this condition wants to harm you.","{@b {@condition Immobilized}:} You can't move.","{@b {@condition Indifferent}:} An NPC with this condition doesn't have a strong opinion about you.","{@b {@condition Invisible}:} Creatures can't see you.","{@b {@condition Observed}:} You're in plain view.","{@b {@condition Paralyzed}:} You body is frozen in place.","{@b {@condition Persistent Damage|CRB|Persistent Damage}:} You keep taking damage every round.","{@b {@condition Petrified}:} You've been turned to stone.","{@b {@condition Prone}:} You're lying on the ground and easier to attack.","{@b {@condition Quickened}:} You get an extra action each turn.","{@b {@condition Restrained}:} You're tied up and can't move, or a grappling creature has you pinned.","{@b {@condition Sickened}:} You're sick to your stomach.","{@b {@condition Slowed}:} You lose actions each turn.","{@b {@condition Stunned}:} You can't use actions.","{@b {@condition Stupefied}:} Your can't access your full mental faculties, and you have trouble casting spells.","{@b {@condition Unconscious}:} You're asleep or knocked out.","{@b {@condition Undetected}:} A creature you're {@condition undetected} by doesn't know where you are.","{@b {@condition Unfriendly}:} An NPC with this condition doesn't like you.","{@b {@condition Unnoticed}:} A creature is entirely unaware you're present.","{@b {@condition Wounded}:} You've been brought back from the brink of death but haven't fully recovered."]}],"data":{"quickref":4},"source":"CRB"},{"type":"section","page":458,"name":"Counteracting","entries":["Some effects try to counteract spells, afflictions, conditions, or other effects. Counteract checks compare the power of two forces and determine which defeats the other. Successfully counteracting an effect ends it unless noted otherwise.","When attempting a counteract check, add the relevant skill modifier or other appropriate modifier to your check against the target's DC. If you're counteracting an affliction, the DC is in the affliction's stat block. If it's a spell, use the caster's DC. The GM can also calculate a DC based on the target effect's level. For spells, the counteract check modifier is your spellcasting ability modifier plus your spellcasting proficiency bonus, plus any bonuses and penalties that specifically apply to counteract checks. What you can counteract depends on the check result and the target's level. If an effect is a spell, its level is the counteract level.","Otherwise, halve its level and round up to determine its counteract level. If an effect's level is unclear and it came from a creature, halve and round up the creature's level.",{"type":"successDegree","entries":{"Critical Success":"Counteract the target if its counteract level is no more than 3 levels higher than your effect's counteract level.","Success":"Counteract the target if its counteract level is no more than 1 level higher than your effect's counteract level.","Failure":"Counteract the target if its counteract level is lower than your effect's counteract level.","Critical Failure":"You fail to counteract the target."}}],"data":{"quickref":4},"source":"CRB"},{"type":"section","page":477,"name":"Cover","entries":["When you're behind an obstacle that could block weapons, guard you against explosions, and make you harder to detect, you're behind cover. Standard cover gives you a +2 circumstance bonus to AC, to Reflex saves against area effects, and to {@skill Stealth} checks to {@action Hide}, {@action Sneak}, or otherwise avoid detection. You can increase this to greater cover using the {@action Take Cover} basic action, increasing the circumstance bonus to +4. If cover is especially light, typically when it's provided by a creature, you have lesser cover, which grants a +1 circumstance bonus to AC. A creature with standard cover or greater cover can attempt to use {@skill Stealth} to {@action Hide}, but lesser cover isn't sufficient.",{"type":"table","colStyles":["text-center","text-center","text-center"],"rows":[["Type of Cover","Bonus","Can Hide"],["Lesser","+1 to AC","No"],["Standard","+2 to AC, Reflex, {@skill Stealth}","Yes"],["Greater","+4 to AC, Reflex, {@skill Stealth}","Yes"]]},"Cover is relative, so you might simultaneously have cover against one creature and not another. Cover applies only if your path to the target is partially blocked. If a creature is entirely behind a wall or the like, you don't have {@quickref line of effect||3|line of effect} and typically can't target it at all.","Usually, the GM can quickly decide whether your target has cover. If you're uncertain or need to be more precise, draw a line from the center of your space to the center of the target's space. If that line passes through any terrain or object that would block the effect, the target has standard cover (or greater cover if the obstruction is extreme or the target has {@action Take Cover||Taken Cover}). If the line passes through a creature instead, the target has lesser cover. When measuring cover against an area effect, draw the line from the effect's point of origin to the center of the creature's space.",{"type":"pf2-h4","page":477,"name":"Cover and Large Creatures","entries":["If a creature between you and a target is two or more sizes larger than both you and your target, that creature's space blocks the effect enough to provide standard cover instead of lesser cover. The GM might determine that a creature doesn't gain cover from terrain that it's significantly larger than. For example, a Huge dragon probably wouldn't receive any benefit from being behind a 1-foot-wide pillar."],"source":"CRB"},{"type":"pf2-h4","page":477,"name":"Special Circumstances","entries":["Your GM might allow you to overcome your target's cover in some situations. If you're right next to an arrow slit, you can shoot without penalty, but you have greater cover against someone shooting back at you from far away. Your GM might let you reduce or negate cover by leaning around a corner to shoot or the like. This usually takes an action to set up, and the GM might measure cover from an edge or corner of your space instead of your center."],"source":"CRB"}],"data":{"quickref":4},"source":"CRB"},{"type":"section","page":450,"name":"Damage","entries":["In the midst of combat, you attempt checks to determine if you can damage your foe with weapons, spells, or alchemical concoctions. On a successful check, you hit and deal damage. Damage decreases a creature's Hit Points on a 1-to-1 basis (so a creature that takes 6 damage loses 6 Hit Points). The full rules can be found in the Hit Points, Healing, and Dying section on page 459.","Damage is sometimes given as a fixed amount, but more often than not you'll make a damage roll to determine how much damage you deal. A damage roll typically uses a number and type of dice determined by the weapon or unarmed attack used or the spell cast, and it is often enhanced by various modifiers, bonuses, and penalties.","Like checks, a damage roll—especially a melee weapon damage roll—is often modified by a number of modifiers, penalties, and bonuses. When making a damage roll, you take the following steps, explained in detail below.",{"type":"list","style":"list-decimal","items":["Roll the dice indicated by the weapon, unarmed attack, or spell, and apply the modifiers, bonuses, and penalties that apply to the result of the roll.","Determine the damage type.","Apply the target's immunities, weaknesses, and resistances to the damage.","If any damage remains, reduce the target's Hit Points by that amount."]},{"type":"pf2-h3","page":450,"name":"Step 1: Roll The Damage Dice and Apply Modifiers, Bonuses, and Penalties","entries":["Your weapon, unarmed attack, spell, or sometimes even a magic item determines what type of dice you roll for damage, and how many. For instance, if you're using a normal longsword, you'll roll {@dice 1d8}. If you're casting a 3rd-level {@spell fireball} spell, you'll roll {@dice 6d6}. Sometimes, especially in the case of weapons, you'll apply modifiers, bonuses, and penalties to the damage.","When you use melee weapons, unarmed attacks, and thrown ranged weapons, the most common modifier you'll add to damage is your Strength ability modifier. Weapons with the propulsive trait sometimes add half your Strength modifier. You typically do not add an ability modifier to spell damage, damage from most ranged weapons, or damage from alchemical bombs and similar items.","As with checks, you might add circumstance, status, or item bonuses to your damage rolls, but if you have multiple bonuses of the same type, you add only the highest bonus of that type. Again like checks, you may also apply circumstance, status, item, and untyped penalties to the damage roll, and again you apply only the greatest penalty of a specific type but apply all untyped penalties together.","Use the formulas below.",{"type":"pf2-inset","entries":["Melee damage roll = damage die of weapon or unarmed attack + Strength modifier + bonuses + penalties"]},{"type":"pf2-inset","entries":["Ranged damage roll = damage die of weapon + Strength modifier for thrown weapons + bonuses + penalties"]},{"type":"pf2-inset","entries":["Spell (and similar effects) damage roll = damage die of the effect + bonuses + penalties"]},"If the combined penalties on an attack would reduce the damage to 0 or below, you still deal 1 damage.",{"type":"pf2-h4","page":451,"name":"Increasing Damage","entries":["In some cases, you increase the number of dice you roll when making weapon damage rolls. Magic weapons etched with the {@item striking} rune can add one or more weapon damage dice to your damage roll. These extra dice are the same die size as the weapon's damage die. At certain levels, most characters gain the ability to deal extra damage from the weapon specialization class feature."],"source":"CRB"},{"type":"pf2-h4","page":451,"name":"Persistent Damage","entries":["Persistent damage is a condition that causes damage to recur beyond the original effect. Unlike with normal damage, when you are subject to persistent damage, you don't take it right away. Instead, you take the specified damage at the end of your turns, after which you attempt a DC {@flatDC 15} flat check to see if you recover from the persistent damage.","Like normal damage, it can be doubled or halved based on the results of an attack roll or saving throw.","See the Conditions Appendix on pages 618–623 for the complete rules regarding the persistent damage condition."],"source":"CRB"},{"type":"pf2-h4","page":451,"name":"Doubling and Halving Damage","entries":["Sometimes you'll need to halve or double an amount of damage, such as when the outcome of your Strike is a critical hit, or when you succeed at a basic Reflex save against a spell. When this happens, you roll the damage normally, adding all the normal modifiers, bonuses, and penalties. Then you double or halve the amount as appropriate (rounding down if you halved it). The GM might allow you to roll the dice twice and double the modifiers, bonuses, and penalties instead of doubling the entire result, but this usually works best for singletarget attacks or spells at low levels when you have a small number of damage dice to roll. Benefits you gain specifically from a critical hit, like the {@item flaming} weapon rune's persistent fire damage or the extra damage die from the fatal weapon trait, aren't doubled."],"source":"CRB"}],"source":"CRB"},{"type":"pf2-h3","page":451,"name":"Step 2: Determine The Damage Type","entries":["Once you've calculated how much damage you deal, you'll need to determine the damage type. There are many types of damage and sometimes certain types are applied in different ways. The smack of a club deals bludgeoning damage. The stab of a spear deals piercing damage. The staccato crack of a {@spell lightning bolt} spell deals electricity damage. Sometimes you might apply precision damage, dealing more damage for hitting a creature in a vulnerable spot or when the target is somehow vulnerable. The damage types are described on page 452.",{"type":"pf2-h4","page":451,"name":"Damage Types and Traits","entries":["When an attack deals a type of damage, the attack action gains that trait. For example, the {@action Strike||Strikes} and attack actions you use wielding a sword when its {@item flaming} rune is active gain the fire trait, since the rune gives the weapon the ability to deal fire damage."],"source":"CRB"},{"type":"pf2-brown-box","name":"DAMAGE TYPES","entries":["Damage has a number of different types and categories, which are described below.",{"type":"pf2-title","name":"Physical Damage"},"Damage dealt by weapons, many physical hazards, and a handful of spells is collectively called physical damage. The main types of physical damage are bludgeoning, piercing, and slashing. {@b Bludgeoning damage} comes from weapons and hazards that deal blunt-force trauma, like a hit from a club or being dashed against rocks. {@b Piercing damage} is dealt from stabs and punctures, whether from a dragon's fangs or the thrust of a spear. {@b Slashing damage} is delivered by a cut, be it the swing of the sword or the blow from a scythe blades trap.","Ghosts and other incorporeal creatures have a high resistance to physical attacks that aren't magical (attacks that lack the magical trait). Furthermore, most incorporeal creatures have additional, though lower, resistance to magical physical damage (such as damage dealt from a mace with the magical trait) and most other damage types.",{"type":"pf2-title","name":"Energy Damage"},"Many spells and other magical effects deal energy damage. Energy damage is also dealt from effects in the world, such as the biting cold of a blizzard to a raging forest fire. The main types of energy damage are acid, cold, electricity, fire, and sonic. {@b Acid damage} can be delivered by gases, liquids, and certain solids that dissolve flesh, and sometimes harder materials. {@b Cold damage} freezes material by way of contact with chilling gases and ice. {@b Electricity Damage} comes from the discharge of powerful lightning and sparks. {@b Fire damage} burns through heat and combustion. {@b Sonic damage} assaults matter with high-frequency vibration and sound waves. Many times, you deal energy damage by casting magic spells, and doing so is often useful against creatures that have immunities or resistances to physical damage.","Two special types of energy damage specifically target the living and the undead. Positive energy often manifests as healing energy to living creatures but can create {@b positive damage} that withers undead bodies and disrupts and injures incorporeal undead. Negative energy often revivifies the unnatural, unliving power of undead, while manifesting as {@b negative damage} that gnaws at the living.","Powerful and pure magical energy can manifest itself as {@b force damage}. Few things can resist this type of damage—not even incorporeal creatures such as ghosts and wraiths.",{"type":"pf2-title","name":"Alignment Damage"},"Weapons and effects keyed to a particular alignment can deal {@b chaotic}, {@b evil}, {@b good}, or {@b lawful} damage. These damage types apply only to creatures that have the opposing alignment trait. Chaotic damage harms only lawful creatures, evil damage harms only good creatures, good damage harms only evil creatures, and lawful damage harms only chaotic creatures.",{"type":"pf2-title","name":"Mental Damage"},"Sometimes an effect can target the mind with enough psychic force to actually deal damage to the creature. When it does, it deals {@b mental damage}. Mindless creatures and those with only programmed or rudimentary intelligence are often immune to mental damage and effects.",{"type":"pf2-title","name":"Poison Damage"},"Venoms, toxins and the like can deal {@b poison damage}, which affects creatures by way of contact, ingestion, inhalation, or injury. In addition to coming from monster attacks, alchemical items, and spells, poison damage is often caused by ongoing afflictions, which follow special rules described on page 457.",{"type":"pf2-title","name":"Bleed Damage"},"Another special type of physical damage is {@b bleed damage}. This is persistent damage that represents loss of blood.","As such, it has no effect on nonliving creatures or living creatures that don't need blood to live. Weaknesses and resistances to physical damage apply. Bleed damage ends automatically if you're healed to your full Hit Points.",{"type":"pf2-title","name":"Precision Damage"},"Sometimes you are able to make the most of your attack through sheer precision. When you hit with an ability that grants you {@b precision damage}, you increase the attack's listed damage, using the same damage type, rather than tracking a separate pool of damage. For example, a non-magical dagger Strike that deals 1d6 precision damage from a rogue's sneak attack increases the piercing damage by 1d6.","Some creatures are immune to precision damage, regardless of the damage type; these are often amorphous creatures that lack vulnerable anatomy. A creature immune to precision damage would ignore the 1d6 precision damage in the example above, but it would still take the rest of the piercing damage from the Strike. Since precision damage is always the same type of damage as the attack it's augmenting, a creature that is resistant to physical damage, like a gargoyle, would resist not only the dagger's damage but also the precision damage, even though it is not specifically resistant to precision damage.",{"type":"pf2-title","name":"Precious Materials"},"While not their own damage category, precious materials can modify damage to penetrate a creature's resistances or take advantage of its weaknesses. For instance, silver weapons are particularly effective against lycanthropes and bypass the resistances to physical damage that most devils have."]}],"source":"CRB"},{"type":"pf2-h3","page":451,"name":"Step 3: Apply the Target's Immunities, Weaknesses, and Resistances","entries":["Defenses against certain types of damage or effects are called immunities or resistances, while vulnerabilities are called weaknesses. Apply immunities first, then weaknesses, and resistances third. Immunity, weakness, or resistance to an alignment applies only to damage of that type, not to damage from an attacking creature of that alignment.",{"type":"pf2-h4","page":451,"name":"Immunity","entries":["When you have immunity to a specific type of damage, you ignore all damage of that type. If you have immunity to a specific condition or type of effect, you can't be affected by that condition or any effect of that type. If you have immunity to effects with a certain trait (such as death effects, poison, or disease) you are unaffected by any effect with that trait. Often, an effect can be both a trait and a damage type (this is especially true in the case of energy damage types). In these cases, the immunity applies to the entire effect, not just the damage. You can still be targeted by an ability with an effect you are immune to; you just don't apply the effect. However, some complex effects might have parts that affect you even if you're immune to one of the effect's traits; for instance, a spell that deals both fire and acid damage can still deal acid damage to you even if you're immune to fire.","Immunity to critical hits works a little differently. When a creature immune to critical hits is critically hit by a Strike or other attack that deals damage, it takes normal damage instead of double damage. This does not make it immune to any other critical success effects of other actions that have the attack trait (such as {@action Grapple} and {@action Shove}).","Another exception is immunity to nonlethal attacks. If you are immune to nonlethal attacks, you are immune to all damage from attacks with the nonlethal trait, no matter what other type the damage has. For instance, a {@creature stone golem} has immunity to nonlethal attacks. This means that no matter how hard you hit it with your fist, you're not going to damage it—unless your fists don't have the {@trait nonlethal} trait, such as if you're a {@class monk}."],"source":"CRB"},{"type":"pf2-h4","page":453,"name":"Temporary Immunity","entries":["Some effects grant you immunity to the same effect for a set amount of time. If an effect grants you temporary immunity, repeated applications of that effect don't affect you for as long as the temporary immunity lasts. Unless the effect says it applies only to a certain creature's ability, it doesn't matter who created the effect. For example, the {@spell blindness} spell says, \"The target is temporarily immune to blindness for 1 minute.\" If anyone casts {@spell blindness} on that creature again before 1 minute passes, the spell has no effect.","Temporary immunity doesn't prevent or end ongoing effects of the source of the temporary immunity. For instance, if an ability makes you frightened and you then gain temporary immunity to the ability, you don't immediately lose the frightened condition due to the immunity you just gained—you simply don't become frightened if you're targeted by the ability again before the immunity ends."],"source":"CRB"},{"type":"pf2-h4","page":453,"name":"Weakness","entries":["If you have a weakness to a certain type of damage or damage from a certain source, that type of damage is extra effective against you. Whenever you would take that type of damage, increase the damage you take by the value of the weakness. For instance, if you are dealt 2d6 fire damage and have weakness 5 to fire, you take 2d6+5 fire damage.","If you have a weakness to something that doesn't normally deal damage, such as water, you take damage equal to the weakness value when touched or affected by it. If more than one weakness would apply to the same instance of damage, use only the highest applicable weakness value. This usually happens only when a monster is weak to both a type of physical damage and a given material."],"source":"CRB"},{"type":"pf2-h4","page":453,"name":"Resistance","entries":["If you have resistance to a type of damage, each time you take that type of damage, you reduce the amount of damage you take by the listed amount (to a minimum of 0 damage). Resistance can specify combinations of damage types or other traits. For instance, you might encounter a monster that's resistant to non-magical bludgeoning damage, meaning it would take less damage from bludgeoning attacks that weren't magical, but would take normal damage from your {@runeItem mace||+1 wepon potency|} (since it's magical) or a non-magical {@item spear} (since it deals piercing damage). A resistance also might have an exception. For example, resistance 10 to physical damage (except silver) would reduce any physical damage by 10 unless that damage was dealt by a silver weapon.","If you have more than one type of resistance that would apply to the same instance of damage, use only the highest applicable resistance value.","It's possible to have resistance to all damage. When an effect deals damage of multiple types and you have resistance to all damage, apply the resistance to each type of damage separately. If an attack would deal 7 slashing damage and 4 fire damage, resistance 5 to all damage would reduce the slashing damage to 2 and negate the fire damage entirely."],"source":"CRB"}],"source":"CRB"},{"type":"pf2-h3","page":453,"name":"Step 4: If Damage Remains, Reduce the Target's Hit Points","entries":["After applying the target's immunities, resistances, and weaknesses to the damage, whatever damage is left reduces the target's Hit Points on a 1-to-1 basis. More information about Hit Points can be found in the Hit Points, Healing, and Dying section on page 459.",{"type":"pf2-h4","page":453,"name":"Nonlethal Attacks","entries":["You can make a nonlethal attack in an effort to knock someone out instead of killing them (see Knocked Out and Dying on page 459). Weapons with the nonlethal trait (including fists) do this automatically. You take a –2 circumstance penalty to the attack roll when you make a nonlethal attack using a weapon that doesn't have the nonlethal trait. You also take this penalty when making a lethal attack using a nonlethal weapon.","Spells and other effects with the nonlethal trait that reduce a creature to 0 Hit Points knock the creature out instead of killing them."],"source":"CRB"}],"source":"CRB"}],"data":{"quickref":4},"source":"CRB"},{"type":"section","page":481,"name":"Downtime Mode","entries":["Downtime gives you time to rest fully, engage in crafting or a professional endeavor, learn new spells, retrain feats, or just have fun. You can sell items acquired during your adventures, buy new goods, and perform other activities as determined by your feats, your skills, and the settlement where you are spending the downtime.",{"type":"pf2-h2","page":481,"name":"Long-Term Rest","entries":["You can spend an entire day and night resting during downtime to recover Hit Points equal to your Constitution modifier (minimum 1) multiplied by twice your level."],"source":"CRB"},{"type":"pf2-h2","page":481,"name":"Retraining","entries":["Retraining offers a way to alter some of your character choices, which is helpful when you want to take your character in a new direction or change decisions that didn't meet your expectations. You can retrain feats, skills, and some selectable class features. You can't retrain your ancestry, heritage, background, class, or ability scores. You can't perform other downtime activities while retraining.","Retraining usually requires you to spend time learning from a teacher, whether that entails physical training, studying at a library, or falling into shared magical trances. Your GM determines whether you can get proper training or whether something can be retrained at all. In some cases, you'll have to pay your instructor.","Some abilities can be difficult or impossible to retrain (for instance, a sorcerer can retrain their bloodline only in extraordinary circumstances).","When retraining, you generally can't make choices you couldn't make when you selected the original option. For instance, you can't exchange a 2nd-level skill feat for a 4th-level one, or for one that requires prerequisites you didn't meet at the time you took the original feat. If you don't remember whether you met the prerequisites at the time, ask your GM to make the call. If you cease to meet the prerequisites for an ability due to retraining, you can't use that ability. You might need to retrain several abilities in sequence in order to get all the abilities you want.",{"type":"pf2-h3","page":481,"name":"Feats","entries":["You can spend a week of downtime retraining to swap out one of your feats. Remove the old feat and replace it with another of the same type. For example, you could swap a skill feat for another skill feat, but not for a wizard feat."],"source":"CRB"},{"type":"pf2-h3","page":481,"name":"Skills","entries":["You can spend a week of downtime retraining to swap out one of your skill increases. Reduce your proficiency rank in the skill losing its increase by one step and increase your proficiency rank in another skill by one step. The new proficiency rank has to be equal to or lower than the proficiency rank you traded away. For instance, if your bard is a master in {@skill Performance} and {@skill Stealth}, and an expert in {@skill Occultism}, you could reduce the character's proficiency in {@skill Stealth} to expert and become a master in {@skill Occultism}, but you couldn't reassign that skill increase to become legendary in {@skill Performance}. Keep track of your level when you reassign skill increases; the level at which your skill proficiencies changed can influence your ability to retrain feats with skill prerequisites.","You can also spend a week to retrain an initial trained skill you gained during character creation."],"source":"CRB"},{"type":"pf2-h3","page":481,"name":"Class Features","entries":["You can change a class feature that required a choice, making a different choice instead. This lets you change a druid order or a wizard school, for example. The GM will tell you how long this takes—always at least a month."],"source":"CRB"},{"type":"pf2-brown-box","page":481,"name":"SKILL DOWNTIME ACTIVITIES","entries":["Chapter 4: Skills includes several downtime activities, which are summarized here.","{@b {@action Craft}:} Using the {@skill Crafting} skill, you can create items from raw materials (page 244).","{@b {@action Create Forgery}:} You forge a document (page 251).","{@b {@action Earn Income}:} You earn money, typically using {@skill Crafting}, Lore, or {@skill Performance} (page 236).","{@b {@action Subsist}:} You find food and shelter in the wilderness or within a settlement (page 240).","{@b {@action Treat Disease}:} You spend time caring for a diseased creature in the hope of curing that creature (page 248)."],"source":"CRB"}],"source":"CRB"},{"type":"pf2-h2","page":481,"name":"Other Downtime Activities","entries":["Work with your GM if there are other ways you want to spend downtime. You might need to pay for your cost of living (the prices for this can be found on page 294).","You might acquire property, manage a business, become part of a guild or civic group, curry favor in a large city, take command of an army, take on an apprentice, start a family, or minister to a flock of the faithful."],"source":"CRB"}],"data":{"quickref":4},"source":"CRB"},{"type":"section","page":453,"name":"Effects","entries":["Anything you do in the game has an {@b effect}. Many of these outcomes are easy to adjudicate during the game.","If you tell the GM that you draw your sword, no check is needed, and the result is that your character is now holding a sword. Other times, the specific effect requires more detailed rules governing how your choice is resolved.","Many spells, magic items, and feats create specific effects, and your character will be subject to effects caused by monsters, hazards, the environment, and other characters.","While a check might determine the overall impact or strength of an effect, a check is not always part of creating an effect. Casting a {@spell fly} spell on yourself creates an effect that allows you to soar through the air, but casting the spell does not require a check. Conversely, using the Intimidate skill to Demoralize a foe does require a check, and your result on that check determines the effect's outcome.","The following general rules are used to understand and apply effects.",{"type":"pf2-h3","page":455,"name":"Duration","entries":["Most effects are discrete, creating an instantaneous effect when you let the GM know what actions you are going to use. Firing a bow, moving to a new space, or taking something out of your pack all resolve instantly. Other effects instead last for a certain duration. Once the duration has elapsed, the effect ends. The rules generally use the following conventions for durations, though spells have some special durations detailed on pages 304–305.","For an effect that lasts a number of rounds, the remaining duration decreases by 1 at the start of each turn of the creature that created the effect. This is common for beneficial effects that target you or your allies. Detrimental effects often last \"until the end of the target's next turn\" or \"through\" a number of their turns (such as \"through the target's next 3 turns\"), which means that the effect's duration decreases at the end of the creature's turn, rather than the start.","Instead of lasting a fixed number of rounds, a duration might end only when certain conditions are met (or cease to be true). If so, the effects last until those conditions are met."],"source":"CRB"},{"type":"pf2-h3","page":455,"name":"Range and Reach","entries":["Actions and other abilities that generate an effect typically work within a specified range or a reach. Most spells and abilities list a {@b range}—the maximum distance from the creature or object creating the effect in which the effect can occur.","Ranged and thrown weapons have a {@b range increment}.","Attacks with such weapons work normally up to that range. Attacks against targets beyond that range take a –2 penalty, which worsens by 2 for every additional multiple of that range, to a maximum of a –10 penalty after five additional range increments. Attacks beyond this range are not possible. For example, if you are using a shortbow, your attacks take no penalty against a target up to 60 feet away, a –2 penalty if a target is over 60 and up to 120 feet away, a –4 if a target is over 120 and up to 180 feet away, and so on, up to a maximum distance of 360 feet.","{@b Reach} is how far you can physically reach with your body or a weapon. Melee {@action Strike||Strikes} rely on reach. Your reach also creates an area around your space where other creatures could trigger your reactions. Your reach is typically 5 feet, but weapons with the reach trait can extend this. Larger creatures can have greater reach; for instance, an ogre has a 10-foot reach. Unlike with measuring most distances, 10-foot reach can reach 2 squares diagonally. Reach greater than 10 feet is measured normally; 20-foot reach can reach 3 squares diagonally, 25-foot reach can reach 4, and so on."],"source":"CRB"},{"type":"pf2-h3","page":455,"name":"Targets","entries":["Some effects require you to choose specific targets.","Targeting can be difficult or impossible if your chosen creature is undetected by you, if the creature doesn't match restrictions on who you can target, or if some other ability prevents it from being targeted.","Some effects require a target to be willing. Only you can decide whether your PC is willing, and the GM decides whether an NPC is willing. Even if you or your character don't know what the effect is, such as if your character is unconscious, you still decide if you're willing.","Some effects target or require an ally, or otherwise refer to an ally. This must be someone on your side, often another PC, but it might be a bystander you are trying to protect. You are not your own ally. If it isn't clear, the GM decides who counts as an ally or an enemy."],"source":"CRB"},{"type":"pf2-h3","page":456,"name":"Areas","entries":["Some effects occupy an area of a specified shape and size.","An area effect always has a point of origin and extends out from that point. There are four types of areas: emanations, bursts, cones, and lines. When you're playing in encounter mode and using a grid, areas are measured in the same way as movement (page 463), but areas' distances are never reduced or affected by {@quickref difficult terrain||3|terrain} or lesser cover (page 476). You can use the diagrams below as common reference templates for areas, rather than measuring squares each time. Many area effects describe only the effects on creatures in the area. The GM determines any effects to the environment and unattended objects.",{"type":"pf2-h4","page":456,"name":"Burst","entries":["A burst effect issues forth in all directions from a single corner of a square within the range of the effect, spreading in all directions to a specified radius. For instance, when you cast {@spell fireball}, it detonates at the corner of a square within 500 feet of you and creates a 20-foot burst, meaning it extends out 20 feet in every direction from the corner of the square you chose, affecting each creature whose space (or even one square of its space) is within the burst."],"source":"CRB"},{"type":"pf2-h4","page":457,"name":"Cone","entries":["A cone shoots out from you in a quarter circle on the grid.","When you aim a cone, the first square of that cone must share an edge with your space if you're aiming orthogonally, or it must touch a corner of your space if you're aiming diagonally. If you're Large or larger, the first square can run along the edge of any square of your space. You can't aim a cone so that it overlaps your space. The cone extends out for a number of feet, widening as it goes, as shown in the Areas diagram. For instance, when a green dragon uses its breath weapon, it breathes a cone of poisonous gas that originates at the edge of one square of its space and affects a quarter-circle area 30 feet on each edge.","If you make a cone originate from someone or something else, follow these same rules, with the first square of the cone using an edge or corner of that creature or object's space instead of your own."],"source":"CRB"},{"type":"pf2-h4","page":457,"name":"Emanation","entries":["An emanation issues forth from each side of your space, extending out to a specified number of feet in all directions. For instance, the {@spell bless} spell's emanation radiates 5 or more feet outward from the caster. Because the sides of a creature's space are the starting point for the emanation, an emanation from a Large or larger creature affects a greater overall area than that of a Medium or smaller creature. Unless the text states otherwise, the creature creating an emanation effect chooses whether the creature at its center is affected."],"source":"CRB"},{"type":"pf2-h4","page":457,"name":"Line","entries":["A line shoots forth from you in a straight line in a direction of your choosing. The line affects each creature whose space it overlaps. Unless a line effect says otherwise, it is 5 feet wide. For example, the {@spell lightning bolt} spell's area is a 60-foot line that's 5 feet wide."],"source":"CRB"}],"data":{"quickrefIndex":true},"source":"CRB"},{"type":"pf2-h3","page":457,"name":"Line of Effect","entries":["When creating an effect, you usually need an unblocked path to the target of a spell, the origin point of an effect's area, or the place where you create something with a spell or other ability. This is called a line of effect. You have line of effect unless a creature is entirely behind a solid physical barrier. Visibility doesn't matter for line of effect, nor do portcullises and other barriers that aren't totally solid. If you're unsure whether a barrier is solid enough, usually a 1-foot-square gap is enough to maintain a line of effect, though the GM makes the final call.","In an area effect, creatures or targets must have line of effect to the point of origin to be affected. If there's no line of effect between the origin of the area and the target, the effect doesn't apply to that target. For example, if there's a solid wall between the origin of a {@spell fireball} and a creature that's within the burst radius, the wall blocks the effect—that creature is unaffected by the {@spell fireball} and doesn't need to attempt a save against it. Likewise, any ongoing effects created by an ability with an area cease to affect anyone who moves outside of the line of effect."],"data":{"quickrefIndex":true},"source":"CRB"},{"type":"pf2-h3","page":457,"name":"Line of Sight","entries":["Some effects require you to have line of sight to your target. As long as you can precisely sense the area (as described in Perception on page 464) and it is not blocked by a solid barrier (as described in {@quickref Cover||3|Cover}), you have line of sight. An area of darkness prevents line of sight if you don't have {@ability darkvision}, but portcullises and other obstacles that aren't totally solid do not. If you're unsure whether a barrier is solid enough to block line of sight, usually a 1-foot-square gap is enough to maintain line of sight, though the GM makes the final call."],"data":{"quickrefIndex":true},"source":"CRB"}],"data":{"quickref":4},"source":"CRB"},{"type":"section","page":468,"name":"Encounter Mode","entries":[{"type":"pf2-h2","page":468,"name":"Structure","entries":["An encounter is played out in a series of rounds, during which the player characters, adversaries, and other participants in the encounter act in sequence.","You roll initiative to determine this order at the start of the encounter and then play through rounds until a conclusion is reached and the encounter ends. The rules in this section assume a combat encounter—a battle—but the general structure can apply to any kind of encounter.",{"type":"pf2-h3","page":468,"name":"Step 1: Roll Initiative","entries":["When the GM calls for it, you'll roll initiative to determine your place in the initiative order, which is the sequence in which the encounter's participants will take their turns. Rolling initiative marks the start of an encounter. More often than not, you'll roll initiative when you enter a battle.","Typically, you'll roll a Perception check to determine your initiative—the more aware you are of your surroundings, the more quickly you can respond. Sometimes, though, the GM might call on you to roll some other type of check. For instance, if you were Avoiding Notice during exploration (page 479), you'd roll a {@skill Stealth} check. A social encounter could call for a {@skill Deception} or {@skill Diplomacy} check.","The GM rolls initiative for anyone other than the player characters in the encounter. If these include a number of identical creatures, the GM could roll once for the group as a whole and have them take their turns within the group in any order. However, this can make battles less predictable and more dangerous, so the GM might want to roll initiative for some or all creatures individually unless it's too much of a burden.","Unlike a typical check, where the result is compared to a DC, the results of initiative rolls are ranked. This ranking sets the order in which the encounter's participants act—the initiative order. The character with the highest result goes first. The second highest follows, and so on until whoever had the lowest result takes their turn last.","If your result is tied with a foe's result, the adversary goes first. If your result is tied with another PC's, you can decide between yourselves who goes first when you reach that place in the initiative order. After that, your places in the initiative order usually don't change during the encounter."],"source":"CRB"},{"type":"pf2-h3","page":468,"name":"Step 2: Play a Round","entries":["A round begins when the participant with the highest initiative roll result starts their turn, and it ends when the one with the lowest initiative ends their turn. The process of taking a turn is detailed below. Creatures might also act outside their turns with reactions and free actions."],"source":"CRB"},{"type":"pf2-h3","page":468,"name":"Step 3: Begin the Next Round","entries":["Once everyone in the encounter has taken a turn, the round is over and the next one begins. Don't roll initiative again; the new round proceeds in the same order as the previous one, repeating the cycle until the encounter ends."],"source":"CRB"},{"type":"pf2-h3","page":468,"name":"Step 4: End the Encounter","entries":["When your foes are defeated, some sort of truce is reached, or some other event or circumstance ends the combat, the encounter is over. You and the other participants no longer follow the initiative order, and a more free-form style of play resumes, with the game typically moving into exploration mode. Sometimes at the end of an encounter, the GM will award Experience Points to the party or you'll find treasure to divvy up."],"source":"CRB"}],"source":"CRB"},{"type":"pf2-h2","page":468,"name":"Turns","entries":["When it's your turn to act, you can use single actions ({@as 1}), short activities ({@as 2} and {@as 3}), reactions ([reaction]), and free actions ({@as f}). When you're finished, your turn ends and the character next in the initiative order begins their turn.","Sometimes it's important to note when during your turn something happens, so a turn is divided into three steps.",{"type":"pf2-h3","page":468,"name":"Step 1: Start Your Turn","entries":["Many things happen automatically at the start of your turn—it's a common point for tracking the passage of time for effects that last multiple rounds. At the start of each of your turns, take these steps in any order you choose:",{"type":"list","items":["If you created an effect lasting for a certain number of rounds, reduce the number of rounds remaining by 1. The effect ends if the duration is reduced to 0. For example, if you cast a spell that lasts 3 rounds on yourself during your first turn of a fight, it would affect you during that turn, decrease to 2 rounds of duration at the start of your second turn, decrease to 1 round of duration at the start of your third turn, and expire at the start of your fourth turn.","You can use 1 free action or reaction with a trigger of \"Your turn begins\" or something similar.","If you're {@condition dying}, roll a recovery check (page 459).","Do anything else that is specified to happen at the start of your turn."]},"The last step of starting your turn is always the same.",{"type":"list","items":["Regain your 3 actions and 1 reaction. If you haven't spent your reaction from your last turn, you lose it—you can't \"save\" actions or reactions from one turn to use during the next turn. If a condition prevents you from being able to act, you don't regain any actions or your reaction. Some abilities or conditions (such as {@condition quickened} and {@condition slowed}) can change how many actions you regain and whether you regain your reaction. If you lose actions and gain additional actions (such as if you're both {@condition quickened} and {@condition slowed}), you choose which actions to lose."]}],"source":"CRB"},{"type":"pf2-h3","page":469,"name":"Step 2: Act","entries":["You can use actions in any order you wish during your turn, but you have to complete one action or activity before beginning another; for example, you can't use a single action in the middle of performing a 2-action activity. What actions you can use often depend on your class features, skills, feats, and items, but there are default actions anyone can use, described in Basic Actions below. Some effects might prevent you from acting. If you can't act, you can't use any actions, including reactions and free actions.","If you begin a 2-action or 3-action activity on your turn, you must be able to complete it on your turn. You can't, for example, begin to High Jump using your final action on one turn and then complete it as your first action on your next turn.","Once you have spent all 3 of your actions, your turn ends (as described in Step 3) and the next creature's turn begins. You can, however, use only some of your actions and end your turn early. As soon as your turn ends, you lose all your remaining actions, but not your reaction or your ability to use free actions."],"source":"CRB"},{"type":"pf2-h3","page":469,"name":"Step 3: End Your Turn","entries":["Once you've done all the things you want to do with the actions you have available, you reach the end of your turn.","Take the following steps in any order you choose. Play then proceeds to the next creature in the initiative order.",{"type":"list","items":["End any effects that last until the end of your turn. For example, spells with a sustained duration end at the end of your turn unless you used the {@action Sustain a Spell} action during your turn to extend them. Some effects caused by enemies might also last through a certain number of your turns, and you decrease the remaining duration by 1 during this step, ending the effect if its duration is reduced to 0.","If you have a {@condition Persistent Damage|CRB|persistent damage} condition, you take the damage at this point. After you take the damage, you can attempt the flat check to end the {@condition Persistent Damage|CRB|persistent damage}. You then attempt any saving throws for ongoing afflictions. Many other conditions change at the end of your turn, such as the {@condition frightened} condition decreasing in severity. These take place after you've taken any {@condition Persistent Damage|CRB|persistent damage}, attempted flat checks to end the {@condition Persistent Damage|CRB|persistent damage}, and attempted saves against any afflictions.","You can use 1 free action or reaction with a trigger of \"Your turn ends\" or something similar.","Resolve anything else specified to happen at the end of your turn."]}],"source":"CRB"},{"type":"pf2-brown-box","page":469,"name":"TRACKING INITIATIVE","entries":["The GM keeps track of the initiative order for an encounter.","It's usually okay for the players to know this order, since they'll see who goes when and be aware of one another's results. However, the GM might want to conceal the names of adversaries the PCs have yet to identify.","Once the encounter's order is set, it's usually not necessary to track the original initiative numbers. The GM can create a simple list, use a series of cards or other indicators, or use a {@i Pathfinder Combat Pad}, which has magnetic markers to allow for easily rearranging the order.",{"type":"pf2-title","name":"Changing the Initiative Order"},"Any method used to track the initiative order needs to be flexible because the order can change. A creature can use the Delay basic action to change its place in the order, in which case you can erase it from the list or pull its marker aside until it reenters the initiative order. When a creature gets knocked out, its initiative order also changes (see Knocked Out and Dying on page 459). Using the Ready basic action doesn't change a creature's place in the initiative order, though, because the designated action becomes a reaction."],"source":"CRB"}],"source":"CRB"},{"type":"pf2-h2","page":469,"name":"Basic Actions","entries":["Basic actions represent common tasks like moving around, attacking, and helping others. As such, every creature can use basic actions except in some extreme circumstances, and many of those actions are used very frequently. Most notably, you'll use Interact, Step, Stride, and Strike a great deal. Many feats and other actions call upon you to use one of these basic actions or modify them to produce different effects. For example, a more complex action might let you Stride up to double your Speed instead of just up to your Speed, and a large number of activities include a Strike.","Actions that are used less frequently but are still available to most creatures are presented in Specialty Basic Actions starting on page 472. These typically have requirements that not all characters are likely to meet, such as wielding a shield or having a burrow Speed.","In addition to the actions in these two sections, the actions for spellcasting can be found on pages 302–305, and the actions for using magic items appear on pages 531–534.","{@note To view all actions, please visit the {@filter Actions page.|actions||source=CRB}}",{"type":"pf2-brown-box","page":471,"name":"SPEAKING","entries":["As long as you can act, you can also speak. You don't need to spend any type of action to speak, but because a round represents 6 seconds of time, you can usually speak at most a single sentence or so per round. Special uses of speech, such as attempting a {@skill Deception} skill check to Lie, require spending actions and follow their own rules.","All speech has the {@trait auditory} trait. If you communicate in some way other than speech, other rules might apply. For instance, using sign language is {@trait visual} instead of {@trait auditory}."],"source":"CRB"},{"type":"pf2-h3","page":472,"name":"Specialty Basic Actions","entries":["These actions are useful under specific circumstances. Some require you to have a special movement type (page 463)."],"source":"CRB"}],"source":"CRB"},{"type":"pf2-h2","page":472,"name":"Activities in Encounters","entries":["Activities that take longer than a turn can't normally be performed during an encounter. Spells with a casting time of 1 minute or more are a common example of this, as are several skill actions. When you commit to an activity during your turn in an encounter, you commit to spending all of the actions it requires. If the activity gets interrupted partway through, you lose all of the actions you would have spent on that activity. Activities are described in full on page 461."],"source":"CRB"},{"type":"pf2-h2","page":472,"name":"Reactions in Encounters","entries":["Your reactions let you respond immediately to what's happening around you. The GM determines whether you can use reactions before your first turn begins, depending on the situation in which the encounter happens.","Once your first turn begins, you gain your actions and reaction. You can use 1 reaction per round. You can use a reaction on anyone's turn (including your own), but only when its trigger occurs. If you don't use your reaction, you lose it at the start of your next turn, though you typically then gain a reaction at the start of that turn.","Some reactions are specifically meant to be used in combat and can change how the battle plays out drastically.","One example of such a reaction is {@action Attack of Opportunity}, which {@class fighter||fighters} gain at 1st level.","This reaction lets you make a melee {@action Strike} if a creature within reach uses a {@trait manipulate} or {@trait move} action, makes a ranged attack, or leaves a square during a {@trait move} action. The Triggering Moves diagram on page 474 illustrates examples of movements that might trigger an {@action Attack of Opportunity} from a creature without reach and one with reach.","You'll notice this reaction allows you to use a modified basic action, a {@action Strike}. This follows the rules on subordinate actions found on page 462.","Because your {@action Attack of Opportunity} takes place outside of your turn, the attack roll doesn't incur a multiple attack penalty."],"source":"CRB"},{"type":"pf2-h2","page":473,"name":"Movement in Encounters","entries":["Your movement during encounter mode depends on the actions and other abilities you use. Whether you Stride, Step, Swim, or Climb, the maximum distance you can move is based on your Speed. Certain feats or magic items can grant you other movement types, allowing you to swiftly burrow, climb, fly, or swim (page 463).","When the rules refer to a \"movement cost\" or \"spending movement,\" they are describing how many feet of your Speed you must use to move from one point to another. Normally, movement costs 5 feet per square when you're moving on a grid, or it costs the number of feet you move if you're not using a grid. However, sometimes it's harder to move a certain distance due to {@quickref difficult terrain||3|terrain} or other factors. In such a case, you might have to spend a different amount of movement to move from one place to another.","For example, a form of movement might require 10 feet of movement to move 1 square, and moving through some types of terrain costs an extra 5 feet of movement per square.",{"type":"pf2-h3","page":473,"name":"Grid Movement","entries":["If an encounter involves combat, it's often a good idea to track the movement and relative position of the participants using a Pathfinder Flip-Mat, Flip-Tiles, or some other form of grid to display the terrain, and miniatures to represent the combatants. When a character moves on a grid, every 1-inch square of the play area is 5 feet across in the game world. Hence, a creature moving in a straight line spends 5 feet of its movement for every map square traveled.","Because moving diagonally covers more ground, you count that movement differently. The first square of diagonal movement you make in a turn counts as 5 feet, but the second counts as 10 feet, and your count thereafter alternates between the two. For example, as you move across 4 squares diagonally, you would count 5 feet, then 10, then 5, and then 10, for a total of 30 feet. You track your total diagonal movement across all your movement during your turn, but reset your count at the end of your turn."],"source":"CRB"},{"type":"pf2-h3","page":473,"name":"Size, Space, and Reach","entries":["Creatures and objects of different sizes occupy different amounts of space. The sizes and the spaces they each take up on a grid are listed in {@table Size and Reach||Table 9–1: Size and Reach}.","Table 9–1 also lists the typical reach for creatures of each size, for both tall creatures (most bipeds) and long creatures (most quadrupeds). See page 455 for more about reach.","The Space entry lists how many feet on a side a creature's space is, so a Large creature fills a 10-foot-by-10-foot space (4 squares on the grid). Sometimes part of a creature extends beyond its space, such as if a giant octopus is grabbing you with its tentacles. In that case, the GM will usually allow attacking the extended portion, even if you can't reach the main creature. A Small or larger creature or object takes up at least 1 square on a grid, and creatures of these sizes can't usually share spaces except in situations like a character riding a mount. Rules for moving through other creatures' spaces appear below.",{"type":"data","tag":"table","source":"CRB","name":"Size and Reach"},"Multiple Tiny creatures can occupy the same square. At least four can fit in a single square, though the GM might determine that even more can fit. Tiny creatures can occupy a space occupied by a larger creature as well, and if their reach is 0 feet, they must do so in order to attack."],"source":"CRB"},{"type":"pf2-h3","page":474,"name":"Move Actions That Trigger Reactions","entries":["Some reactions and free actions are triggered by a creature using an action with the move trait. The most notable example is Attack of Opportunity. Actions with the move trait can trigger reactions or free actions throughout the course of the distance traveled. Each time you exit a square (or move 5 feet if not using a grid) within a creature's reach, your movement triggers those reactions and free actions (although no more than once per move action for a given reacting creature). If you use a move action but don't move out of a square, the trigger instead happens at the end of that action or ability.","Some actions, such as Step, specifically state they don't trigger reactions or free actions based on movement."],"source":"CRB"},{"type":"pf2-h3","page":474,"name":"Moving Through a Creature's Space","entries":["You can move through the space of a willing creature. If you want to move through an unwilling creature's space, you can {@action Tumble Through} that creature's space using {@skill Acrobatics}. You can't end your turn in a square occupied by another creature, though you can end a move action in its square provided that you immediately use another move action to leave that square. If two creatures end up in the same square by accident, the GM determines which one is forced out of the square (or whether one falls prone).",{"type":"pf2-h4","page":474,"name":"Prone and Incapacitated Creatures","entries":["You can share a space with a prone creature if that creature is willing, unconscious, or dead and if it is your size or smaller. The GM might allow you to climb atop the corpse or unconscious body of a larger creature in some situations. A prone creature can't stand up while someone else occupies its space, but it can Crawl to a space where it's able to stand, or it can attempt to Shove the other creature out of the way."],"source":"CRB"},{"type":"pf2-h4","page":475,"name":"Creatures of Different Sizes","entries":["In most cases, you can move through the space of a creature at least three sizes larger than you (Table 9-1). This means a Medium creature can move through the space of a Gargantuan creature and a Small creature can move through the space of a Huge creature. Likewise, a bigger creature can move through the space of a creature three sizes smaller than itself or smaller. You still can't end your movement in a space occupied by a creature.","Tiny creatures are an exception. They can move through creatures' spaces and can even end their movement there."],"source":"CRB"},{"type":"pf2-h4","page":475,"name":"Objects","entries":["Because objects aren't as mobile as creatures are, they're more likely to fill a space. This means you can't always move through their spaces like you might move through a space occupied by a creature. You might be able to occupy the same square as a statue of your size, but not a wide column. The GM determines whether you can move into an object's square normally, whether special rules apply, or if you are unable to move into the square at all."],"source":"CRB"}],"source":"CRB"}],"source":"CRB"},{"type":"pf2-h3","page":475,"name":"Forced Movement","entries":["When an effect forces you to move, or if you start falling, the distance you move is defined by the effect that moved you, not by your Speed. Because you're not acting to move, this doesn't trigger reactions that are triggered by movement.","If forced movement would move you into a space you can't occupy—because objects are in the way or because you lack the movement type needed to reach it, for example—you stop moving in the last space you can occupy. Usually the creature or effect forcing the movement chooses the path the victim takes. If you're pushed or pulled, you can usually be moved through hazardous terrain, pushed off a ledge, or the like. Abilities that reposition you in some other way can't put you in such dangerous places unless they specify otherwise. In all cases, the GM makes the final call if there's doubt on where forced movement can move a creature."],"data":{"quickrefIndex":true},"source":"CRB"},{"type":"pf2-h3","page":475,"name":"Terrain","entries":["Several types of terrain can complicate your movement by slowing you down, damaging you, or endangering you.",{"type":"pf2-h4","page":475,"name":"Difficult Terrain","entries":["Difficult terrain is any terrain that impedes your movement, ranging from particularly rough or unstable surfaces to thick ground cover and countless other impediments. Moving into a square of {@b difficult terrain} (or moving 5 feet into or within an area of difficult terrain, if you're not using a grid) costs an extra 5 feet of movement.","Moving into a square of {@b greater difficult terrain} instead costs 10 additional feet of movement. This additional cost is not increased when moving diagonally. You can't Step into difficult terrain.","Movement you make while you are jumping ignores the terrain you're jumping over. Some abilities (such as flight or being incorporeal) allow you to avoid the movement reduction from some types of difficult terrain. Certain other abilities let you ignore difficult terrain on foot; such an ability also allows you to move through greater difficult terrain at the normal movement cost as for difficult terrain, though it wouldn't let you ignore greater difficult terrain unless the ability specifies otherwise."],"source":"CRB"},{"type":"pf2-h4","page":476,"name":"Hazardous Terrain","entries":["Hazardous terrain damages you whenever you move through it. An acid pool and a pit of burning embers are both examples of hazardous terrain. The amount and type of damage depend on the specific hazardous terrain."],"source":"CRB"},{"type":"pf2-h4","page":476,"name":"Narrow Surfaces","entries":["A narrow surface is so precariously thin that you need to {@action Balance} or risk falling. Even on a success, you are {@condition flat-footed} on a narrow surface.","Each time you are hit by an attack or fail a save on a narrow surface, you must succeed at a Reflex save (with the same DC as the {@skill Acrobatics} check to {@action Balance}) or fall."],"source":"CRB"},{"type":"pf2-h4","page":476,"name":"Uneven Ground","entries":["Uneven ground is an area unsteady enough that you need to {@action Balance} or risk falling prone and possibly injuring yourself, depending on the specifics of the uneven ground. You are {@condition flat-footed} on uneven ground. Each time you are hit by an attack or fail a save on uneven ground, you must succeed at a Reflex save (with the same DC as the {@skill Acrobatics} check to Balance) or fall prone."],"source":"CRB"},{"type":"pf2-h4","page":476,"name":"Inclines","entries":["An incline is an area so steep that you need to {@action Climb} using the {@skill Athletics} skill in order to progress upward.","You're {@condition flat-footed} when {@action Climb||Climbing} an incline."],"source":"CRB"}],"data":{"quickrefIndex":true},"source":"CRB"},{"type":"pf2-h2","page":477,"name":"Special Battles","entries":["Sometimes fights occur while the characters are atop mounts or when the PCs take to the sky or seas.",{"type":"pf2-h3","page":478,"name":"Mounted Combat","entries":["You can ride some creatures into combat. As noted in the {@action Mount} specialty basic action, your mount needs to be at least one size larger than you and willing. Your mount acts on your initiative. You must use the {@action Command an Animal} action (page 249) to get your mount to spend its actions. If you don't, the animal wastes its actions. If you have the Ride general feat, you succeed automatically when you {@action Command an Animal} that's your mount.","For example, if you are mounted on a horse and you make three attacks, your horse would remain stationary since you didn't command it. If you instead spent your first action to {@action Command an Animal} and succeeded, you could get your mount to Stride. You could spend your next action to attack or to command the horse to attack, but not both.",{"type":"pf2-h4","page":478,"name":"Mounted Attacks","entries":["You and your mount fight as a unit. Consequently, you share a multiple attack penalty. For example, if you Strike and then {@action Command an Animal} to have your mount Strike, your mount's attack takes a –5 multiple attack penalty.","You occupy every square of your mount's space for the purpose of making your attacks. If you were Medium and on a Large mount, you could attack a creature on one side of your mount, then attack on the opposite side with your next action. If you have a longer reach, the distance depends partly on the size of your mount. On a Medium or smaller mount, use your normal reach. On a Large or Huge mount, you can attack any square adjacent to the mount if you have 5- or 10-foot reach, or any square within 10 feet of the mount (including diagonally) if you have 15-foot reach."],"source":"CRB"},{"type":"pf2-h4","page":478,"name":"Mounted Defenses","entries":["When you're mounted, attackers can target either you or your mount. Anything that affects multiple creatures (such as an area) affects both of you as long as you're both in the area. You are in an attacker's reach or range if any square of your mount is within reach or range. Because your mount is larger than you and you share its space, you have lesser cover against attacks targeting you when you're mounted if the mount would be in the way.","Because you can't move your body as freely while you're riding a mount, you take a –2 circumstance penalty to Reflex saves while mounted. Additionally, the only move action you can use is the Mount action to dismount."],"source":"CRB"}],"source":"CRB"},{"type":"pf2-brown-box","page":478,"name":"THREE-DIMENSIONAL COMBAT","entries":["In aerial and aquatic combat, you might need to track positioning in three dimensions. For flying creatures, you might use one of the following methods:",{"type":"list","items":["Find platforms to place flying creatures' miniatures on.","Set a die next to a creature with the number indicating how many squares up in the air it is.","Make a stack of dice or tokens, 1 per 5 feet of elevation.","Write the elevation next to the monster on the grid. In underwater combat, choose a plane to be the baseline, typically the waterline, the sea floor, or a stationary object you can measure from."]},"As with ground-based movement, moving diagonally up or down in 3-D space requires counting every other diagonal as 10 feet. Measure flanking in all directions—creatures above and below an enemy can flank it just as effectively as they can from opposite sides."],"source":"CRB"},{"type":"pf2-h3","page":478,"name":"Aerial Combat","entries":["Many monsters can fly, and PCs can use spells and items to gain the ability to fly. Flying creatures have to use the Fly action (page 472) to move through the air. Performing an especially tricky maneuver—such as trying to reverse course 180 degrees or fly through a narrow gap—might require using {@skill Acrobatics} to Maneuver in Flight. Creatures might fall from the sky, using the falling rules found on page 463. At the GM's discretion, some ground-based actions might not work in the air. For instance, a flying creature couldn't Leap."],"source":"CRB"},{"type":"pf2-h3","page":478,"name":"Aquatic Combat","entries":["Use these rules for battles in water or underwater:",{"type":"list","items":["You're {@condition flat-footed} unless you have a swim Speed.","You gain resistance 5 to acid and fire.","You take a –2 circumstance penalty to melee slashing or bludgeoning attacks that pass through water.","Ranged attacks that deal bludgeoning or slashing damage automatically miss if the attacker or target is underwater, and piercing ranged attacks made by an underwater creature or against an underwater target have their range increments halved.","You can't cast fire spells or use actions with the fire trait underwater.","At the GM's discretion, some ground-based actions might not work underwater or while floating."]},{"type":"pf2-h4","page":478,"name":"Drowning and Suffocating","entries":["You can hold your breath for a number of rounds equal to 5 + your Constitution modifier. Reduce your remaining air by 1 round at the end of each of your turns, or by 2 if you attacked or cast any spells that turn. You also lose 1 round worth of air each time you are critically hit or critically fail a save against a damaging effect. If you speak (including casting spells with verbal components or activating items with command components) you lose all remaining air.","When you run out of air, you fall {@condition unconscious} and start suffocating. You can't recover from being unconscious and must attempt a DC 20 Fortitude save at the end of each of your turns. On a failure, you take 1d10 damage, and on a critical failure, you die. On each check after the first, the DC increases by 5 and the damage by 1d10; these increases are cumulative. Once your access to air is restored, you stop suffocating and are no longer unconscious (unless you're at 0 Hit Points)."],"data":{"quickrefIndex":true},"source":"CRB"}],"data":{"quickrefIndex":true},"source":"CRB"}],"source":"CRB"}],"data":{"quickref":4},"source":"CRB"},{"type":"section","page":479,"name":"Exploration Mode","entries":["Much of exploration mode involves movement and roleplaying. You might be traveling from one town to another, chatting with a couple of merchants an outpost along the way, or maybe having a terse conversation with the watchful city guards at your destination. Instead of measuring your rate of movement in 5-foot squares every round, you measure it in feet or miles per minute, hour, or day, using your travel speed. Rather than deciding on each action every turn, you'll engage in an exploration activity, and you'll typically spend some time every day resting and making your daily preparations.",{"type":"pf2-h2","page":479,"name":"Travel Speed","entries":["Depending on how the GM tracks movement, you move in feet or miles based on your character's Speed with the relevant movement type. Typical rates are on the table below.",{"type":"data","tag":"table","source":"CRB","name":"Travel Speed"},"The rates in Table 9 –2 assume traveling over flat and clear terrain at a determined pace, but one that's not exhausting.","Moving through {@quickref difficult terrain||3|terrain} halves the listed movement rate. {@quickref greater difficult terrain||3|terrain} reduces the distance traveled to one-third the listed amount. If the travel requires a skill check to accomplish, such as mountain climbing or swimming, the GM might call for a check once per hour using the result and the table above to determine your progress."],"source":"CRB"},{"type":"pf2-h2","page":479,"name":"Exploration Activities","entries":["While you're traveling and exploring, tell the GM what you'd generally like to do along the way. If you to do nothing more than make steady progress toward your goal, you move at the full travel speeds given in Table 9 –2.","When you want to do something other than simply travel, you describe what you are attempting to do. It isn't necessary to go into extreme detail, such as \"Using my dagger, I nudge the door so I can check for devious traps.\" Instead, \"I'm searching the area for hazards\" is sufficient. The GM finds the best exploration activity to match your description and describes the effects of that activity. Some exploration activities limit how fast you can travel and be effective.","These are most common exploration activities.",{"type":"pf2-brown-box","page":480,"name":"SKILL EXPLORATION ACTIVITIES","entries":["Chapter 4: Skills includes numerous additional exploration activities, which are summarized here.","{@b {@action Borrow an Arcane Spell}:} You use {@skill Arcana} to prepare a spell from someone else's spellbook (page 241).","{@b {@action Coerce}:} You use {@skill Intimidation} to threaten a creature so it does what you want (page 247).","{@b {@action Cover Tracks}:} You use {@skill Survival} to obscure your passing (page 252).","{@b {@action Decipher Writing}:} You use a suitable skill to understand archaic, esoteric, or obscure texts (page 234).","{@b {@action Gather Information}:} You use {@skill Diplomacy} to canvass the area to learn about a specific individual or topic (page 246).","{@b {@action Identify Alchemy}:} You use Craft and alchemist's tools to identify an alchemical item (page 245).","{@b {@action Identify Magic}:} Using a variety of skills, you can learn about a magic item, location, or ongoing effect (page 238).","{@b {@action Impersonate}:} You use {@skill Deception} and usually a disguise kit to create a disguise (page 245).","{@b {@action Learn a Spell}:} You use the skill corresponding to the spell's tradition to gain access to a new spell (page 238).","{@b {@action Make an Impression}:} You use {@skill Diplomacy} to make a good impression on someone (page 246).","{@b {@action Repair}:} With a repair kit and the {@skill Crafting} skill, you fix a damaged item (page 243).","{@b {@action Sense Direction}:} You use {@skill Survival} to get a sense of where you are or determine the cardinal directions (page 252).","{@b {@action Squeeze}:} Using {@skill Acrobatics}, you squeeze though very tight spaces (page 241).","{@b {@action Track}:} You use {@skill Survival} to find and follow creatures' tracks (page 252).","{@b {@action Treat Wounds}:} You use {@skill Medicine} to treat a living creature's wounds (page 249)."],"source":"CRB"}],"source":"CRB"},{"type":"pf2-h2","page":480,"name":"Rest and Daily Preparations","entries":["You perform at your best when you take enough time to rest and prepare. Once every 24 hours, you can take a period of rest (typically 8 hours), after which you regain Hit Points equal to your Constitution modifier (minimum 1) times your level, and you might recover from or improve certain conditions (page 453). Sleeping in armor results in poor rest that leaves you {@condition fatigued}. If you go more than 16 hours without resting, you become {@condition fatigued} (you cannot recover from this until you rest at least 6 continuous hours).","After you rest, you make your daily preparations, which takes around 1 hour. You can prepare only if you've rested, and only once per day. Preparing includes the following:",{"type":"list","items":["Spellcasters regain spell slots, and prepared spellcasters choose spells to have available that day.","Focus Points, other abilities that refresh during your preparations, and abilities that can be used only a certain number of times per day, including magic item uses, are reset.","You don armor and equip weapons and other gear.","You invest up to 10 worn magic items to gain their benefits for the day."]}],"data":{"quickrefIndex":true},"source":"CRB"}],"data":{"quickref":4},"source":"CRB"},{"type":"section","page":476,"name":"Flanking","entries":["When you and an ally are flanking a foe, it has a harder time defending against you. A creature is {@condition flat-footed} (taking a –2 circumstance penalty to AC) to melee attacks from creatures that are flanking it.","To flank a foe, you and your ally must be on opposites sides or corners of the creature. A line drawn between the center of your space and the center of your ally's space must pass through opposite sides or opposite corners of the foe's space. Additionally, both you and the ally have to be able to act, must be wielding melee weapons or able to make an unarmed attack, can't be under any effects that prevent you from attacking, and must have the enemy within reach. If you are wielding a reach weapon, you use your {@trait reach} with that weapon for this purpose."],"data":{"quickref":4},"source":"CRB"},{"type":"section","page":444,"name":"Game Conventions","entries":["Pathfinder has many specific rules, but you'll also want to keep these general guidelines in mind when playing.",{"type":"pf2-h3","name":"The GM Has the Final Say"},"If you're ever uncertain how to apply a rule, the GM decides.","Of course, Pathfinder is a game, so when adjudicating the rules, the GM is encouraged to listen to everyone's point of view and make a decision that is both fair and fun.",{"type":"pf2-h3","name":"Specific Overrides General"},"A core principle of Pathfinder is that specific rules override general ones. If two rules conflict, the more specific one takes precedence. If there's still ambiguity, the GM determines which rule to use. For example, the rules state that when attacking a concealed creature, you must attempt a DC {@flatDC 5} flat check to determine if you hit. Flat checks don't benefit from modifiers, bonuses, or penalties, but an ability that's specifically designed to overcome concealment might override and alter this. If a rule doesn't specify otherwise, default to the general rules presented in this chapter. While some special rules may also state the normal rules to provide context, you should always default to the normal rules even if effects don't specifically say to.",{"type":"pf2-h3","name":"Rounding"},"You may need to calculate a fraction of a value, like halving damage. Always round down unless otherwise specified.","For example, if a spell deals 7 damage and a creature takes half damage from it, that creature takes 3 damage.",{"type":"pf2-h3","name":"Multiplying"},"When more than one effect would multiply the same number, don't multiply more than once. Instead, combine all the multipliers into a single multiplier, with each multiple after the first adding 1 less than its value. For instance, if one ability doubled the duration of one of your spells and another one doubled the duration of the same spell, you would triple the duration, not quadruple it.",{"type":"pf2-h3","name":"Duplicate Effects"},"When you're affected by the same thing multiple times, only one instance applies, using the higher level of the effects, or the newer effect if the two are the same level. For example, if you were using {@spell mage armor} and then cast it again, you'd still benefit from only one casting of that spell. Casting a spell again on the same target might get you a better duration or effect if it were cast at a higher level the second time, but otherwise doing so gives you no advantage.",{"type":"pf2-h3","name":"Ambiguous Rules"},"Sometimes a rule could be interpreted multiple ways. If one version is too good to be true, it probably is. If a rule seems to have wording with problematic repercussions or doesn't work as intended, work with your group to find a good solution, rather than just playing with the rule as printed."],"data":{"quickref":4},"source":"CRB"},{"type":"section","page":467,"name":"Hero Points","entries":["Your heroic deeds earn you Hero Points, which grant you good fortune or let you recover from the brink of death. Unlike most aspects of your character, which persist over the long term, Hero Points last for only a single session.","The GM is in charge of awarding Hero Points (guidelines for doing so can be found {@quickref here||4|rewards|1}).","Usually, each character gets 1 Hero Point at the start of a session and can gain more later by performing heroic deeds—something selfless, daring, or beyond normal expectations. You can have a maximum of 3 Hero Points at a time, and you lose any remaining Hero Points at the end of a session.","You can spend your Hero Points in one of two ways.","Neither of these is an action, and you can spend Hero Points even if you aren't able to act. You can spend a Hero Point on behalf of your familiar or animal companion.",{"type":"list","items":["{@b Spend 1 Hero Point} to reroll a check. You must use the second result. This is a fortune effect (which means you can't use more than 1 Hero Point on a check).","{@b Spend all your Hero Points} (minimum 1) to avoid death. You can do this when your {@condition dying} condition would increase. You lose the {@condition dying} condition entirely and stabilize with 0 Hit Points. You don't gain the {@condition wounded} condition or increase its value from losing the {@condition dying} condition in this way, but if you already had that condition, you don't lose it or decrease its value."]},{"type":"pf2-h3","page":467,"name":"Describing Heroic Deeds","entries":["Because spending Hero Points reflects heroic deeds or tasks that surpass normal expectations, if you spend a Hero Point, you should describe the deed or task your character accomplishes with it to the other players.","Your character's deed might invoke a lesson learned in a past adventure, could be spurred by a determination to save someone else, or might depend on an item that ended up on their person due to a previous exploit. If you don't want to describe the deed or don't have any strong ideas about how to do so, ask the GM to come up with something for you. This can be a collaborative process, too. The GM might remind you of a long-forgotten event in the campaign, and all you have to do is fill in how that event comes to mind just at the right time, motivating you to push past your limits."],"source":"CRB"}],"data":{"quickref":4},"source":"CRB"},{"type":"section","page":459,"name":"Hit Points, Healing, and Dying","entries":["All creatures and objects have Hit Points (HP). Your maximum Hit Point value represents your health, wherewithal, and heroic drive when you are in good health and rested. Your maximum Hit Points include the Hit Points you gain at 1st level from your ancestry and class, those you gain at higher levels from your class, and any you gain from other sources (like the Toughness general feat). When you take damage, you reduce your current Hit Points by a number equal to the damage dealt.","Some spells, items, and other effects, as well as simply resting, can heal living or undead creatures. When you are healed, you regain Hit Points equal to the amount healed, up to your maximum Hit Points.",{"type":"pf2-h3","page":459,"name":"Knocked Out and Dying","entries":["Creatures cannot be reduced to fewer than 0 Hit Points.","When most creatures reach 0 Hit Points, they die and are removed from play unless the attack was nonlethal, in which case they are instead knocked out for a significant amount of time (usually 1 minute or more). When undead and construct creatures reach 0 Hit Points, they are destroyed.","Player characters, their companions, and other significant characters and creatures don't automatically die when they reach 0 Hit Points. Instead, they are knocked out and are at risk of death. At the GM's discretion, villains, powerful monsters, special NPCs, and enemies with special abilities that are likely to bring them back to the fight (like ferocity, regeneration, or healing magic) can use these rules as well.","As a player character, when you are reduced to 0 Hit Points, you're knocked out with the following effects:",{"type":"list","items":["You immediately move your initiative position to directly before the turn in which you were reduced to 0 HP.","You gain the {@condition dying 1} condition. If the effect that knocked you out was a critical success from the attacker or the result of your critical failure, you gain the {@condition dying 2} condition instead. If you have the {@condition wounded} condition (page 460), increase your {@condition dying} value by an amount equal to your {@condition wounded} value. If the damage was dealt by a nonlethal attack or nonlethal effect, you don't gain the dying condition; you are instead unconscious with 0 Hit Points."]},{"type":"pf2-h4","page":459,"name":"Taking Damage while Dying","entries":["If you take damage while you already have the dying condition, increase your dying condition value by 1, or by 2 if the damage came from an attacker's critical hit or your own critical failure. If you have the wounded condition, remember to add the value of your wounded condition to your dying value."],"source":"CRB"}],"source":"CRB"},{"type":"pf2-h3","page":459,"name":"Recovery Checks","entries":["When you're dying, at the start of each of your turns, you must attempt a flat check with a DC equal to 10 + your current dying value to see if you get better or worse. This is called a recovery check. The effects of this check are as follows.",{"type":"successDegree","entries":{"Critical Success":"Your {@condition dying} value is reduced by 2.","Success":"Your {@condition dying} value is reduced by 1.","Failure":"Your {@condition dying} value increases by 1.","Critical Failure":"Your {@condition dying} value increases by 2."}}],"source":"CRB"},{"type":"pf2-h3","page":459,"name":"Conditions Related to Death and Dying","entries":["To understand the rules for getting knocked out and how dying works in the game, you'll need some more information on the conditions used in those rules.","Presented below are the rules for the {@condition dying}, {@condition unconscious}, wounded, and doomed conditions.",{"type":"pf2-h4","page":459,"name":"Dying","entries":["You are bleeding out or otherwise at death's door. While you have this condition, you are unconscious. Dying always includes a value. If this value ever reaches dying 4, you die. If you're dying, you must attempt a recovery check at the start of your turn each round to determine whether you get better or worse.","If you lose the {@condition dying} condition by succeeding at a recovery check and are still at 0 Hit Points, you remain unconscious, but you can wake up as described on page 460. You lose the dying condition automatically and wake up if you ever have 1 Hit Point or more. Anytime you lose the dying condition, you gain the wounded 1 condition, or increase your wounded value by 1 if you already have that condition."],"source":"CRB"},{"type":"pf2-h4","page":459,"name":"Unconscious","entries":["You're sleeping, or you've been knocked out. You can't act.","You take a –4 status penalty to AC, Perception, and Reflex saves, and you have the blinded and {@condition flat-footed} conditions.","When you gain this condition, you fall {@condition prone} and drop items you are wielding or holding unless the effect states otherwise or the GM determines you're in a position in which you wouldn't.","{@b If you're {@condition unconscious} because you're {@condition dying}}, you can't wake up as long as you have 0 Hit Points. If you're restored to 1 Hit Point or more via healing, you lose the dying and unconscious conditions and can act normally on your next turn.","If you are {@condition unconscious} and at 0 Hit Points, but not {@b dying}, you naturally return to 1 Hit Point and awaken after sufficient time passes. The GM determines how long you remain unconscious, from a minimum of 10 minutes to several hours. If you receive healing during this time, you lose the unconscious condition and can act normally on your next turn.","If you're {@condition unconscious} and have more than 1 Hit Point (typically because you are asleep or unconscious due to an effect), you wake up in one of the following ways.","Each causes you to lose the {@condition unconscious} condition.",{"type":"list","items":["You take damage, provided the damage doesn't reduce you to 0 Hit Points. (If the damage reduces you to 0 Hit Points, you remain {@condition unconscious} and gain the {@condition dying} condition as normal.)","You receive healing, other than the natural healing you get from resting.","Someone nudges or shakes you awake using an Interact action.","Loud noise is being made around you—though this isn't automatic. At the start of your turn, you automatically attempt a Perception check against the noise's DC (or the lowest DC if there is more than one noise), waking up if you succeed. This is often DC 5 for a battle, but if creatures are attempting to stay quiet around you, this Perception check uses their {@skill Stealth} DC. Some magical effects make you sleep so deeply that they don't allow you to attempt this Perception check.","If you are simply asleep, the GM decides you wake up either because you have had a restful night's sleep or something disrupted that rest."]}],"source":"CRB"},{"type":"pf2-h4","page":460,"name":"Wounded","entries":["You have been seriously injured during a fight. Anytime you lose the dying condition, you become wounded 1 if you didn't already have the wounded condition. If you already have the wounded condition, your wounded condition value instead increases by 1. If you gain the dying condition while wounded, increase the dying condition's value by your wounded value. The wounded condition ends if someone successfully restores Hit Points to you with Treat Wounds, or if you are restored to full Hit Points and rest for 10 minutes."],"source":"CRB"},{"type":"pf2-h4","page":460,"name":"Doomed","entries":["Your life is ebbing away, bringing you ever closer to death. Some powerful spells and evil creatures can inflict the doomed condition on you. Doomed always includes a value. The maximum dying value at which you die is reduced by your doomed value. For example, if you were {@condition doomed 1}, you would die upon reaching dying 3 instead of dying 4. If your maximum dying value is ever reduced to 0, you instantly die. When you die, you're no longer doomed.","Your {@condition doomed} value decreases by 1 each time you get a full night's rest."],"source":"CRB"}],"source":"CRB"},{"type":"pf2-h3","page":460,"name":"Death","entries":["After you die, you can't act or be affected by spells that target creatures (unless they specifically target dead creatures), and for all other purposes you are an object. When you die, you are reduced to 0 Hit Points if you had a different amount, and you can't be brought above 0 Hit Points as long as you remain dead. Some magic can bring creatures back to life, such as the {@ritual resurrect} ritual or the {@spell raise dead} spell."],"source":"CRB"},{"type":"pf2-h3","page":460,"name":"Heroic Recovery","entries":["If you have at least 1 Hero Point (page 467), you can spend all of your remaining Hero Points at the start of your turn or when your dying value would increase. You lose the dying condition entirely and stabilize with 0 Hit Points. You don't gain the wounded condition or increase its value from losing the dying condition in this way, but if you already had that condition, you don't lose it or decrease its value. You lose the dying condition and become conscious. You do not gain the wounded condition (or increase its value) when you perform a heroic recovery."],"source":"CRB"},{"type":"pf2-h3","page":461,"name":"Death Effects and Instant Death","entries":["Some spells and abilities can kill you immediately or bring you closer to death without needing to reduce you to 0 Hit Points first. These abilities have the death trait and usually involve negative energy, the antithesis of life. If you are reduced to 0 Hit Points by a death effect, you are slain instantly without needing to reach dying 4. If an effect states it kills you outright, you die without having to reach dying 4 and without being reduced to 0 Hit Points."],"source":"CRB"},{"type":"pf2-h3","page":461,"name":"Massive Damage","entries":["You die instantly if you ever take damage equal to or greater than double your maximum Hit Points in one blow."],"source":"CRB"},{"type":"pf2-h3","page":461,"name":"Temporary Hit Points","entries":["Some spells or abilities give you temporary Hit Points.","Track these separately from your current and maximum Hit Points; when you take damage, reduce your temporary Hit Points first. Most temporary Hit Points last for a limited duration. You can't regain lost temporary Hit Points through healing, but you can gain more via other abilities. You can have temporary Hit Points from only one source at a time. If you gain temporary Hit Points when you already have some, choose whether to keep the amount you already have and their corresponding duration or to gain the new temporary Hit Points and their duration."],"source":"CRB"},{"type":"pf2-h3","page":461,"name":"Fast Healing and Regeneration","entries":["A creature with fast healing or regeneration regains the listed amount of Hit Points each round at the beginning of its turn. A creature with regeneration has additional benefits. Its dying condition can't increase to a value that would kill it (this stops most creatures from going beyond dying 3) as long as its regeneration is active. If it takes damage of a type listed in the regeneration entry, its regeneration deactivates until the end of its next turn, including against the triggering damage."],"source":"CRB"},{"type":"pf2-h3","page":461,"name":"Items and Hit Points","entries":["Items have Hit Points like creatures, but the rules for damaging them are different (page 272). An item has a Hardness statistic that reduces damage the item takes by that amount. The item then takes any damage left over. If an item is reduced to 0 HP, it's destroyed. An item also has a Broken Threshold. If its HP are reduced to this amount or lower, it's broken, meaning it can't be used for its normal function and it doesn't grant bonuses. Damaging an unattended item usually requires attacking it directly, and can be difficult due to that item's Hardness and immunities. You usually can't attack an attended object (one on a creature's person)."],"source":"CRB"}],"data":{"quickref":4},"source":"CRB"},{"type":"section","page":443,"name":"Making Choices","entries":["Pathfinder is a game where your choices determine the story's direction. Throughout the game, the GM describes what's happening in the world and then asks the players, \"So what do you do?\" Exactly what you choose to do, and how the GM responds to those choices, builds a unique story experience. Every game is different, because you'll rarely, if ever, make the same decisions as another group of players.","This is true for the GM as well—two GMs running the exact same adventure will put different emphasis and flourishes on the way they present each scenario and encounter.","Often, your choices have no immediate risk or consequences. If you're traveling along a forest path and come across a fork in the trail, the GM will ask, \"Which way do you go?\" You might choose to take the right fork or the left. You could also choose to leave the trail, or just go back to town. Once your choice is made, the GM tells you what happens next. Down the line, that choice may impact what you encounter later in the game, but in many cases nothing dangerous happens immediately.","But sometimes what happens as a result of your choices is less than certain. In those cases, you'll attempt a check."],"data":{"quickref":4},"source":"CRB"},{"type":"section","page":463,"name":"Movement","entries":["Your movement and position determine how you can interact with the world. Moving around in exploration and downtime modes is relatively fluid and free form.","Movement in encounter mode, by contrast, is governed by rules explained in Movement in Encounters (page 473). The rules below apply regardless of which mode you're playing in.",{"type":"pf2-h3","page":463,"name":"Movement Types","entries":["Creatures in Pathfinder soar through the clouds, scale sheer cliffs, and tunnel underfoot. Most creatures have a Speed, which is how fast they can move across the ground. Some abilities give you different ways to move, such as through the air or underground.","Each of these special movement types has its own Speed value. Many creatures have these Speeds naturally. The various types of movement are listed below. Since the Stride action can be used only with your normal Speed, moving using one of these movement types requires using a special action, and you can't Step while using one of these movement types. Since Speed by itself refers to your land Speed, rules text concerning these special movement types specifies the movement types to which it applies. Even though Speeds aren't checks, they can have item, circumstance, and status bonuses and penalties. These can't reduce your Speeds below 5 feet unless stated otherwise.","Switching from one movement type to another requires ending your action that has the first movement type and using a new action that has the second movement type. For instance, if you Climbed 10 feet to the top of a cliff, you could then Stride forward 10 feet.",{"type":"pf2-h4","page":463,"name":"Speed","entries":["Most characters and monsters have a speed statistic—also called land Speed—which indicates how quickly they can move across the ground. When you use the Stride action, you move a number of feet equal to your Speed. Numerous other abilities also allow you to move, from Crawling to Leaping, and most of them are based on your Speed in some way. Whenever a rule mentions your Speed without specifying a type, it's referring to your land Speed."],"source":"CRB"},{"type":"pf2-h4","page":463,"name":"Burrow Speed","entries":["A burrow Speed lets you tunnel through the ground. You can use the {@action Burrow} action if you have a burrow Speed. Burrowing doesn't normally leave behind a tunnel unless the ability specifically states that it does. Most creatures need to hold their breath when burrowing, and they may need tremorsense (page 465) to navigate with any accuracy."],"source":"CRB"},{"type":"pf2-h4","page":463,"name":"Climb Speed","entries":["A climb Speed allows you to move up or down inclines and vertical surfaces. Instead of needing to attempt {@skill Athletics} checks to Climb, you automatically succeed and move up to your climb Speed instead of the listed distance.","You might still have to attempt {@skill Athletics} checks to Climb in hazardous conditions, to Climb extremely difficult surfaces, or to cross horizontal planes such as ceilings. You can also choose to roll an {@skill Athletics} check to Climb rather than accept an automatic success in hopes of getting a critical success. Your climb Speed grants you a +4 circumstance bonus to {@skill Athletics} checks to Climb.","If you have a climb Speed, you're not {@condition flat-footed} while climbing."],"source":"CRB"},{"type":"pf2-h4","page":463,"name":"Fly Speed","entries":["As long as you have a fly Speed, you can use the {@action Fly} and {@action Arrest a Fall} actions. You can also attempt to {@action Maneuver in Flight} if you're trained in the {@skill Acrobatics} skill.","Wind conditions can affect how you use the {@action Fly} action. In general, moving against the wind uses the same rules as moving through {@quickref difficult terrain||3|terrain} (or {@quickref greater difficult terrain||3|terrain}, if you're also flying upward), and moving with the wind allows you to move 10 feet for every 5 feet of movement you spend (not cumulative with moving straight downward). For more information on spending movement, see Movement in Encounters on page 473.","Upward and downward movement are both relative to the gravity in your area; if you're in a place with zero gravity, moving up or down is no different from moving horizontally."],"source":"CRB"},{"type":"pf2-h4","page":463,"name":"Swim Speed","entries":["With a swim Speed, you can propel yourself through the water with little impediment. Instead of attempting {@skill Athletics} checks to {@action Swim}, you automatically succeed and move up to your swim Speed instead of the listed distance. Moving up or down is still moving through {@quickref difficult terrain||3|terrain}.","You might still have to attempt checks to {@action Swim} in hazardous conditions or to cross turbulent water. You can also choose to roll an {@skill Athletics} check to {@action Swim} rather than accept an automatic success in hopes of getting a critical success. Your swim Speed grants you a +4 circumstance bonus to {@skill Athletics} checks to {@action Swim}.","Having a swim Speed doesn't necessarily mean you can breathe in water, so you might still have to hold your breath if you're underwater to avoid {@quickref drowning||3|drowning and suffocating}."],"source":"CRB"}],"source":"CRB"},{"type":"pf2-h3","page":463,"name":"Falling","entries":["When you fall more than 5 feet, you take bludgeoning damage equal to half the distance you fell when you land. Treat falls longer than 1,500 feet as though they were 1,500 feet (750 damage). If you take any damage from a fall, you land prone. You fall about 500 feet in the first round of falling and about 1,500 feet each round thereafter.","You can Grab an Edge as a reaction to reduce the damage from some falls. In addition, if you fall into water, snow, or another relatively soft substance, you can treat the fall as though it were 20 feet shorter, or 30 feet shorter if you intentionally dove in. The effective reduction can't be greater than the depth (so when falling into 10-foot-deep water, you treat the fall as 10 feet shorter).",{"type":"pf2-h4","page":464,"name":"Falling on a Creature","entries":["If you land on a creature, that creature must attempt a DC 15 Reflex save. Landing exactly on a creature after a long fall is almost impossible.",{"type":"successDegree","entries":{"Critical Success":"The creature takes no damage.","Success":"The creature takes bludgeoning damage equal to one-quarter the falling damage you took.","Failure":"The creature takes bludgeoning damage equal to half the falling damage you took.","Critical Failure":"The creature takes the same amount of bludgeoning damage you took from the fall."}}],"source":"CRB"},{"type":"pf2-h4","page":464,"name":"Falling Objects","entries":["A dropped object takes damage just like a falling creature. If the object lands on a creature, that creature can attempt a Reflex save using the same rules as for a creature falling on a creature. Hazards and spells that involve falling objects, such as a rock slide, have their own rules about how they interact with creatures and the damage they deal."],"source":"CRB"}],"data":{"quickrefIndex":true},"source":"CRB"}],"data":{"quickref":4},"source":"CRB"},{"type":"section","page":618,"name":"Overriding Conditions","entries":["Some conditions override others. This is always specified in the entry for the overriding condition. When this happens, all effects of the overridden condition are suppressed until the overriding condition ends. The overridden condition's duration continues to elapse, and it might run out while suppressed."],"data":{"quickref":4},"source":"CRB"},{"type":"section","page":464,"name":"Perception","entries":["Your Perception measures your ability to notice things, search for what's hidden, and tell whether something about a situation is suspicious. This statistic is frequently used for rolling initiative to determine who goes first in an encounter, and it's also used for the {@action Seek} action.","The rules for rolling a Perception check are found on page 448. The rules below describe the effects of light and visibility on your specific senses to perceive the world, as well as the rules for sensing and locating creatures with Perception.",{"type":"pf2-h3","page":464,"name":"Light","data":{"quickrefIndex":true},"entries":["The amount of light in an area can affect how well you see things. There are three levels of light: bright light, dim light, and darkness. The rules in this book assume that all creatures are in bright light unless otherwise noted. A source of light lists the radius in which it sheds bright light, and it sheds dim light to double that radius.",{"type":"pf2-h4","page":464,"name":"Bright Light","data":{"quickrefIndex":true},"entries":["In bright light, such as sunlight, creatures and objects can be observed clearly by anyone with average vision or better. Some types of creatures are {@condition dazzled} or {@condition blinded} by bright light."],"source":"CRB"},{"type":"pf2-h4","page":464,"name":"Dim Light","data":{"quickrefIndex":true},"entries":["Areas in shadow or lit by weak light sources are in dim light. Creatures and objects in dim light have the {@condition concealed} condition, unless the seeker has {@ability darkvision} or {@ability low-light vision}, or a {@quickref precise sense|CRB|3|precise sense|0} other than vision."],"source":"CRB"},{"type":"pf2-h4","page":464,"name":"Darkness","data":{"quickrefIndex":true},"entries":["A creature or object within darkness is hidden or undetected unless the seeker has {@ability darkvision} or a {@quickref precise sense|CRB|3|precise sense|0} other than vision. A creature without {@ability darkvision} or another means of perceiving in darkness has the {@condition blinded} condition while in darkness, though it might be able to see illuminated areas beyond the darkness. If a creature can see into an illuminated area, it can observe creatures within that illuminated area normally. After being in darkness, sudden exposure to bright light might make you {@condition dazzled} for a short time, as determined by the GM."],"source":"CRB"}],"source":"CRB"},{"type":"pf2-h3","page":464,"name":"Senses","data":{"quickrefIndex":true},"entries":["The ways a creature can use {@skill Perception} depend on what senses it has. The primary concepts you need to know for understanding senses are precise senses, imprecise senses, and the three states of detection a target can be in: observed, hidden, or undetected. Vision, hearing, and scent are three prominent senses, but they don't have the same degree of acuity.",{"type":"pf2-h4","page":464,"name":"Precise Senses","data":{"quickrefIndex":true},"entries":["Average vision is a precise sense—a sense that can be used to perceive the world in nuanced detail. The only way to target a creature without having drawbacks is to use a precise sense. You can usually detect a creature automatically with a precise sense unless that creature is hiding or obscured by the environment, in which case you can use the Seek basic action to better detect the creature."],"source":"CRB"},{"type":"pf2-h4","page":464,"name":"Imprecise Senses","data":{"quickrefIndex":true},"entries":["Hearing is an imprecise sense—it cannot detect the full range of detail that a {@quickref precise sense|CRB|3|precise sense|0} can. You can usually sense a creature automatically with an imprecise sense, but it has the {@condition hidden} condition instead of the {@condition observed} condition. It might be {@condition undetected} by you if it's using {@skill Stealth} or is in an environment that distorts the sense, such as a noisy room in the case of hearing. In those cases, you have to use the {@action Seek} basic action to detect the creature. At best, an imprecise sense can be used to make an {@condition undetected} creature (or one you didn't even know was there) merely {@condition hidden}—it can't make the creature {@condition observed}."],"source":"CRB"},{"type":"pf2-h4","page":465,"name":"Vague Senses","data":{"quickrefIndex":true},"entries":["A character also has many vague senses—ones that can alert you that something is there but aren't useful for zeroing in on it to determine exactly what it is. The most useful of these for a typical character is the sense of smell. At best, a vague sense can be used to detect the presence of an {@condition unnoticed} creature, making it {@condition undetected}. Even then, the vague sense isn't sufficient to make the creature {@condition hidden} or {@condition observed}.","When one creature might detect another, the GM almost always uses the most {@quickref precise sense|CRB|3|precise sense|0} available.","Pathfinder's rules assume that a given creature has vision as its only {@quickref precise sense|CRB|3|precise sense|0} and hearing as its only {@quickref imprecise sense|CRB|3|imprecise sense|0}. Some characters and creatures, however, have {@quickref precise|CRB|3|precise sense|0} or {@quickref imprecise senses|CRB|3|imprecise sense|0} that don't match this assumption. For instance, a character with poor vision might treat that sense as {@quickref imprecise|CRB|3|imprecise sense|0}, an animal with the {@ability scent} ability can use its sense of smell as an {@quickref imprecise sense|CRB|3|imprecise sense|0}, and a creature with echolocation or a similar ability can use hearing as a {@quickref precise|CRB|3|precise sense|0} sense. Such senses are often given special names and appear as \"echolocation (precise),\" \"scent (imprecise) 30 feet,\" or the like."],"source":"CRB"}],"source":"CRB"},{"type":"pf2-h3","page":465,"name":"Special Senses","data":{"quickrefIndex":true},"entries":["While a human might have a difficult time making creatures out in dim light, an elf can see those creatures just fine. And though elves have no problem seeing on a moonlit night, their vision cannot penetrate complete darkness, whereas a dwarf's can.","Special senses grant greater awareness that allows a creature with these senses to either ignore or reduce the effects of the undetected, hidden, or concealed conditions (described in {@quickref Detecting Creatures|CRB|3|Detecting Creatures|0} below) when it comes to situations that foil average vision. The following are a few examples of common special senses.",{"type":"pf2-h4","page":465,"name":"Darkvision and Greater Darkvision","entries":["A creature with {@ability darkvision} or {@ability darkvision||greater darkvision} can see perfectly well in areas of darkness and dim light, though such vision is in black and white only. Some forms of magical darkness, such as a 4th-level {@spell darkness} spell, block normal {@ability darkvision}. A creature with {@ability darkvision||greater darkvision}, however, can see through even these forms of magical darkness."],"source":"CRB"},{"type":"pf2-h4","page":465,"name":"Low-Light Vision","entries":["A creature with {@ability low-light vision} can see in dim light as though it were bright light, so it ignores the {@condition concealed} condition due to dim light."],"source":"CRB"},{"type":"pf2-h4","page":465,"name":"Scent","entries":["Scent involves sensing creatures or objects by smell, and is usually a vague sense. The range is listed in the ability, and it functions only if the creature or object being detected emits an aroma (for instance, incorporeal creatures usually do not exude an aroma).","If a creature emits a heavy aroma or is upwind, the GM can double or even triple the range of {@ability scent} abilities used to detect that creature, and the GM can reduce the range if a creature is downwind."],"source":"CRB"},{"type":"pf2-h4","page":465,"name":"Tremorsense","entries":["Tremorsense allows a creature to feel the vibrations through a solid surface caused by movement. It is usually an imprecise sense with a limited range (listed in the ability). Tremorsense functions only if the detecting creature is on the same surface as the subject, and only if the subject is moving along (or burrowing through) the surface."],"source":"CRB"}],"source":"CRB"},{"type":"pf2-brown-box","page":465,"name":"DETECTING WITH OTHER SENSES","entries":["If a monster uses a sense other than vision, the GM can adapt the variables that keep its foes from being detected to equivalents that work with the monster's senses. For example, a creature that has echolocation might use hearing as a primary sense. This could mean its quarry is concealed in a noisy chamber, hidden in a great enough din, or even {@condition invisible} in the area of a {@spell silence} spell.",{"type":"pf2-title","name":"Using Stealth with Other Senses"},"The {@skill Stealth} skill is designed to use Hide for avoiding visual detection and Avoid Notice and Sneak to avoid being both seen and heard. For many special senses, a player can describe how they're avoiding detection by that special sense and use the most applicable {@skill Stealth} action. For instance, a creature stepping lightly to avoid being detected via tremorsense would be using Sneak.","In some cases, rolling a Dexterity-based {@skill Stealth} skill check to Sneak doesn't make the most sense. For example, when facing a creature that can detect heartbeats, a PC trying to avoid being detected might meditate to slow their heart rate, using Wisdom instead of Dexterity as the ability modifier for the {@skill Stealth} check. When a creature that can detect you has multiple senses, such as if it could also hear or see, the PC would use the lowest applicable ability modifier for the check."],"source":"CRB"},{"type":"pf2-h3","page":465,"name":"Detecting Creatures","data":{"quickrefIndex":true},"entries":["There are three conditions that measure the degree to which you can sense a creature: observed, hidden, and undetected. However, the concealed and invisible conditions can partially mask a creature, and the unnoticed condition indicates you have no idea a creature is around. In addition to the descriptions here, you can find these conditions in the {@pf2etools Conditions|conditions.html} page.","With the exception of {@condition invisible}, these conditions are relative to the viewer—it's possible for a creature to be observed to you but hidden from your ally. When you're trying to target a creature that's hard to see or otherwise sense, various drawbacks apply. Most of these rules apply to objects you're trying to detect as well as creatures.","Typically, the GM tracks how well creatures detect each other, since neither party has perfect information. For example, you might think a creature is in the last place you sensed it, but it was able to Sneak away. Or you might think a creature can't see you in the dark, but it has {@ability darkvision}.","You can attempt to avoid detection by using the {@skill Stealth} skill to {@action Avoid Notice}, {@action Hide}, or {@action Sneak}, or by using {@skill Deception} to {@action Create a Diversion}.",{"type":"pf2-h4","page":466,"name":"Observed","entries":["In most circumstances, you can sense creatures without difficulty and target them normally. Creatures in this state are observed. Observing requires a precise sense, which for most creatures means sight, but see the Detecting with Other Senses sidebar for advice regarding creatures that don't use sight as their primary sense. If you can't observe the creature, it's either {@condition hidden}, {@condition undetected}, or {@condition unnoticed}, and you'll need to factor in the targeting restrictions. Even if a creature is {@condition observed}, it might still be {@condition concealed}."],"source":"CRB"},{"type":"pf2-h4","page":466,"name":"Hidden","entries":["A creature that's hidden is only barely perceptible. You know what space a hidden creature occupies, but little else. Perhaps the creature just moved behind cover and successfully used the Hide action. Your target might be in a deep fogbank or behind a waterfall, where you can see some movement but can't determine an exact location. Maybe you've been {@condition blinded} or the creature is under the effects of {@spell invisibility}, but you used the {@action Seek} basic action to determine its general location based on hearing alone. Regardless of the specifics, you're {@condition flat-footed} to a hidden creature.","When targeting a {@condition hidden} creature, before you roll to determine your effect, you must attempt a DC {@flatDC 11} flat check. If you fail, you don't affect the creature, though the actions you used are still expended—as well as any spell slots, costs, and other resources. You remain {@condition flat-footed} to the creature, whether you successfully target it or not."],"source":"CRB"},{"type":"pf2-h4","page":466,"name":"Undetected","entries":["If a creature is undetected, you don't know what space it occupies, you're {@condition flat-footed} to it, and you can't easily target it. Using the {@action Seek} basic action can help you find an undetected creature, usually making it {@condition hidden} from you instead of {@condition undetected}. If a creature is {@condition undetected}, that doesn't necessarily mean you're unaware of its presence—you might suspect an {@condition undetected} creature is in the room with you, even though you're unable to find its space. The {@condition unnoticed} condition covers creatures you're entirely unaware of.","Targeting an {@condition undetected} creature is difficult. If you suspect there's a creature around, you can pick a square and attempt an attack. This works like targeting a {@condition hidden} creature, but the flat check and attack roll are both rolled in secret by the GM. The GM won't tell you why you missed—whether it was due to failing the flat check, rolling an insufficient attack roll, or choosing the wrong square. The GM might allow you to try targeting an undetected creature with some spells or other abilities in a similar fashion. {@condition Undetected} creatures are subject to area effects normally.","For instance, suppose an enemy elf wizard cast {@spell invisibility} and then {@action sneak||Sneaked} away. You suspect that with the elf's Speed of 30 feet, they probably moved 15 feet toward an open door. You move up and attack a space 15 feet from where the elf started and directly on the path to the door. The GM secretly rolls an attack roll and flat check, but they know that you were not quite correct—the elf was actually in the adjacent space! The GM tells you that you missed, so you decide to make your next attack on the adjacent space, just in case. This time, it's the right space, and the GM's secret attack roll and flat check both succeed, so you hit!"],"source":"CRB"},{"type":"pf2-h4","page":467,"name":"Unnoticed","entries":["If you have no idea a creature is even present, that creature is unnoticed by you. A creature that is undetected might also be unnoticed. This condition usually matters for abilities that can be used only against targets totally unaware of your presence."],"source":"CRB"}],"source":"CRB"}],"data":{"quickref":4},"source":"CRB"},{"type":"section","page":450,"name":"Special Checks","entries":["Some categories of checks follow special rules. The most notable are flat checks and secret checks.",{"type":"pf2-h3","page":450,"name":"Flat Checks","entries":["When the chance something will happen or fail to happen is based purely on chance, you'll attempt a flat check. A flat check never includes any modifiers, bonuses, or penalties—you just roll a d20 and compare the result on the die to the DC. Only abilities that specifically apply to flat checks can change the checks' DCs; most such effects affect only certain types of flat checks.","If more than one flat check would ever cause or prevent the same thing, just roll once and use the highest DC. In the rare circumstance that a flat check has a DC of 1 or lower, skip rolling; you automatically succeed. Conversely, if one ever has a DC of 21 or higher, you automatically fail."],"source":"CRB"},{"type":"pf2-h3","page":450,"name":"Secret Checks","entries":["Sometimes you as the player shouldn't know the exact result and effect of a check. In these situations, the rules (or the GM) will call for a secret check. The secret trait appears on anything that uses secret checks. This type of check uses the same formulas you normally would use for that check, but is rolled by the GM, who doesn't reveal the result. Instead, the GM simply describes the information or effects determined by the check's result. If you don't know a secret check is happening (for instance, if the GM rolls a secret Fortitude save against a poison that you failed to notice), you can't use any fortune or misfortune abilities (see the sidebar on page 449) on that check, but if a fortune or misfortune effect would apply automatically, the GM applies it to the secret check. If you know that the GM is attempting a secret check—as often happens with {@action Recall Knowledge} or Seek—you can usually activate fortune or misfortune abilities for that check. Just tell the GM, and they'll apply the ability to the check.","The GM can choose to make any check secret, even if it's not usually rolled secretly. Conversely, the GM can let you roll any check yourself, even if that check would usually be secret. Some groups find it simpler to have players roll all secret checks and just try to avoid acting on any out-of-character knowledge, while others enjoy the mystery."],"source":"CRB"}],"data":{"quickref":4},"source":"CRB"},{"type":"section","page":446,"name":"Specific Checks","entries":["While most checks follow these basic rules, it's useful to know about a few specific types of checks, how they're used, and how they differ from one another.",{"type":"pf2-h3","page":446,"name":"Attack Rolls","entries":["When you use a {@action Strike} action or make a spell attack, you attempt a check called an attack roll. Attack rolls take a variety of forms and are often highly variable based on the weapon you are using for the attack, but there are three main types: melee attack rolls, ranged attack rolls, and spell attack rolls. Spell attack rolls work a little bit differently, so they are explained separately on the next page.","{@b Melee attack rolls} use Strength as their ability modifier by default. If you're using a weapon or attack with the {@trait finesse} trait, then you can use your Dexterity modifier instead.",{"type":"pf2-inset","entries":["Melee attack roll result = d20 roll + Strength modifier (or optionally Dexterity modifier for a {@trait finesse} weapon) + proficiency bonus + other bonuses + penalties"]},"{@b Ranged attack rolls} use Dexterity as their ability modifier.",{"type":"pf2-inset","entries":["Ranged attack roll result = d20 roll + Dexterity modifier + proficiency bonus + other bonuses + penalties"]},"When attacking with a weapon, whether melee or ranged, you add your proficiency bonus for the weapon you're using. Your class determines your proficiency rank for various weapons. Sometimes, you'll have different proficiency ranks for different weapons. For instance, at 5th level, a fighter gains the weapon mastery class feature, which grants master proficiency with the simple and martial weapons of one weapon group, expert proficiency with advanced weapons of that group and other simple and martial weapons, and trained proficiency in all other advanced weapons.","The bonuses you might apply to attack rolls can come from a variety of sources. Circumstance bonuses can come from the aid of an ally or a beneficial situation. Status bonuses are typically granted by spells and other magical aids. The item bonus to attack rolls comes from magic weapons—notably, a weapon's potency rune (page 580).","Penalties to attack rolls come from situations and effects as well. Circumstance penalties come from risky tactics or detrimental circumstances, status penalties come from spells and magic working against you, and item penalties occur when you use a shoddy item (page 273). When making attack rolls, two main types of untyped penalties are likely to apply. The first is the multiple attack penalty, and the second is the range penalty. The first applies anytime you make more than one attack action during the course of your turn, and the other applies only with ranged or thrown weapons. Both are described below.",{"type":"pf2-h4","page":446,"name":"Multiple Attack Penalty","entries":["The more attacks you make beyond your first in a single turn, the less accurate you become, represented by the multiple attack penalty. The second time you use an {@trait attack} action during your turn, you take a –5 penalty to your check. The third time you attack, and on any subsequent attacks, you take a –10 penalty to your check. Every check that has the {@trait attack} trait counts toward your multiple attack penalty, including {@action Strike||Strikes}, spell attack rolls, certain skill actions like {@action Shove}, and many others.","Some weapons and abilities reduce multiple attack penalties, such as {@trait agile} weapons, which reduce these penalties to –4 on the second attack or –8 on further attacks.",{"type":"table","colStyles":["text-center","text-center","text-center"],"rows":[["Attack","Multiple Attack Penalty","Agile"],["First","None","None"],["Second","–5","–4"],["Third or subsequent","–10","–8"]]},"Always calculate your multiple attack penalty for the weapon you're using on that attack. For example, let's say you're wielding a {@item longsword} in one hand and a {@item shortsword} (which has the {@trait agile} trait) in your other hand, and you are going to make three {@action Strike||Strikes} with these weapons during the course of your turn. The first {@action Strike} you make during your turn has no penalty, no matter what weapon you are using. The second Strike will take either a –5 penalty if you use the {@item longsword} or a –4 penalty if you use the {@item shortsword}.","Just like the second attack, the penalty for your third attack is based on which weapon you're using for that particular {@action Strike}. It would be a –10 penalty with the {@item longsword} and a –8 penalty with the {@item shortsword}, no matter what weapon you used for your previous {@action Strike||Strikes}.","The multiple attack penalty applies only during your turn, so you don't have to keep track of it if you can perform an Attack of Opportunity or a similar reaction that lets you make a Strike on someone else's turn.",{"type":"pf2-h4","page":446,"name":"Range Penalty","entries":["Ranged and thrown weapons each have a listed range increment, and attacks with them grow less accurate against targets farther away (range and range increments are covered in depth on page 279). As long as your target is at or within the listed range increment, also called the first range increment, you take no penalty to the attack roll. If you're attacking beyond that range increment, you take a –2 penalty for each additional increment beyond the first.","You can attempt to attack with a ranged weapon or thrown weapon up to six range increments away, but the farther away you are, the harder it is to hit your target.","For example, the range increment of a crossbow is 120 feet. If you are shooting at a target no farther away than that distance, you take no penalty due to range. If they're beyond 120 feet but no more than 240 feet away, you take a –2 penalty due to range. If they're beyond 240 feet but no more than 360 feet away, you take a –4 penalty due to range, and so on, until you reach the last range increment: beyond 600 feet but no more than 720 feet away, where you take a –10 penalty due to range."],"source":"CRB"},{"type":"pf2-h4","page":447,"name":"Armor Class","entries":["Attack rolls are compared to a special difficulty class called an {@b Armor Class} ({@b AC}), which measures how hard it is for your foes to hit you with {@action Strike||Strikes} and other attack actions. Just like for any other check and DC, the result of an attack roll must meet or exceed your AC to be successful, which allows your foe to deal damage to you.","Armor Class is calculated using the following formula.",{"type":"pf2-inset","entries":["Armor Class = 10 + Dexterity modifier (up to your armor's Dex Cap) + proficiency bonus + armor's item bonus to AC + other bonuses + penalties"]},"Use the proficiency bonus for the category (light, medium, or heavy) or the specific type of armor you're wearing. If you're not wearing armor, use your proficiency in unarmored defense.","Armor Class can benefit from bonuses with a variety of sources, much like attack rolls. Armor itself grants an item bonus, so other item bonuses usually won't apply to your AC, but magic armor can increase the item bonus granted by your armor.","Penalties to AC come from situations and effects in much the same way bonuses do. Circumstance penalties come from unfavorable situations, and status penalties come from effects that impede your abilities or from broken armor. You take an item penalty when you wear shoddy armor (page 273)."],"source":"CRB"}],"source":"CRB"}],"source":"CRB"},{"type":"pf2-brown-box","page":447,"name":"STRIDING AND STRIKING","entries":["Two of the simplest and most common actions you'll use in combat are Stride and Strike, described in full on page 471.","{@b {@action Stride}} is an action that has the move trait and that allows you to move a number of feet up to your Speed.","You'll often need to Stride multiple times to reach a foe who's far away or to run from danger! Move actions can often trigger reactions or free actions. However, unlike other actions, a move action can trigger reactions not only when you first use the action, but also for every 5 feet you move during that action, as described on page 474. The Step action (page 471) lets you move without triggering reactions, but only 5 feet.","{@b {@action Strike}} is an action that has the attack trait and that allows you to attack with a weapon you're wielding or an unarmed attack (such as a fist).","If you're using a melee weapon or unarmed attack, your target must be within your reach; if you're attacking with a ranged weapon, your target must be within range. Your reach is how far you can physically extend a part of your body to make an unarmed attack, or the farthest distance you can reach with a melee weapon. This is typically 5 feet, but special weapons and larger creatures have longer reaches. Your range is how far away you can attack with a ranged weapon or with some types of magical attacks.","Different weapons and magical attacks have different maximum ranges, and ranged weapons get less effective as you exceed their range increments.","Striking multiple times in a turn has diminishing returns. The multiple attack penalty (detailed on page 446) applies to each attack after the first, whether those attacks are {@action Strike||Strikes}, special attacks like the Grapple action of the {@skill Athletics} skill, or spell attack rolls."],"source":"CRB"},{"type":"pf2-h3","page":447,"name":"Spell Attack Rolls","entries":["If you cast spells, you might be able to make a spell attack roll. These rolls are usually made when a spell makes an attack against a creature's AC.","The ability modifier for a spell attack roll depends on how you gained access to your spells. If your class grants you spellcasting, use your key ability modifier. Innate spells use your Charisma modifier unless the ability that granted them states otherwise. Focus spells and other sources of spells specify which ability modifier you use for spell attack rolls in the ability that granted them. If you have spells from multiple sources or traditions, you might use different ability modifiers for spell attack rolls for these different sources of spells. For example, a dwarf cleric with the Stonewalker ancestry feat would use her Charisma modifier when casting {@spell meld into stone} from that feat, since it's a divine innate spell, but she would use her Wisdom modifier when casting {@spell heal} and other spells using her cleric divine spellcasting.","Determine the spell attack roll with the following formula.",{"type":"pf2-inset","entries":["Spell attack roll result = d20 roll + ability modifier used for spellcasting + proficiency bonus + other bonuses + penalties"]},"If you have the ability to cast spells, you'll have a proficiency rank for your spell attack rolls, so you'll always add a proficiency bonus. Like your ability modifier, this proficiency rank may vary from one spell to another if you have spells from multiple sources. Spell attack rolls can benefit from circumstance bonuses and status bonuses, though item bonuses to spell attack rolls are rare. Penalties affect spell attack rolls just like any other attack roll—including your multiple attack penalty.","Many times, instead of requiring you to make a spell attack roll, the spells you cast will require those within the area or targeted by the spell to attempt a saving throw against your {@b Spell DC} to determine how the spell affects them.","Your spell DC is calculated using the following formula.",{"type":"pf2-inset","entries":["Spell DC = 10 + ability modifier used for spellcasting + proficiency bonus + other bonuses + penalties"]}],"data":{"quickrefIndex":true},"source":"CRB"},{"type":"pf2-h3","page":448,"name":"Perception","entries":["Perception measures your ability to be aware of your environment. Every creature has Perception, which works with and is limited by a creature's senses (described on page 464). Whenever you need to attempt a check based on your awareness, you'll attempt a Perception check.","Your Perception uses your Wisdom modifier, so you'll use the following formula when attempting a Perception check.",{"type":"pf2-inset","entries":["Perception check result = d20 roll + Wisdom modifier + proficiency bonus + other bonuses + penalties"]},"Nearly all creatures are at least trained in Perception, so you will almost always add a proficiency bonus to your Perception modifier. You might add a circumstance bonus for advantageous situations or environments, and typically get status bonuses from spells or other magical effects. Items can also grant you a bonus to Perception, typically in a certain situation. For instance, a fine spyglass grants a +1 item bonus to Perception when attempting to see something a long distance away. Circumstance penalties to Perception occur when an environment or situation (such as fog) hampers your senses, while status penalties typically come from conditions, spells, and magic effects that foil the senses. You'll rarely encounter item penalties or untyped penalties for Perception.","Many abilities are compared to your {@b Perception DC} to determine whether they succeed. Your Perception DC is 10 + your total Perception modifier.",{"type":"pf2-h4","page":448,"name":"Perception for Initiative","entries":["Often, you'll roll a Perception check to determine your order in initiative. When you do this, instead of comparing the result against a DC, everyone in the encounter will compare their results. The creature with the highest result acts first, the creature with the second-highest result goes second, and so on. Sometimes you may be called on to roll a skill check for initiative instead, but you'll compare results just as if you had rolled Perception. The full rules for initiative are found in the rules for encounter mode on page 468."],"source":"CRB"}],"source":"CRB"},{"type":"pf2-h3","page":448,"name":"Saving Throws","entries":["There are three types of saving throws: Fortitude saves, Reflex saves, and Will saves. In all cases, saving throws measure your ability to shrug off harmful effects in the form of afflictions, damage, or conditions. You'll always add a proficiency bonus to each save. Your class might give a different proficiency to each save, but you'll be trained at minimum. Some circumstances and spells might give you circumstance or status bonuses to saves, and you might find {@item resilient} armor or other magic items that give an item bonus.","{@b Fortitude saving throws} allow you to reduce the effects of abilities and afflictions that can debilitate the body.","They use your Constitution modifier and are calculated as shown in the formula below.",{"type":"pf2-inset","entries":["Fortitude save result = d20 roll + Constitution modifier + proficiency bonus + other bonuses + penalties"]},"{@b Reflex saving throws} measure how well you can respond quickly to a situation and how gracefully you can avoid effects that have been thrown at you. They use your Dexterity modifier and are calculated as shown in the formula below.",{"type":"pf2-inset","entries":["Reflex save result = d20 roll + Dexterity modifier + proficiency bonus + other bonuses + penalties"]},"{@b Will saving throws} measure how well you can resist attacks to your mind and spirit. They use your Wisdom modifier and are calculated as shown in the formula below.",{"type":"pf2-inset","entries":["Will save result = d20 roll + Wisdom modifier + proficiency bonus + other bonuses + penalties"]},"Sometimes you'll need to know your DC for a given saving throw. The DC for a saving throw is 10 + the total modifier for that saving throw.","Most of the time, when you attempt a saving throw, you don't have to use your actions or your reaction. You don't even need to be able to act to attempt saving throws. However, in some special cases you might have to take an action to attempt a save. For instance, you can try to recover from the sickened condition by spending an action to attempt a Fortitude save.",{"type":"pf2-h4","page":449,"name":"Basic Saving Throws","entries":["Sometimes you will be called on to attempt a basic saving throw. This type of saving throw works just like any other saving throw—the \"basic\" part refers to the effects.","For a basic save, you'll attempt the check and determine whether you critically succeed, succeed, fail, or critically fail like you would any other saving throw. Then one of the following outcomes applies based on your degree of success—no matter what caused the saving throw.",{"type":"successDegree","entries":{"Critical Success":"You take no damage from the spell, hazard, or effect that caused you to attempt the save.","Success":"You take half the listed damage from the effect.","Failure":"You take the full damage listed from the effect.","Critical Failure":"You take double the listed damage from the effect."}}],"source":"CRB"}],"source":"CRB"},{"type":"pf2-brown-box","page":449,"name":"FORTUNE AND MISFORTUNE EFFECTS","entries":["Fortune and misfortune effects can alter how you roll your dice. These abilities might allow you to reroll a failed roll, force you to reroll a successful roll, allow you to roll twice and use the higher result, or force you to roll twice and use the lower result.","You can never have more than one fortune and more than one misfortune effect come into play on a single roll. For instance, if an effect lets you roll twice and use the higher roll, you can't then use Halfling Luck (a fortune effect) to reroll if you fail. If multiple fortune effects would apply, you have to pick which to use. If two misfortune effects apply, the GM decides which is worse and applies it.","If both a fortune effect and a misfortune effect would apply to the same roll, the two cancel each other out, and you roll normally."],"source":"CRB"},{"type":"pf2-h3","page":449,"name":"Skill Checks","entries":["Pathfinder has a variety of skills, from {@skill Athletics} to {@skill Medicine} to {@skill Occultism}. Each grants you a set of related actions that rely on you rolling a skill check. Each skill has a key ability score, based on the scope of the skill in question. For instance, {@skill Athletics} deals with feats of physical prowess, like swimming and jumping, so its key ability score is Strength. {@skill Medicine} deals with the ability to diagnose and treat wounds and ailments, so its key ability score is Wisdom. The key ability score for each skill is listed in Chapter 4: Skills. No matter which skill you're using, you calculate a check for it using the following formula.",{"type":"pf2-inset","entries":["Skill check result = d20 roll + modifier of the skill's key ability score + proficiency bonus + other bonuses + penalties"]},"You're unlikely to be trained in every skill. When using a skill in which you're untrained, your proficiency bonus is +0; otherwise, it equals your level plus 2 for trained, or higher once you become expert or better. The proficiency rank is specific to the skill you're using. Aid from another character or some other beneficial situation may grant you a circumstance bonus. A status bonus might come from a helpful spell or magical effect. Sometimes tools related to the skill grant you an item bonus to your skill checks. Conversely, unfavorable situations might give you a circumstance penalty to your skill check, while harmful spells, magic, or conditions might also impose a status penalty. Using shoddy or makeshift tools might cause you to take an item penalty. Sometimes a skill action can be an attack, and in these cases, the skill check might take a multiple attack penalty, as described on page 446.","When an ability calls for you to use the DC for a specific skill, you can calculate it by adding 10 + your total modifier for that skill."],"source":"CRB"},{"type":"pf2-h3","page":450,"name":"Notating Total Modifiers","entries":["When creating your character and adventuring you'll record the total modifier for various important checks on your character sheet. Since many bonuses and penalties are due to the immediate circumstances, spells, and other temporary magical effects, you typically won't apply them to your notations.","Item bonuses and penalties are often more persistent, so you will often want to record them ahead of time. For instance, if you are using a weapon with a {@item +1 weapon potency} rune, you'll want to add the +1 item bonus to your notation for your attack rolls with that weapon, since you will include that bonus every time you attack with that weapon. But if you have a fine spyglass, you wouldn't add its item bonus to your Perception check notation, since you gain that bonus only if you are using sight—and the spyglass!—to see long distances."],"source":"CRB"}],"data":{"quickref":4},"source":"CRB"}]},{"type":"entries","entries":[{"type":"section","name":"Difficulty Classes","page":503,"alias":["DCs"],"entries":[{"type":"pf2-h2","page":503,"name":"Simple DCs","entries":["Sometimes you need to quickly set a Difficulty Class. The easiest method is to select a simple DC from Table 10–4 by estimating which proficiency rank best matches the task (that rank is usually not required to succeed at the task).","If it's something pretty much anyone would have a decent chance at, use the untrained DC. If it would require a degree of training, use the DC listed for trained, expert, master, or legendary proficiency, as appropriate to the complexity of the task. For example, say a PC was trying to uncover the true history behind a fable. You determine this requires a check to {@action Recall Knowledge}, and that only someone with master proficiency in Folktale Lore would know the information, so you'd set the DC at 30—the simple master DC.","Simple DCs work well when you need a DC on the fly and there's no level associated with the task. They're most useful for skill checks. Because there isn't much gradation between the simple DCs, they don't work as well for hazards or combatants, where the PCs' lives are on the line; you're better off using level-based DCs for such challenges.",{"type":"data","tag":"table","name":"Simple DCs","source":"CRB"}],"data":{"quickrefIndex":true},"source":"CRB"},{"type":"pf2-h2","page":503,"name":"Level-Based DCs","entries":["When you're determining a skill DC based on something that has a level, use Table 10–5 to set the DC. Find the level of the subject, and assign the corresponding DC. Since spells use a 1–10 scale, use the Spell Level column for them.","Use these DCs when a PC needs to Identify a Spell or {@action Recall Knowledge} about a creature, attempts to Earn Income by performing a task of a certain level, and so on. You can also use the level-based DCs for obstacles instead of assigning a simple DC. For example, you might determine that a wall in a high-level dungeon was constructed of smooth metal and is hard to climb. You could simply say only someone with master proficiency could climb it, and use the simple DC of 30. Or you might decide that the 15th-level villain who created the dungeon crafted the wall, and use the 15th-level DC of 34. Either approach is reasonable!","Note that PCs who invest in a skill become more likely to succeed at a DC of their level as they increase in level, and the listed DCs eventually become very easy for them.",{"type":"data","tag":"table","name":"DCs by Level","source":"CRB"}],"data":{"quickrefIndex":true},"source":"CRB"},{"type":"pf2-h2","page":503,"name":"Adjusting Difficulty","entries":["You might decide a DC should differ from the baseline, whether to account for PCs' areas of expertise or to represent the rarity of spells or items. A DC adjustment represents an essential difference in the difficulty of a task and applies to anyone attempting a specific check for it.","Adjustments happen most often with tasks whose DCs are based on their level. Adjustments use a scale of –10 to +10, from incredibly easy checks to incredibly hard ones, and are broken into increments of 2, 5, and 10.","You'll often apply the adjustments for uncommon, rare, or unique subjects.",{"type":"data","tag":"table","name":"DC Adjustments","source":"CRB"},"The adjustments' names don't translate to how hard a task actually is for a PC or group of PCs, and adjustments aren't meant to balance out or replace PCs' bonuses and penalties. PCs who invest in a skill will become better and better at that skill as they increase in level. For example, even the best 1st-level PC has grim odds against an incredibly hard 1st-level DC, with a huge chance of critical failure, but by 20th level, an optimized character with a modicum of magic or assistance can take down incredibly hard 20th-level DCs over half the time, critically failing only on a 1. At higher levels, many groups will find that the very hard DC is more like standard for them; keep that in mind if you need a check that presents a true challenge to a high level group.","You might use different DCs for a task based on the particular skill or statistic used for the check. Let's say your PCs encounter a magical tome about aberrant creatures. The tome is 4th-level and has the occult trait, so you set the DC of an {@skill Occultism} check to Identify the Magic to 19, based on Table 10–5. As noted in Identify Magic, other magic-related skills can typically be used at a higher DC, so you might decide the check is very hard for a character using {@skill Arcana} and set the DC at 24 for characters using that skill. If a character in your group had Aberration Lore, you might determine that it would be easy or very easy to use that skill and adjust the DC to 17 or 14. These adjustments aren't taking the place of characters' bonuses, modifiers, and penalties—they are due to the applicability of the skills being used.",{"type":"pf2-h3","page":504,"name":"Group Attempts","entries":["The DCs in this chapter give an individual character a strong and increasing chance of success if they have some proficiency. On occasion, though, you'll have a task that only one person in the group needs to succeed at, but that everyone can attempt. The number of dice being rolled means that there's a very high chance at least one of them will succeed. Most of the time, that's perfectly fine, but sometimes you'll want the task to be a challenge, with some uncertainty as to whether the party can succeed. In these cases, make the check very hard, or incredibly hard if you want it to be particularly difficult or at high levels.","At these DCs, most of the party will probably fail, but someone will probably still succeed, likely a character who has heavily invested in the given skill, as is expected for specialized characters."],"source":"CRB"}],"data":{"quickrefIndex":true},"source":"CRB"},{"type":"pf2-h2","page":504,"name":"Minimum Proficiency","entries":["Sometimes succeeding at a particular task requires a character to have a specific proficiency rank in addition to a success on the check. Locks and traps often require a certain proficiency rank to successfully use the Pick a Lock or Disable a Device actions of {@skill Thievery}. A character whose proficiency rank is lower than what's listed can attempt the check, but they can't succeed. You can apply similar minimum proficiencies to other tasks. You might decide, for example, that a particular arcane theorem requires training in {@skill Arcana} to understand. An untrained barbarian can't succeed at the check, but she can still attempt it if she wants—after all, she needs to have a chance to critically fail and get erroneous information!","For checks that require a minimum proficiency, keep the following guidelines in mind. A 2nd-level or lower task should almost never require expert proficiency, a 6th-level or lower task should almost never require master proficiency, and a 14th-level or lower task should almost never require legendary proficiency. If they did, no character of the appropriate level could succeed."],"data":{"quickrefIndex":true},"source":"CRB"},{"type":"pf2-h2","page":504,"name":"Specific Actions","entries":["Several parts of this book, most notably Chapter 4: Skills, state that you as the GM set the DCs for certain checks or determine other parameters. Here are guidelines for the most common tasks. Remember that all of these are guidelines, and you can adjust them as necessary to suit the situation.",{"type":"pf2-h3","page":504,"name":"Craft","entries":["When a character Crafts an item, use the item's level to determine the DC, applying the adjustments from Table 10–6 for the item's rarity if it's not common. You might also apply the easy DC adjustment for an item the crafter has made before. Repairing an item usually uses the DC of the item's level with no adjustments, though you might adjust the DC to be more difficult for an item of a higher level than the character can Craft."],"source":"CRB"},{"type":"pf2-h3","page":504,"name":"Earn Income","entries":["You set the task level when someone tries to Earn Income.","The highest-level task available is usually the same as the level of the settlement where the character is located. If you don't know the settlement's level, it's usually 0–1 for a village, 2–4 for a town, or 5–7 for a city. A PC might need to travel to a metropolis or capital to find tasks of levels 8-10, and to the largest cities in the world or another plane to routinely find tasks beyond that. Some locations might have higher-level tasks available based on the nature of the settlement. A major port might have higher-level tasks for Sailing Lore, a city with a vibrant arts scene might have higher-level tasks for {@skill Performance}, and so on. If someone is trying to use a particularly obscure skill, they might have trouble finding tasks of an ideal level, or any at all—no one in most settlements is clamoring for the expertise of someone with Troll Lore.","Once the PC has decided on a particular level of task from those available, use the DC for that level from Table 10–5. You might adjust the DC to be more difficult if there's inclement weather during an outdoor job, a rowdy audience for a performance, or the like."],"source":"CRB"},{"type":"pf2-h3","page":505,"name":"Gather Information","entries":["To set the DC to Gather Information, use a simple DC representing the availability of information about the subject. Adjust the DC upward if the PC Gathering Information seeks in-depth information. For example, if a character wants to Gather Information about a visiting caravan, you might decide that a common person wouldn't know much about it, but any merchant or guard would, so learning basic facts uses the simple DC for trained proficiency. A caravan leader's name is superficial, so discovering it might be DC 15 (the simple trained DC in Table 10–4). Learning the identity of the leader's employers, however, might be DC 20 if the employers are more obscure."],"source":"CRB"},{"type":"pf2-h3","page":505,"name":"Identify Magic or Learn a Spell","entries":["The DC to {@action Identify Magic} or {@action Learn a Spell} is usually the DC listed in Table 10–5 for the spell or item's level, adjusted for its rarity. A very strange item or phenomenon usually uses a higher DC adjustment. For a cursed item or certain illusory items, use an incredibly hard DC to increase the chance of misidentification."],"source":"CRB"},{"type":"pf2-h3","page":505,"name":"Recall Knowledge","entries":["On most topics, you can use simple DCs for checks to {@action Recall Knowledge}. For a check about a specific creature, trap, or other subject with a level, use a {@quickref level-based DCs||4|level-based dcs} (adjusting for rarity as needed). You might adjust the difficulty down, maybe even drastically, if the subject is especially notorious or famed. Knowing simple tales about an infamous dragon's exploits, for example, might be incredibly easy for the dragon's level, or even just a simple trained DC.",{"type":"pf2-h4","page":505,"name":"Alternative Skills","entries":["As noted in the action's description, a character might attempt to {@action Recall Knowledge} using a different skill than the ones listed as the default options. If the skill is highly applicable, like using {@skill Medicine} to identify a medicinal tonic, you probably don't need to adjust the DC. If its relevance is a stretch, adjust the DC upward as described in {@quickref Adjusting Difficulty||4|Adjusting Difficulty}."],"source":"CRB"},{"type":"pf2-h4","page":505,"name":"Additional Knowledge","entries":["Sometimes a character might want to follow up on a check to {@action Recall Knowledge}, rolling another check to discover more information. After a success, further uses of {@action Recall Knowledge} can yield more information, but you should adjust the difficulty to be higher for each attempt. Once a character has attempted an incredibly hard check or failed a check, further attempts are fruitless—the character has recalled everything they know about the subject."],"source":"CRB"},{"type":"pf2-h4","page":505,"name":"Creature Identification","entries":["A character who successfully identifies a creature learns one of its best-known attributes—such as a troll's regeneration (and the fact that it can be stopped by acid or fire) or a manticore's tail spikes. On a critical success, the character also learns something subtler, like a demon's weakness or the trigger for one of the creature's reactions.","The skill used to identify a creature usually depends on that creature's trait, as shown on Table 10–7, but you have leeway on which skills apply. For instance, hags are humanoids but have a strong connection to occult spells and live outside society, so you might allow a character to use {@skill Occultism} to identify them without any DC adjustment, while Society is harder. Lore skills can also be used to identify their specific creature. Using the applicable Lore usually has an easy or very easy DC (before adjusting for rarity).",{"type":"data","tag":"table","name":"Creature Identification Skills","source":"CRB"}],"source":"CRB"}],"source":"CRB"},{"type":"pf2-brown-box","page":506,"name":"DETERMINING THE SCOPE OF LORE","entries":["{@skill Lore} skills are one of the most specialized aspects of Pathfinder, but they require GM oversight, particularly in determining which {@skill Lore} subcategories are acceptable for characters to select. A {@skill Lore} subcategory represents a narrow focus, and thus it shouldn't replace all or even most of an entire skill, nor should it convey vast swaths of information. For example, a single {@skill Lore} subcategory doesn't cover all religions—that's covered by the {@skill Religion} skill—but a character could have a {@skill Lore} subcategory that covers a single deity. One {@skill Lore} subcategory won't cover an entire country or all of history, but it could cover a city, an ancient civilization, or one aspect of a modern country, like Taldan History {@skill Lore}. A single {@skill Lore} subcategory couldn't cover the entire multiverse, but it could cover a whole plane other than the Material Plane."],"source":"CRB"},{"type":"pf2-h3","page":506,"name":"Sense Direction","entries":["Pick the most appropriate simple DC when someone uses {@skill Survival} to Sense Direction. This is usually the trained DC in normal wilderness, expert in deep forest or underground, master in featureless or tricky locations, or legendary in weird or surreal environments on other planes."],"source":"CRB"},{"type":"pf2-h3","page":506,"name":"Social Skills","entries":["When a character uses {@skill Deception}, {@skill Diplomacy}, {@skill Intimidation}, or {@skill Performance} to influence or impress someone whose level or Will DC you don't know, estimate the level of the creature and use that DC. A commoner is usually level 0 or 1. Don't worry about being exact. It often makes sense to adjust the DC based on the target's attitude for {@skill Deception}, {@skill Diplomacy}, or {@skill Performance}, making the DC easy for a friendly creature, very easy for a helpful one, hard for an unfriendly one, or very hard for a hostile one. You might adjust the DC further or differently based on the PC's goal; for instance, the DC to Request something an indifferent NPC is fundamentally opposed to might be incredibly hard or impossible, and it might be easy to convince an unfriendly creature to do something it already wants to do."],"source":"CRB"},{"type":"pf2-h3","page":506,"name":"Subsist","entries":["A simple DC is usually sufficient for the Subsist action, with a trained DC for a typical situation. Use the disposition of the environment or city as a guide; an environment with scarce resources or a city with little tolerance for transience might require an expert or higher DC."],"source":"CRB"},{"type":"pf2-h3","page":506,"name":"Track","entries":["Often when a PC uses {@skill Survival} to Track, you can pick a simple DC and adjust it based on the circumstances. For example, an army is usually easy to track, so you could use the untrained DC of 10. If the army marched through mud, you could even adjust this down to DC 5. On the other hand, if the party pursues a cunning survivalist using Cover Tracks, you might use their {@skill Survival} DC as the DC to Track."],"source":"CRB"},{"type":"pf2-h3","page":506,"name":"Train an Animal","entries":["Train Animal (page 268) allows PCs to teach animals tricks. Use the level of the animal as the baseline; you can adjust the DC up if the trick is especially difficult, or down if the animal is especially domesticated, like a dog."],"source":"CRB"}],"source":"CRB"}],"data":{"quickref":5},"source":"CRB"},{"type":"section","source":"GMG","page":120,"name":"Drugs","entries":["Drugs offer short-term benefits with harmful side effects and long-term consequences. These short-term benefits, such as euphoria, draw many to drugs, but addiction keeps users hooked long after their first dose. A character can voluntarily fail their initial save against a drug, but for each dose they consume, they must attempt a saving throw against addiction, a disease that represents cravings and withdrawal. Addiction is unique to each drug, so a character can be affected by multiple instances of addiction at once.","Certain drugs alter how addiction works for that drug, adding the {@trait virulent} trait to the addiction, limiting the maximum stage a character can reach, or adding additional stages beyond those listed in the base affliction.",{"type":"data","tag":"disease","data":{"source":"GMG","page":120,"name":"Addiction","level":", level varies","type":"disease","entries":["Track the maximum stage you reach with each drug's addiction. This maximum stage is separate from your current addiction stage for the drug. The maximum stage can't be reduced, even if you fully remove the disease. When you take the drug, two things happen: you attempt a saving throw against addiction, and you suppress the effects of addiction for 1 day. Failing a save against addiction caused by taking the drug causes you to go to 1 stage higher than the maximum stage you had previously reached (2 stages higher on a critical failure). If you're currently suffering from addiction when you attempt a save from taking the drug, you can't improve your stage; if you succeed at the save, the stage remains the same as it was.","When you attempt your save against addiction each week, the stage you are currently at can't get worse—it can only stay the same or improve. The conditions from addiction can't be removed while you are affected by the addiction, and suppressing addiction by taking the drug only avoids the effects—it doesn't remove the disease.",{"type":"affliction","savingThrow":"Fortitude (DC equals that of the drug)","onset":"1 day","stages":[{"stage":1,"entry":"{@condition fatigued}","duration":"1 week"},{"stage":2,"entry":"{@condition fatigued} and {@condition sickened||sickened 1}","duration":"1 week"},{"stage":3,"entry":"{@condition fatigued}, {@condition drained||drained 1} and {@condition sickened||sickened 1}","duration":"1 week"},{"stage":4,"entry":"{@condition fatigued}, {@condition drained||drained 2}, {@condition sickened||sickened 2} and {@condition stupefied||stupefied 2}","duration":"1 week"}]}]}},{"type":"pf2-brown-box","source":"GMG","page":120,"name":"DRUGS IN YOUR GAME","entries":["Drugs are socially complex, and including them in your game has the potential to make some of your players uncomfortable—particularly players who have struggled with substance abuse themselves or seen friends and family members go through that struggle. As with any potentially difficult subject matter, you should discuss the role drugs play in your game with your players and ensure that all the players at the table are comfortable with the material; if they aren't, avoid the topic.","If you do include drugs in your game, consider the role they'll play. In some campaigns, drugs might simply be an element of flavor and a tool characters use to reach their goals; in others, the side effects and risk of addiction might be a terrible price to pay. The rules assume something of a middle path, where drugs are addictive substances that may provide a short-term benefit but have consequences. To make drugs more accessible in your game, remove some of the more severe stages of addiction. To make them more dangerous, add the {@trait virulent} trait to the addiction affliction, add more stages with increasingly severe effects, or increase the DC of the save against the addiction by 1 for every use of the drug, decreasing back to normal over time as they stop using the drug."]}],"data":{"quickref":5}},{"type":"section","page":512,"name":"Environment","entries":["Each of the environments presented in this section uses the terrain rules (which are summarized on page 514 and appear in full beginning on page 475) in different ways, so be sure to familiarize yourself with those rules before reading this section. Some environments refer to the rules for climate (page 517) and natural disasters (beginning on page 517). Many places have the traits of multiple environments; a snow-covered mountain might use both the arctic and mountain environments, for example. For environmental features with effects based on how tall or deep they are, those effects vary further based on a creature's size. For instance, a shallow bog for a Medium creature might be a deep bog for smaller creatures, and a deep bog for a Medium creature could be only a shallow bog for a larger creature (and so insignificant for a truly massive creature that it isn't even {@quickref difficult terrain||3|terrain}).","Table 10–12 lists the features of various environments alphabetically for quick reference. The Proficiency DC Band entry indicates a range of appropriate simple DCs for that environmental feature, while also providing a rough estimate of the danger or complexity of the feature.",{"type":"data","tag":"table","name":"Enviromental Features","source":"CRB"},{"type":"pf2-h2","page":512,"name":"Environmental Damage","entries":["Some environmental features or natural disasters deal damage. Because the amount of damage can vary based on the specific circumstances, the rules for specific environments and natural disasters use damage categories to describe the damage, rather than exact numbers.","Use Table 10–11 below to determine damage from an environment or natural disaster. When deciding the exact damage amount, use your best judgment based on how extreme you deem the danger to be.",{"type":"data","tag":"table","name":"Enviromental Damage","source":"CRB"}],"source":"CRB"},{"type":"pf2-h2","page":512,"name":"Aquatic","entries":["Aquatic environments are among the most challenging for PCs short of other worlds and unusual planes. PCs in an aquatic environment need a way to breathe (typically a {@spell water breathing} spell) and must usually {@action Swim} to move, though a PC who sinks to the bottom can walk awkwardly, using the rules for {@quickref greater difficult terrain||3|terrain}.","Characters in aquatic environments make frequent use of the {@quickref aquatic combat||3|aquatic combat} and {@quickref drowning and suffocation||3|drowning and suffocating} rules.",{"type":"pf2-h3","page":512,"name":"Currents and Flowing Water","entries":["Ocean currents, flowing rivers, and similar moving water are {@quickref difficult terrain||3|terrain} or {@quickref greater difficult terrain||3|terrain} (depending on the speed of the water) for a creature Swimming against the current. At the end of a creature's turn, it moves a certain distance depending on the current's speed. For instance, a 10-foot current moves a creature 10 feet in the current's direction at the end of that creature's turn."],"source":"CRB"},{"type":"pf2-h3","page":512,"name":"Visibility","entries":["It's much harder to see things at a distance underwater than it is on land, and it's particularly difficult if the water is murky or full of particles. In pure water, the maximum visual range is roughly 240 feet to see a small object, and in murky water, visibility can be reduced to only 10 feet or even less."],"source":"CRB"}],"source":"CRB"},{"type":"pf2-h2","page":512,"name":"Arctic","entries":["The main challenge in an arctic environment is the low temperature, but arctic environments also contain ice and snow. The disasters that most often strike in arctic environments are avalanches, blizzards, and floods.",{"type":"pf2-h3","page":512,"name":"Ice","entries":["Icy ground is both uneven ground and {@quickref difficult terrain||3|terrain}, as characters slip and slide due to poor traction."],"source":"CRB"},{"type":"pf2-h3","page":512,"name":"Snow","entries":["Depending on the depth of snow and its composition, most snowy ground is either {@quickref difficult terrain||3|terrain} or {@quickref greater difficult terrain||3|terrain}. In denser snow, characters can attempt to walk along the surface without breaking through, but some patches might be loose or soft enough that they're uneven ground."],"source":"CRB"}],"source":"CRB"},{"type":"pf2-h2","page":512,"name":"Desert","entries":["Desert encompasses sandy and rocky deserts as well as badlands. Though tundra is technically a desert, it's classified as arctic, as the climate is the primary challenge in such areas. Sandy deserts often have quicksand hazards (page 526) and sandstorms.",{"type":"pf2-h3","page":513,"name":"Rubble","entries":["Rocky deserts are strewn with rubble, which is {@quickref difficult terrain||3|terrain}. Rubble dense enough to be walked over rather than navigated through is uneven ground."],"source":"CRB"},{"type":"pf2-h3","page":513,"name":"Sand","entries":["Packed sand doesn't usually significantly impede a character's movement, but loose sand is either {@quickref difficult terrain||3|terrain} (if it's shallow) or uneven ground (if it's deep).","The wind in a desert often shifts sand into dunes, hills of loose sand with uneven ground facing the wind and steeper inclines away from the wind."],"source":"CRB"}],"source":"CRB"},{"type":"pf2-h2","page":513,"name":"Forest","entries":["These diverse environments include jungles and other wooded areas. They are sometimes struck by wildfires.",{"type":"pf2-h3","page":513,"name":"Canopies","entries":["Particularly dense forests, such as rain forests, have a canopy level above the ground. A creature trying to reach the canopy or travel along it must Climb. Swinging on vines and branches usually requires an {@skill Acrobatics} or {@skill Athletics} check. A canopy provides cover, and a thicker one can prevent creatures in the canopy from seeing those on the ground, and vice versa."],"source":"CRB"},{"type":"pf2-h3","page":513,"name":"Trees","entries":["While trees are omnipresent in a forest, they typically don't provide cover unless a character uses the Take Cover action. Only larger trees that take up an entire 5-foot square on the map (or more) are big enough to provide cover automatically."],"source":"CRB"},{"type":"pf2-h3","page":513,"name":"Undergrowth","entries":["Light undergrowth is {@quickref difficult terrain||3|terrain} that allows a character to Take Cover. Heavy undergrowth is {@quickref greater difficult terrain||3|terrain} that automatically provides cover. Some sorts of undergrowth, such as thorns, might also be hazardous terrain, and areas with plenty of twisting roots might be uneven ground."],"source":"CRB"}],"source":"CRB"},{"type":"pf2-h2","page":513,"name":"Mountain","entries":["Mountain environments also include hills, which share many aspects of mountains, though not their more extreme features. The most common disasters here are avalanches.",{"type":"pf2-h3","page":513,"name":"Chasms","entries":["Chasms are natural pits, typically at least 20 feet long and clearly visible (barring mundane or magical efforts to conceal them). The main danger posed by a chasm is that characters must Long Jump to get across. Alternatively, characters can take the safer but slower route of Climbing down the near side of the chasm and then ascending the far side to get across."],"source":"CRB"},{"type":"pf2-h3","page":513,"name":"Cliffs","entries":["Cliffs and rock walls require creatures to {@action Climb} to ascend or descend. Without extensive safety precautions, a critical failure can result in significant falling damage."],"source":"CRB"},{"type":"pf2-h3","page":513,"name":"Rubble","entries":["Mountains often have extremely rocky areas or shifting, gravelly scree that makes for {@quickref difficult terrain||3|terrain}. Especially deep or pervasive rubble is uneven ground."],"source":"CRB"},{"type":"pf2-h3","page":514,"name":"Slopes","entries":["Slopes vary from the gentle rises of normal terrain to {@quickref difficult terrain||3|terrain} and inclines, depending on the angle of elevation. Moving down a slope is typically normal terrain, but characters might need to Climb up particularly steep slopes."],"source":"CRB"},{"type":"pf2-h3","page":514,"name":"Undergrowth","entries":["Light undergrowth is common in mountains. It is {@quickref difficult terrain||3|terrain} and allows a character to Take Cover."],"source":"CRB"}],"source":"CRB"},{"type":"pf2-h2","page":514,"name":"Plains","entries":["The plains environment encompasses grasslands such as savannas and farmland. The most common disasters in plains are tornadoes and wildfires.",{"type":"pf2-h3","page":514,"name":"Hedges","entries":["Hedges are planted rows of bushes, shrubs, and trees.","Their iconic appearance in adventures consists of tall hedges grown into mazes. A typical hedge is 2 to 5 feet tall, takes up a row of squares, and provides cover. A character trying to push through a hedge faces {@quickref greater difficult terrain||3|terrain}; it's sometimes faster to Climb over."],"source":"CRB"},{"type":"pf2-h3","page":514,"name":"Undergrowth","entries":["Light undergrowth is {@quickref difficult terrain||3|terrain} that allows a character to Take Cover. Heavy undergrowth is {@quickref greater difficult terrain||3|terrain} that provides cover automatically.","Undergrowth in plains is usually light with a few scattered areas of heavy undergrowth, but fields of certain crops, like corn, are entirely heavy undergrowth."],"source":"CRB"}],"source":"CRB"},{"type":"pf2-h2","page":514,"name":"Swamp","entries":["Wetlands are the most common kind of swamp, but this category also includes drier marshes such as moors.","Swamps often contain quicksand hazards (page 526).","Despite their soggy nature, swamps aren't very likely to experience heavy flooding, since they act as natural sponges and absorb a great deal of water before they flood.",{"type":"pf2-h3","page":514,"name":"Bogs","entries":["Also called mires, bogs are watery areas that accumulate peat, are covered by shrubs and moss, and sometimes feature floating islands of vegetation covering deeper pools.","Shallow bogs are {@quickref difficult terrain||3|terrain} for a Medium creature, and deep bogs are {@quickref greater difficult terrain||3|terrain}. If a bog is deep enough that a creature can't reach the bottom, the creature has to Swim. Bogs are also acidic, so particularly extreme or magical bogs can be hazardous terrain."],"source":"CRB"},{"type":"pf2-h3","page":514,"name":"Undergrowth","entries":["Light undergrowth is {@quickref difficult terrain||3|terrain} that allows a character to Take Cover, while heavy undergrowth is {@quickref greater difficult terrain||3|terrain} that provides cover automatically.","Some sorts of undergrowth, such as thorns, are also hazardous terrain, and areas with plenty of twisting roots are uneven ground."],"source":"CRB"}],"source":"CRB"},{"type":"pf2-brown-box","page":514,"name":"TERRAIN RULES","entries":["Environments make frequent use of the rules for {@quickref difficult terrain||3|terrain}, {@quickref greater difficult terrain||3|terrain}, and hazardous terrain, so those rules are summarized here.","{@b Difficult terrain} is any terrain that impedes movement, ranging from particularly rough or unstable surfaces to thick ground cover and countless other impediments. Moving into a square of {@quickref difficult terrain||3|terrain} (or moving 5 feet into or within an area of {@quickref difficult terrain||3|terrain}, if you're not using a grid) costs an extra 5 feet of movement. Moving into a square of {@b greater difficult terrain} instead costs 10 additional feet of movement. This additional cost is not increased when moving diagonally. Creatures can't normally Step into {@quickref difficult terrain||3|terrain}.","Any movement creatures make while jumping ignores terrain that the creature is jumping over. Some abilities (such as flight or being incorporeal) allow creatures to avoid the movement reduction from some types of {@quickref difficult terrain||3|terrain}. Certain other abilities let creatures ignore {@quickref difficult terrain||3|terrain} while traveling on foot; such an ability also allows a creature to move through {@quickref greater difficult terrain||3|terrain} using the movement cost for {@quickref difficult terrain||3|terrain}, but unless the ability specifies otherwise, these abilities don't let creatures ignore {@quickref greater difficult terrain||3|terrain}.","{@b Hazardous terrain} damages creatures whenever they move through it. For instance, an acid pool, a pit of burning embers, and a spike-filled passageway all constitute hazardous terrain. The amount and type of damage depend on the specific hazardous terrain."],"source":"CRB"},{"type":"pf2-h2","page":514,"name":"Urban","entries":["Urban environments include open city spaces as well as buildings. The building information in this section also applies to ruins and constructed dungeons. Depending on their construction and location, cities might be vulnerable to many sorts of disasters, especially fires and floods.",{"type":"pf2-h3","page":514,"name":"Crowds","entries":["Crowded thoroughfares and similar areas are {@quickref difficult terrain||3|terrain}, or {@quickref greater difficult terrain||3|terrain} if an area is truly packed with people. You might allow a character to get a crowd to part using {@skill Diplomacy}, {@skill Intimidation}, or {@skill Performance}.","A crowd exposed to an obvious danger, like a fire or a rampaging monster, attempts to move away from the danger as quickly as possible, but it is slowed by its own mass. A fleeing crowd typically moves at the Speed of an average member each round (usually 25 feet), potentially trampling or leaving behind slower-moving members of the crowd."],"data":{"quickrefIndex":true},"source":"CRB"},{"type":"pf2-h3","page":515,"name":"Doors","entries":["Opening an unlocked door requires an Interact action (or more than one for a particularly complicated or large door). Stuck doors must be Forced Open, and locked ones require a character to Pick the Lock or Force them Open."],"source":"CRB"},{"type":"pf2-h3","page":515,"name":"Floors","entries":["Wooden floors are easy to walk on, as are flagstone floors made of fitted stones. However, floors of worn flagstone often contain areas of uneven ground."],"source":"CRB"},{"type":"pf2-h3","page":515,"name":"Gates","entries":["Walled settlements often have gates that the city can close for defense or open to allow travel. A typical gate consists of one portcullis at each end of a gatehouse, with murder holes in between or other protected spots from which guards can attack foes."],"source":"CRB"},{"type":"pf2-h3","page":515,"name":"Guards","entries":["Most settlements of significant size have guards working in shifts to protect the settlement at all hours, patrolling the streets and guarding various posts. The size of this force varies from one guard for every 1,000 residents to a force 10 times this number."],"source":"CRB"},{"type":"pf2-h3","page":515,"name":"Portcullises","entries":["A portcullis is a wooden or iron grate that descends to seal off a gate or corridor. Most are raised on ropes or chains operated by a winch, and they have locking mechanisms that keep them from being lifted easily. The rules on lifting a portcullis or bending its bars appear in the sidebar on this page. If a portcullis falls on a creature, use a slamming door trap (page 523)."],"source":"CRB"},{"type":"pf2-brown-box","page":515,"name":"DOORS, GATES, AND WALLS","entries":["Some of the most common obstacles that characters face in urban areas and dungeons are doors, gates, and walls.",{"type":"pf2-title","name":"Climbing"},"The table below gives the typical DC for {@skill Athletics} checks to Climb a structure, which is usually a simple DC. You might adjust the difficulty based on the specifics of the structure and environment.",{"type":"pf2-title","name":"Demolishing"},"A character might want to smash their way through a door, a window, or certain walls. The Hardness, Hit Point, and Broken Threshold values provided in the table below are based on the material the structure is typically made out of, so a portcullis made of iron, for example, has a higher Hardness than one of wood. For more on damaging objects, see page 272.","Strong walls, such as well-maintained masonry or hewn stone, can't be broken without dedicated work and proper tools. Getting through such walls requires downtime.",{"type":"table","rowLabelIdx":[0,5,11],"colStyles":["text-center","text-center","text-center"],"rows":[["Door","Climb DC","Hardness, HP (BT)"],["Wood","20","10, 40 (20)"],["Stone","30","14, 56 (28)"],["Reinforced Wood","15","15, 60 (30)"],["Iron","30","18, 72 (36)"],["Wall","Climb DC","Hardness, HP (BT)"],["Crumbling masonry","15","10, 40 (20)"],["Wooden slats","15","10, 40 (20)"],["Masonry","20","14, 56 (28)"],["Hewn stone","30","14, 56 (28)"],["Iron","40","18, 72 (36)"],["Portcullis","Climb DC","Hardness, HP (BT)"],["Wood","10","10, 40 (20)"],["Iron","10","18, 72 (36)"]]},{"type":"pf2-title","name":"Forcing Open"},"Structures that can be opened—such as doors, gates, and windows—can be Forced Open using {@skill Athletics}. This is usually necessary only if they're locked or stuck. The DC to Force Open a structure uses the {@skill Thievery} DC of its lock but adjusts it to be very hard (increasing the DC by 5).","If there's no lock, use the following table; when lifting a portcullis, use the lock DC or the DC from the table, whichever is higher."],"source":"CRB"},{"type":"pf2-h3","page":515,"name":"Rooftops","entries":["Rooftops make for memorable ambushes, chase scenes, infiltrations, and running fights. Flat roofs are easy to move across, but they're rare in any settlement that receives significant snowfall, since heavy buildups of snow can collapse a roof. Angled roofs are uneven ground, or inclines if they're especially steep. The peak of an angled roof is a narrow surface.","Hurdling from roof to roof often requires a Long Jump, though some buildings are close enough to Leap between.","A High Jump might be necessary to reach a higher roof, or a Leap followed by Grabbing an Edge and Climbing up."],"source":"CRB"},{"type":"pf2-h3","page":515,"name":"Sewers","entries":["Sewers are generally 10 feet or more below street level and are equipped with ladders or other means to ascend and descend. Raised paths along the walls allow sewer workers access, while channels in the center carry the waste itself. Less sophisticated sewers, or sections those workers don't usually access, might require wading through diseaseridden waste. Sewers can be accessed through sewer grates, which usually require 2 or more Interact actions to open.",{"type":"pf2-h4","page":516,"name":"Sewer Gas","entries":["Sewer gas often contains pockets of highly flammable gas. A pocket of sewer gas exposed to a source of flame explodes, dealing moderate environmental fire damage to creatures in the area."],"source":"CRB"}],"source":"CRB"}],"source":"CRB"},{"type":"pf2-h3","page":516,"name":"Stairs","entries":["Stairs are {@quickref difficult terrain||3|terrain} for characters moving up them, and shoddy stairs might also be uneven ground. Some temples and giant-built structures have enormous stairs that are {@quickref greater difficult terrain||3|terrain} both up and down, or might require Climbing every step."],"source":"CRB"},{"type":"pf2-h3","page":516,"name":"Streets","entries":["Most settlements have narrow and twisting streets that were largely established organically as the settlement grew. These roads are rarely more than 20 feet wide, with alleys as narrow as 5 feet. Streets are generally paved with cobblestones. If the cobblestones are in poor repair, they could be {@quickref difficult terrain||3|terrain} or uneven ground.","Particularly lawful or well-planned cities have major thoroughfares that allow wagons and merchants to reach marketplaces and other important areas in town. These need to be at least 25 feet wide to accommodate wagons moving in both directions, and they often have narrow sidewalks that allow pedestrians to avoid wagon traffic."],"source":"CRB"},{"type":"pf2-h3","page":516,"name":"Walls","entries":["Well-built structures have exterior walls of brick or stonemasonry. Smaller, lower-quality, or temporary structures might have wooden walls. Interior walls tend to be less sturdy; they could be made of wooden planks, or even simply of thick, opaque paper held in a wooden frame. An underground structure might have thick walls carved out of solid rock to prevent the weight of the ground above from collapsing the structure. Rules for climbing and breaking walls are in the sidebar on page 515."],"source":"CRB"},{"type":"pf2-h2","page":516,"name":"Underground","entries":["Underground environments consist of caves and natural underground areas. Artificial dungeons and ruins combine underground features with urban features like stairs and walls. Deep underground vaults have some of the same terrain features as mountains, such as chasms and cliffs.","The most common disasters underground are collapses.",{"type":"pf2-h3","page":516,"name":"Floors","entries":["Natural underground environments rarely have flat floors, instead featuring abrupt changes in elevation that result in {@quickref difficult terrain||3|terrain}, uneven ground, and inclines."],"source":"CRB"},{"type":"pf2-h3","page":516,"name":"Ledges","entries":["Ledges are narrow surfaces that overlook a lower area or provide the only means to move along the edge of a chasm. Moving across a narrow ledge requires using {@skill Acrobatics} to Balance."],"source":"CRB"},{"type":"pf2-h3","page":516,"name":"Rubble","entries":["Caverns can be covered in rubble, which is {@quickref difficult terrain||3|terrain}. Deep or pervasive rubble is also uneven ground."],"source":"CRB"},{"type":"pf2-h3","page":516,"name":"Stalagmites and Stalactites","entries":["Stalagmites are tapering columns that rise from the floor of a cave. Areas filled with stalagmites are {@quickref greater difficult terrain||3|terrain}, and especially large stalagmites have to be sidestepped or Climbed. Stalagmites can be sharp enough they can be used as hazardous terrain in some circumstances, as can stalactites (icicle-shaped formations that hang from the roof of a cave) if they're knocked loose from a ceiling or overhang."],"source":"CRB"},{"type":"pf2-h3","page":517,"name":"Walls","entries":["Natural cave walls are uneven, with nooks, crannies, and ledges. Since most caves are formed by water, cave walls are often damp, making them even more difficult to Climb."],"source":"CRB"},{"type":"pf2-brown-box","page":517,"name":"DUNGEONS","entries":["Dungeon environments, which include both ruins and contemporary buildings constructed in the wilderness, are a fairly common venue for adventures. As an environment, they combine urban features like doors and buildings (page 515) with features from an underground environment, and occasionally components from other environments. While underground dungeons are particularly common, you might also consider setting your adventure in a ruin reclaimed by the forest, with giant trees spreading their roots through the walls, or a ruin deep in a swamp, with bogs covering access to some of the ruin's hidden secrets."],"source":"CRB"}],"source":"CRB"},{"type":"pf2-h2","page":517,"name":"Climate","entries":["Weather is more than just set dressing to establish mood—it has mechanical effects you can combine with environmental components to create a more memorable encounter. Weather can impose circumstance penalties on certain checks, from –1 to –4 based on severity.",{"type":"pf2-h3","page":517,"name":"Fog","entries":["Fog imposes a circumstance penalty to visual {@skill Perception} checks, depending on the thickness; it causes creatures viewed through significant amounts of fog to be concealed; and it cuts off all visibility at half a mile or less—possibly much less. Conditions limiting visibility to about a mile are called mist, and those that do so to about 3 miles are called haze."],"source":"CRB"},{"type":"pf2-h3","page":517,"name":"Precipitation","entries":["Precipitation includes rain as well as colder snow, sleet, and hail. Wet precipitation douses flames, and frozen precipitation can create areas of snow or ice on the ground. Drizzle or light snowfall has little mechanical effect beyond limited visibility.",{"type":"pf2-h4","page":517,"name":"Visibility","entries":["Most forms of precipitation impose circumstance penalties on visual {@skill Perception} checks. Hail often is sparser but loud, instead penalizing auditory {@skill Perception} checks.","Especially heavy precipitation, such as a downpour of rain or heavy snow, might make creatures concealed if they're far away."],"source":"CRB"},{"type":"pf2-h4","page":517,"name":"Fatigue","entries":["Precipitation causes discomfort and fatigue. Anything heavier than drizzle or light snowfall reduces the time it takes for characters to become fatigued from overland travel to only 4 hours. Heavy precipitation can be dangerous in cold environments when characters go without protection. Soaked characters treat the temperature as one step colder (mild to severe, severe to extreme; see Temperature below)."],"source":"CRB"},{"type":"pf2-h4","page":517,"name":"Thunderstorms","entries":["High winds and heavy precipitation accompany many thunderstorms. There's also a very small chance that a character might be struck by lightning during a storm. A lightning strike usually deals moderate electricity damage, or major electricity damage in a severe thunderstorm."],"source":"CRB"}],"source":"CRB"},{"type":"pf2-h3","page":517,"name":"Temperature","entries":["Often, temperature doesn't impose enough of a mechanical effect to worry about beyond describing the clothing the characters need to wear to be comfortable.","Particularly hot and cold weather can make creatures fatigued more quickly during overland travel and can cause damage if harsh enough, as shown in Table 10–13 on page 518.","Appropriate cold-weather gear (such as the winter clothing) can negate the damage from severe cold or reduce the damage from extreme cold to that of particularly severe cold.",{"type":"data","tag":"table","name":"Temperature Effects","source":"CRB"}],"source":"CRB"},{"type":"pf2-h3","page":517,"name":"Wind","entries":["Wind imposes a circumstance penalty on auditory {@skill Perception} checks depending on its strength. It also interferes with physical ranged attacks such as arrows, imposing a circumstance penalty to attack rolls involving such weapons, and potentially making attacks with them impossible in powerful windstorms. Wind snuffs out handheld flames; lanterns protect their flame from the wind, but particularly powerful winds can extinguish these as well.",{"type":"pf2-h4","page":517,"name":"Moving in Wind","entries":["Wind is difficult or {@quickref greater difficult terrain||3|terrain} when Flying.","Moving in wind of sufficient strength requires a Maneuver in Flight action, and fliers are blown away on a critical failure or if they don't succeed at a minimum of one such check each round.","Even on the ground, particularly strong winds might require a creature to succeed at an {@skill Athletics} check to move, knocking the creature back and prone on a critical failure. On such checks, Small creatures typically take a –1 circumstance penalty, and Tiny creatures typically take a –2 penalty."],"source":"CRB"}],"source":"CRB"}],"source":"CRB"},{"type":"pf2-h2","page":518,"name":"Natural Disasters","entries":["Climate and environmental features can be a hindrance or long-term threat, but natural disasters represent acute danger, especially to those directly exposed to their fury.","The damage in the following sections uses the categories in {@table Environmental Damage||Table 10–11: Environmental Damage}.",{"type":"pf2-h3","page":518,"name":"Avalanches","entries":["Though the term avalanche specifically refers to a cascading flow of ice and snow down a mountain's slope, the same rules work for landslides, mudslides, and other similar disasters. Avalanches of wet snow usually travel up to 200 feet per round, though powdery snow can travel up to 10 times faster. Rockslides and mudslides are slower, sometimes even slow enough that a character might be able to outrun them.","An avalanche deals major or even massive bludgeoning damage to creatures and objects in its path. These victims are also buried under a significant mass. Creatures caught in an avalanche's path can attempt a Reflex save; if they succeed, they take only half the bludgeoning damage, and if they critically succeed, they also avoid being buried.",{"type":"pf2-h4","page":518,"name":"Burial","entries":["Buried creatures take minor bludgeoning damage each minute, and they potentially take minor cold damage if buried under an avalanche of snow. At the GM's discretion, creatures without a sufficient air pocket could also risk suffocation (page 478). A buried creature is restrained and usually can't free itself.","Allies or bystanders can attempt to dig out a buried creature. Each creature digging clears roughly a 5-footby- 5-foot square every 4 minutes with a successful {@skill Athletics} check (or every 2 minutes on a critical success).","Using shovels or other proper tools halves the time."],"source":"CRB"}],"source":"CRB"},{"type":"pf2-h3","page":518,"name":"Blizzards","entries":["Blizzards combine cold weather, heavy snow, and strong winds. They don't pose a single direct threat as other disasters do; instead, the combination of these factors all at once poses a substantial impediment to characters."],"source":"CRB"},{"type":"pf2-h3","page":518,"name":"Collapses","entries":["Collapses and cave-ins occur when caverns or buildings fall, dumping tons of rock or other material on those caught below or inside them. Creatures under the collapse take major or massive bludgeoning damage and become buried, just as with an avalanche. Fortunately, collapses don't spread unless they weaken the overall integrity of the area and lead to further collapses."],"source":"CRB"},{"type":"pf2-h3","page":518,"name":"Earthquakes","entries":["Earthquakes often cause other natural disasters in the form of avalanches, collapses, floods, and tsunamis, but they also present unique threats such as fissures, soil liquefaction, and tremors.",{"type":"pf2-h4","page":518,"name":"Fissures","entries":["Fissures and other ground ruptures can destabilize structures, but more directly they lead to creatures taking bludgeoning damage from falling into a fissure."],"source":"CRB"},{"type":"pf2-h4","page":518,"name":"Soil Liquefaction","entries":["Liquefaction occurs when granular particles shake to the point where they temporarily lose their solid form and act as liquids. When this happens to soil, it can cause creatures and even whole buildings to sink into the ground. You can use the {@spell earthquake} spell for more specific rules, though that spell represents only one particular kind of localized quake."],"source":"CRB"},{"type":"pf2-h4","page":518,"name":"Tremors","entries":["Tremors knock creatures prone, causing them to fall or careen into other objects, which can deal bludgeoning damage appropriate to the severity of the quake."],"source":"CRB"}],"source":"CRB"},{"type":"pf2-h3","page":518,"name":"Floods","entries":["Though more gradual floods can damage structures and drown creatures, flash floods are similar to avalanches, except with a liquid mass instead of a solid one. Instead of burying creatures, a flash flood carries creatures and even massive objects away, buffeting the creatures and potentially drowning them. The drowning rules appear on page 478.",{"type":"data","tag":"table","name":"Temperature Effects","source":"CRB"}],"source":"CRB"},{"type":"pf2-h3","page":519,"name":"Sandstorms","entries":["Mild sandstorms and dust storms don't present much more danger than a windy rainstorm, but they can cause damage to a creature's lungs and spread diseases across long distances. Heavy sandstorms deal minor slashing damage each round to those exposed to the sand, force creatures to hold their breath to avoid suffocation, or both."],"source":"CRB"},{"type":"pf2-h3","page":519,"name":"Tornadoes","entries":["In a tornado's path, wind conditions impose severe circumstance penalties, but creatures that would normally be blown away are instead picked up in the tornado's funnel, where they take massive bludgeoning damage from flying debris as they rise through the cone until they are eventually expelled (taking bludgeoning damage from falling).","Tornadoes usually travel around 300 feet per round (roughly 30 miles per hour). They normally travel a few miles before dissipating. Some tornadoes are stationary or travel much faster."],"source":"CRB"},{"type":"pf2-h3","page":519,"name":"Tsunamis","entries":["Tsunamis present many of the same dangers as flash floods but are much larger and more destructive. Tsunami waves can reach <100 feet> or more in height, wrecking buildings and creatures alike with massive bludgeoning damage from both the wave itself and debris pulled up along its path of destruction."],"source":"CRB"},{"type":"pf2-h3","page":519,"name":"Volcanic Eruptions","entries":["Volcanic eruptions can contain any combination of ash, lava bombs, lava flows, pyroclastic flows, and vents.",{"type":"pf2-h4","page":519,"name":"Ash","entries":["Ash from volcanic eruptions is hot enough to cause minor fire damage each minute. It limits visibility like a thick fog and can make air unbreathable, requiring characters to hold their breath or suffocate (page 478).","Ash clouds generate ash lightning strikes, which typically deal moderate electricity damage but are very unlikely to hit an individual creature. Ash buildup on the ground creates areas of uneven ground, {@quickref difficult terrain||3|terrain}, or {@quickref greater difficult terrain||3|terrain}, and ash in the atmosphere can block the sun for weeks or even months, leading to colder temperatures and longer winters."],"source":"CRB"},{"type":"pf2-h4","page":519,"name":"Lava Bombs","entries":["Pressure can launch lava into the air that falls as lava bombs: masses of lava that solidify as they fly and shatter on impact, dealing at least moderate bludgeoning damage and moderate fire damage."],"source":"CRB"},{"type":"pf2-h4","page":519,"name":"Lava Flows","entries":["Lava flows are an iconic volcanic threat; they usually move between 5 and 60 feet per round over normal ground, so characters can often outrun them. However, flows can move up to 300 feet per round in a steep volcanic tube or channel. Lava emanates heat that deals minor fire damage even before it comes into contact with creatures, and immersion in lava deals massive fire damage each round."],"source":"CRB"},{"type":"pf2-h4","page":519,"name":"Pyroclastic Flows","entries":["Mixes of hot gases and rock debris, pyroclastic flows spread much faster than lava, sometimes more than 4,000 feet per round. While cooler than the hottest lava, pyroclastic flows are capable of overwhelming entire settlements. They work like avalanches but deal half of their damage as fire damage."],"source":"CRB"},{"type":"pf2-h4","page":519,"name":"Vents","entries":["Steam vents shoot from the ground, dealing moderate fire damage or more in a wide column. Acidic and poisonous gases released from beneath the surface can create wide areas of hazardous terrain that deals at least minor acid or poison damage."],"source":"CRB"}],"source":"CRB"},{"type":"pf2-h3","page":519,"name":"Wildfires","entries":["Wildfires travel mainly along a front moving in a single direction. In a forest, the front can advance up to 70 feet per round (7 miles per hour). They can move up to twice as fast across plains due to a lack of shade and the relatively low humidity. Embers from the fire, carried by winds and rising hot air, can scatter, forming spot fires as far as 10 miles away from the main wildfire. Wildfires present three main threats: flames, heat, and smoke.",{"type":"pf2-h4","page":519,"name":"Flames","entries":["Flames are hazardous terrain, usually dealing moderate damage and potentially setting a character on fire, dealing moderate persistent fire damage. The flames from a small fire are often less dangerous than the advancing heat from the front of a large fire."],"source":"CRB"},{"type":"pf2-h4","page":519,"name":"Heat","entries":["Wildfires increase the temperature in advance of the front, reaching nearly 1,500° F at the fire's arrival, as hot as some lava. This begins as minor fire damage every round at a reasonable distance from the front and increases to massive fire damage for someone within the wildfire."],"source":"CRB"},{"type":"pf2-h4","page":519,"name":"Smoke","entries":["Wind can carry smoke far in front of the wildfire itself. Smoke imposes a circumstance penalty to visual {@skill Perception} checks, depending on the thickness. It causes creatures viewed through significant amounts of smoke to be concealed, and it cuts off all visibility at half a mile or less. Near or within the wildfire, the combination of smoke and heated air require characters to hold their breath or suffocate (page 478)."],"source":"CRB"}],"source":"CRB"}],"source":"CRB"}],"data":{"quickref":5},"source":"CRB"},{"type":"section","page":520,"name":"Hazards","entries":[{"type":"pf2-h2","page":520,"name":"Detecting a Hazard","entries":["Every hazard has a trigger of some kind that sets its dangers in motion. For traps, this could be a mechanism like a trip wire or a pressure plate, while for an environmental hazard or haunt, the trigger may simply be proximity. When characters approach a hazard, they have a chance of finding the trigger area or mechanism before triggering the hazard. They automatically receive a check to detect hazards unless the hazards require a minimum proficiency rank to do so.","During exploration, determine whether the party detects a hazard when the PCs first enter the general area in which it appears. If the hazard doesn't list a minimum proficiency rank, roll a secret Perception check against the hazard's {@skill Stealth} DC for each PC. For hazards with a minimum proficiency rank, roll only if someone is actively searching (using the Search activity while exploring or the {@action Seek} action in an encounter), and only if they have the listed proficiency rank or higher. Anyone who succeeds becomes aware of the hazard, and you can describe what they notice.","Magical hazards that don't have a minimum proficiency rank can be found using {@spell detect magic}, but this spell doesn't provide enough information to understand or disable the hazard—it only reveals the hazard's presence.","Determining a magical hazard's properties thoroughly enough to disable it requires either the use of more powerful magic or a successful skill check, likely using {@action Identify Magic} or {@action Recall Knowledge}. Magical hazards with a minimum proficiency rank cannot be found with {@spell detect magic} at all."],"source":"CRB"},{"type":"pf2-h2","page":520,"name":"Triggering a Hazard","entries":["If the group fails to detect a hazard and the hazard's trigger is a standard part of traveling (such as stepping on a floor plate or moving through a magical sensor while walking), the hazard's reaction occurs. Hazards that would be triggered only when someone directly manipulates the environment—by opening a door, for example—use their reactions only if a PC explicitly takes that action.",{"type":"pf2-h3","page":520,"name":"Reaction or Free Action","entries":["Most hazards have reactions that occur when they're triggered. For simple hazards, the reaction is the entirety of the hazard's effect. For complex hazards, the reaction may also cause the hazard to roll initiative, either starting a combat encounter or joining one already in progress, and the hazard continues to pose a threat over multiple rounds. Some hazards have a triggered free action instead of a reaction; for instance, quicksand can suck down multiple creatures per round."],"source":"CRB"},{"type":"pf2-h3","page":520,"name":"Routine","entries":["A complex hazard usually follows a set of preprogrammed actions called a routine. Once triggered, the hazard first performs its initial reaction; then, if the PCs are not yet in encounter mode, they should roll initiative. (If they're already in encounter mode, their initiative remains the same.) The hazard might tell you to roll initiative for it—in this case, the hazard rolls initiative using its {@skill Stealth} modifier.","After this happens, the hazard follows its routine each round on its initiative. The number of actions a hazard can take each round, as well as what they can be used for, depend on the hazard."],"source":"CRB"},{"type":"pf2-brown-box","page":520,"name":"MONSTERS AND HAZARDS","entries":["The statistics for NPCs and monsters usually don't list their proficiency ranks. Most of the time, they don't need to deal with detecting or disabling hazards the way PCs do, so you don't need this information. However, if a PC resets a trap in a monster's path or plans to lure a monster into a hazard, you can improvise this information.","For Perception, a monster is usually an expert at 3rd or 4th level, a master at 8th or 9th level, and legendary at 16th or 17th level. If the monster has {@skill Thievery} listed in its skills, it has the highest proficiency possible for its level (trained at 1st, expert at 3rd, master at 7th, and legendary at 15th); otherwise, it's untrained. Of course, an individual monster might deviate from these guidelines, especially if it's mindless or not very perceptive."],"source":"CRB"},{"type":"pf2-h3","page":520,"name":"Resetting a Hazard","entries":["Some hazards can be reset, allowing them to be triggered again. This can occur automatically, as for quicksand, whose surface settles after 24 hours, or manually, like a hidden pit, whose trapdoor must be closed for the pit to become hidden again."],"source":"CRB"}],"source":"CRB"},{"type":"pf2-h2","page":521,"name":"Disabling a Hazard","entries":["The most versatile method for deactivating traps is the Disable a Device action of the {@skill Thievery} skill, though most mechanical traps can also simply be smashed, and magical traps can usually be counteracted. Environmental hazards often can be overcome with {@skill Nature} or {@skill Survival}, and haunts can often be overcome with {@skill Occultism} or {@skill Religion}. The specific skill and DC required to disable a hazard are listed in the hazard's stat block. Like using Disable a Device, using these skills to disable a trap is a 2-action activity with the same degrees of success, though the activity might have different traits determined by the GM. As with detecting a hazard, disabling a hazard might require a character to have a certain proficiency rank in the listed skill.","A character must first detect a hazard (or have it pointed out to them) to try to deactivate it. They can attempt to deactivate a hazard whether or not it has already been triggered, though some hazards no longer pose a danger once their reactions have occurred, especially if there is no way for them to be reset.","For most hazards, a successful check for the listed skill against the DC in the stat block disables the hazard without triggering it. Any other means of deactivating the hazard are included in the hazard's stat block, as are any additional steps required to properly deactivate it.","A critical failure on any roll to disable a hazard triggers it, including a critical failure on a roll to counteract a magic hazard.","Some hazards require multiple successful checks to deactivate, typically because they have a particularly complicated component or have several discrete portions. For hazards with a complex component, a critical success on a check to disable the hazard counts as two successes on a single component.",{"type":"pf2-h3","page":521,"name":"Damaging a Hazard","entries":["Rather than trying to carefully disable a hazard, a character might just smash it. Damaging a mechanical trap or another physical hazard works like damaging objects: the hazard reduces the damage it takes by its Hardness. In most cases, hitting the hazard also triggers it, as explained in Attacking a Hazard below. If a hazard's Hit Points are reduced to its Broken Threshold (BT) or lower, the hazard becomes broken and can't be activated, though it can still be repaired. If it's reduced to 0 HP, it's destroyed and can't be repaired. (See page 272 in Chapter 6 for more information on damaging objects.)","Hazards' AC, applicable saving throw modifiers, Hardness, HP, and BT are listed in their stat blocks. A hazard that doesn't list one of these statistics can't be affected by anything targeting that statistic. For example, a hazard that has HP but no BT can't be broken, but can still be destroyed. Hazards are immune to anything an object is immune to unless specifically noted otherwise, and they can't be targeted by anything that can't target objects. Some hazards may have additional immunities, as well as resistances or weaknesses.",{"type":"pf2-h4","page":521,"name":"Attacking a Hazard","entries":["If someone hits a hazard—especially if it's a mechanical trap—they usually trigger it, though you might determine otherwise in some cases. An attack that breaks the hazard might prevent it from triggering, depending on the circumstances. If the hazard has multiple parts, breaking one part might still trigger the trap. For example, if a trap has a trip wire in one location and launches an attack from another location, severing the trip wire could still trigger the attack. Destroying a trap in one blow almost never triggers it. These rules also apply to most damaging spells or other effects in addition to attacks."],"source":"CRB"},{"type":"pf2-h4","page":521,"name":"Repairing a Hazard","entries":["You might allow a character to repair a damaged hazard to restore its functionality. You determine the specifics of this, since it can vary by trap. The Repair action might be insufficient if fixing the trap requires gathering scattered components or the like. If the item has a Reset entry, the character needs to do whatever is listed there, in addition to repairing the damage."],"source":"CRB"}],"source":"CRB"},{"type":"pf2-h3","page":521,"name":"Counteracting a Magical Hazard","entries":["Some magical hazards can be counteracted using {@spell dispel magic} and the counteracting rules found on page 458. These hazards' spell levels and counteract DCs are listed in their stat block. Counteracting a hazard otherwise works like using a skill check to disable the hazard."],"source":"CRB"}],"source":"CRB"},{"type":"pf2-h2","page":521,"name":"Hazard Experience","entries":["Characters gain Experience Points for overcoming a hazard, whether they disable it, avoid it, or simply endure its attacks. If they trigger the same hazard later on, they don't gain XP for the hazard again. The XP values for hazards of different levels also appear on page 508, but are repeated here for convenience. The XP for a complex hazard is equal to the XP for a monster of the same level, and the XP for a simple hazard is one-fifth of that. Hazards of a lower level than the party's level –4 are trivial and award no XP.",{"type":"data","tag":"table","name":"Hazard XP","source":"CRB"}],"source":"CRB"},{"type":"pf2-h2","page":522,"name":"Hazard Format","entries":["Hazards are presented in a stat block format similar to those used for monsters. A few notes regarding the format follow the sample stat block.",{"type":"data","tag":"generic","data":{"source":"CRB","page":522,"name":"Hazard Name","category":"Hazard","level":" [Level]","traits":["traits"],"sections":[[[{"name":"Stealth","entry":"This entry lists the {@skill Stealth} modifier for a complex hazard's initiative or the {@skill Stealth} DC to detect a simple hazard, followed by the minimum proficiency rank to detect the hazard (if any) in parentheses. If {@spell detect magic} can be used to detect the hazard, this information is located here as well."}],[{"name":"Description","entry":"This explains what the hazard looks like and might include special rules."}]],[[{"name":"Disable","entry":"The DC of any skill checks required to disable the hazard are here; if the hazard can be counteracted, its spell level and counteract DC are listed in parentheses."}],[{"name":"AC","entry":"the hazard's AC"},{"name":"Saving Throws","entry":"the hazard's saves. Usually only haunts are subject to Will saves."}],[{"name":"Hardness","entry":"the hazard's Hardness"},{"name":"HP","entry":"the hazard's Hit Points, with its Broken Threshold in parentheses"},{"name":"Immunities","entry":"the hazard's immunities"},{"name":"Weaknesses","entry":"the hazard's weaknesses, if any"},{"name":"Resistances","entry":"the hazard's resistances, if any"}],[{"name":"Action Type","entry":"{@as r} or {@as f} This is the reaction or free action the hazard uses"},{"name":"Trigger","entry":"The trigger that sets off the hazard appears here"},{"name":"Effect","entry":"For a simple hazard, this effect is often all the hazard does. For a complex hazard, this might also cause the hazard to roll initiative. Routine This section describes what a"}],[{"name":"Routine","entry":"This section describes what a complex hazard does on each of its turns during an encounter; the number in parentheses after the word \"Routine\" indicates how many actions the hazard can use each turn. Simple hazards don't have this entry."}],[{"name":"Action","entry":"Any action the hazard can use appears here. Typically, this is a melee or ranged attack."}]],[[{"name":"Reset","entry":"If the hazard can be reset, that information is here."}]]]}},{"type":"pf2-h3","page":522,"name":"Level","entries":["The hazard's level indicates what level of party it's a good challenge for. If the hazard involves a toxin, curse, or other non-spell feature, that feature's level is the hazard's level."],"source":"CRB"},{"type":"pf2-h3","page":522,"name":"Traits","entries":["The most notable hazard traits are trap (constructed to harm intruders), environmental (natural hazards), and haunt (spectral phenomena). Traps have a trait to indicate whether they're magical or mechanical. Hazards that have initiative and a routine have the complex trait."],"source":"CRB"},{"type":"pf2-h3","page":522,"name":"Stealth or Stealth DC","entries":["Complex hazards list their {@skill Stealth} modifier, which they use for initiative, instead of their {@skill Stealth} DC. If you need the DC, it's equal to this modifier + 10."],"source":"CRB"}],"source":"CRB"},{"type":"pf2-h2","page":526,"name":"Hazards","entries":["{@note To view all Hazards, please view the {@filter Hazards page.|hazards||source=CRB}}",{"type":"pf2-brown-box","page":528,"name":"UPGRADED SUMMONING RUNES","entries":["You can make a summoning rune of nearly any level. It summons a creature of a level equal to the trap's level.","Use {@table DCs by Level||Table 10–5: DCs by Level} to determine the {@skill Thievery} DC and spell DC, using the trap's level and applying a {@table DC Adjustments||hard adjustment} (+2). The {@skill Stealth} modifier for the trap is equal to this number –10. Stronger summoning runes usually require expert proficiency or better in {@skill Perception} to find, and they might require a higher proficiency rank in {@skill Thievery} to disable."],"source":"CRB"}],"source":"CRB"}],"data":{"quickref":5},"source":"CRB"},{"type":"section","page":483,"name":"Planning a Campaign","entries":["A Pathfinder game is typically structured as a campaign—a serialized story that focuses on a single party of characters.","A campaign is subdivided into multiple adventures, smaller stories that involve exploration and interaction with nonplayer characters. A single adventure represents a complete story that might be connected to the larger arc of a campaign. Playing an adventure spans one or more game sessions—gatherings where the group plays a part of the adventure over the course of several hours.","A campaign provides the overall structure for your Pathfinder game. As you prepare for your campaign, you'll establish its scope and themes, which you'll then reinforce in the adventures and scenes that take place within it.",{"type":"pf2-brown-box","page":483,"name":"COLLABORATION DURING PLAY","entries":["As Game Master, you have the final say on how the world and rules function, and how nonplayer characters act. This rule's purpose is to make the game run smoothly, with one guiding hand ensuring consistency. It's not intended to make one player into a dictator over the rest of the group. Collaboration is vital to roleplaying games!","How you implement collaboration in a game depends on what your players are interested in. In some groups, players enjoy adding details to the world and to nonplayer characters. In others, players want to feel like the world is outside their control, and the only decisions they get to make are those made by their own characters. Both are fun and acceptable ways to play.","You are encouraged to collect input from your players before you start, asking what storytelling genres they'd like to emphasize, which areas of the world they want to play in, the types of enemies they'd like to face, or which published adventure they want to play. A good campaign includes some back-and-forth at the beginning as the players figure out what characters they want to play and you figure out what sort of adventure to run. The results can range from building an adventure entirely to fit the characters to choosing a specific published adventure, having the players make their characters, and then just adapting the beginning of that adventure so that all the player characters have a reason to be involved.","As you play, opportunities to collaborate will occur again and again. When players throw out suggestions or come up with specific theories about the events of the campaign, they're telling you what they'd like to see in the game. Try to find ways to incorporate their suggestions, but with enough of a twist that each still includes something unexpected."],"source":"CRB"},{"type":"pf2-h3","page":483,"name":"Campaign Length","entries":["The length of a campaign can range from a few sessions to many years. Two main factors determine campaign length: how much time you need to complete the story, and how much time players want to devote to the game.","A single session, or a \"one-shot,\" is great if your group is trying out Pathfinder or wants to play a specific short adventure. This requires a smaller time commitment but requires the GM to present the events of the game in a way that is immediately engaging, since there's less opportunity for the players to become invested in the story or setting.","If you want to play through a longer campaign, you'll need to add some story elements that speak directly to the characters in your game rather than just to the events of the adventure. In other words, the characters should have individual goals in addition to the group's overall goals.","You can estimate how long a campaign will take by looking at the amount of time you actually have to play, or the number of character levels you intend the characters to advance. It typically takes three to four sessions for a group to level up. Since you'll probably cancel sessions on occasion, playing once a week for a year results in roughly a 14-level campaign, playing every 2 weeks for a year gives you an 8-level campaign, and playing monthly allows for a 5-level campaign. If you play only once a month, you might consider holding longer sessions and using fast advancement (page 509).","It's entirely okay to have a campaign with an indefinite length. Many groups play through one adventure and then decide to take on another. If you run an indefinite campaign, however, avoid ongoing plots that you can't satisfactorily end if the campaign comes to a close after the next adventure. If you introduce an overwhelmingly powerful villain who's crucial to the story but can't be stopped until the player characters are 15th level, ending the campaign at 8th level will feel anticlimactic.","It pays to be conservative when estimating your campaign length and scope. It's always tempting to run a 20-level epic campaign with complex, interwoven plots, but such games can fall apart long before the end if your group can play only once a month and the players have other responsibilities.",{"type":"pf2-h4","name":"Expected Duration","entries":["Not every campaign ends at the same point. Some campaigns go all the way to 20th level, ending after the player characters attain the height of power and confront the greatest threats any mortal could face. Others end at a lower level, after the group takes down a major villain or solves a crucial problem. And still other campaigns end when players become unable to attend or decide its a good time to stop playing.","You should have an end point in mind when you start a campaign. Still, you have to be flexible, since you're telling the story alongside other players, and your initial expectations for the campaign may be proven incorrect. When you think you're heading toward a satisfying conclusion, it's useful to check in with the other players. You might say, \"I think we have about two sessions left. Does that work for everyone? Is there any unfinished business you want to take care of?\" This lets you gauge whether your assumptions match up with the rest of the group—and make any necessary adjustments."]}],"source":"CRB"},{"type":"pf2-h3","page":484,"name":"Themes","entries":["The themes you choose for your campaign are what distinguish it from other campaigns. They include the major dramatic questions of your story and the repeated use of certain environments or creatures, and they can also include embracing a genre beyond traditional high fantasy. The themes you choose for your campaign also suggest storyline elements you might use.","A storyline's themes usually relate to the backstories, motivations, and flaws of the player characters and villains. For example, if you've chosen revenge as one of the themes of your game, you might introduce a villain whose quest for revenge tears his life apart and causes tragic harm to those around him. If one of the player characters is a chaotic good believer in liberty and freedom, you might engage that character by pitting the group against slavers. Or, you might choose a theme of love, leading to nonplayer characters involved in doomed romances, seeking to regain lovers they have lost, or courting the player characters.","Using similar locations and related creatures helps you form connections between disparate adventures. The players feel like their characters are becoming experts negotiating with giants, navigating seaways, battling devils, exploring the planes, or dealing with whatever the recurring elements are. For example, you might have the players explore a frozen tundra early on, then later travel to an icy plane filled with more difficult challenges that can be overcome using knowledge they've previously developed. Likewise, hobgoblin soldiers may be tough enemies for your group at low levels, but as the PCs attain higher levels and the hobgoblins become mere minions of another creature, the players feel a sense of progression.","Pathfinder is a fantasy adventure game, but you can shift your campaign to include elements of other fictional genres. You might want to infuse your game a with a sense of horror, reduce the amount of magic and use slow advancement (page 509) to make it a tale of sword and sorcery, or turn magic into technology for a steampunk setting."],"source":"CRB"},{"type":"pf2-h3","page":485,"name":"A Welcoming Environment","entries":["The role of Game Master comes with the responsibility of ensuring you and the rest of the players have a rewarding, fun time during the game. Games can deal with difficult subjects and have stressful moments, but fundamentally Pathfinder is a leisure activity. It can remain so only if the players follow the social contract and respect one another.","Players with physical or mental disabilities might find themselves more challenged than abled players. Work with your players to ensure they have the resources and support they need. Additionally, be on the lookout for behavior that's inappropriate, whether intentional or inadvertent, and pay careful attention to players' body language during the game. If you notice a player becoming uncomfortable, you are empowered to pause the game, take it in a new direction, privately check in with your players during or after the session, or take any other action you think is appropriate.","If a player tells you they're uncomfortable with something in the game, whether it's content you've presented as the GM or another player's or PC's actions, listen carefully to that player and take steps to ensure they can once again have fun during your game. If you're preparing prewritten material and you find a character or a situation inappropriate, you are fully empowered to change any details as you see fit. You also have the authority (and responsibility) to ask players to change their behavior—or even leave the table—if what they're doing is unacceptable or makes others feel uncomfortable. It's never appropriate to make the person who is uncomfortable responsible for resolving a problem. It's okay if mistakes happen. What's important is how you respond and move forward.","Gaming is for everyone. Never let those acting in bad faith undermine your game or exclude other players. Your efforts are part of the long-term process of making games and game culture welcoming to all. Working together, we can build a community where players of all identities and experiences feel safe.",{"type":"pf2-brown-box","page":485,"name":"TOOLS FOR RESPONSIBLE PLAY","entries":["Consent and comfort are important topics for roleplaying games, and many designers have created techniques to help facilitate responsible play. Some methods you can use are lines and veils, developed by Ron Edwards, and the X-Card, developed by John Stavropoulos.","Lines and Veils The terms \"line\" and \"veil\" can give your table a common vocabulary for the concepts described in this section. A line is a hard limit to the actions players might take, such as \"We're drawing a line at torture.\" The group agrees not to cross a line and omits that content from the game.","A veil indicates something that shouldn't be described in detail. The scene fades to black for a veil, or the group moves on to discuss a different topic, though whatever the veil is drawn across still happens. For example, you might say, \"We'll draw a veil across the scene as those characters head into the bedroom.\" You might come up with some lines and veils in advance, but then find more as play continues.","The X-Card Draw an \"X\" on a card, and you've got an X-Card. Place it on the table at the start of the session and describe its use to the players: any player can silently reject content they find upsetting by tapping the X-Card; whoever's speaking then rewinds a bit and continues on, excising the objectionable content. As with setting the basic guidelines for your campaign, there are no questions asked, no judgment, and no argument when someone invokes the X-Card. You can, however, ask for clarification if you need it, such as \"How far back should I rewind this?\" Some groups instead make an X with their hands, say \"Let's X that out,\" or use some other method. Either way, follow up with the player privately, after the game, to see if the guidelines need to be revised.","You can find more details at {@b {@link tinyurl.com/x-card-rpg|https://tinyurl.com/x-card-rpg}}."],"source":"CRB"},{"type":"pf2-h4","page":486,"name":"Objectionable Content","entries":["Before a campaign begins, check in with your players—as a group or individually—to find out what types of content they want to allow in the game, and which topics they would prefer to avoid. Because the story unfolds in real time, it's essential that you discuss these topics before the game starts. These discussions are intended to keep players safe, and so it's not okay to ask why someone wants a type of content banned. If someone wants it banned, ban it—no questions asked.","It can help to start with a rating, like those used for movies or video games. Pathfinder games often include violence and cruelty. What's the limit on how graphically these concepts should be described? Can players swear at the table? Does anyone have phobias they don't want to appear in the game, such as spiders or body horror?","After you figure out the limits on objectionable content, you have four important tasks:",{"type":"list","items":["Clearly convey these limits to the other players.","Ensure you and the players abide by the boundaries.","Act immediately if someone becomes uncomfortable about content during a session, even if it wasn't already banned in a prior discussion. Once the issue is resolved, move on.","Resolve the issue if any player deliberately pushes these boundaries, tries to find loopholes, tries to renegotiate the limits, or belittles people for having a different tolerance to objectionable content."]}],"source":"CRB"},{"type":"pf2-h4","page":486,"name":"The Pathfinder Baseline","entries":["You might find that your players don't have much to say on the topic of objectionable content, and just assume that general societal mores will keep the most uncomfortable topics out of the game. That's not always enough, as that approach relies on shared assumptions that aren't always accurate. The following is a set of basic assumptions that works for many groups, which you can modify to fit your preferences and those of the other players.",{"type":"list","items":["Bloodshed, injuries, and even dismemberment might be described. However, excessive descriptions of gore and cruelty should be avoided.","Romantic and sexual relationships can happen in the game, but players should avoid being overly suggestive. Sex always happens \"off-screen.\" Because attempts at initiating a relationship between player characters can be uncomfortably similar to one player hitting on another, this should generally be avoided (and is entirely inappropriate when playing with strangers).","Avoid excessively gross or scatological descriptions."]},"The following acts should never be performed by player characters:",{"type":"list","items":["Torture","Rape, nonconsensual sexual contact, or sexual threats","Harm to children, including sexual abuse","Owning slaves or profiting from the slave trade","Reprehensible uses of mind-control magic"]},"Villains might engage in such acts, but they won't happen \"on-screen\" or won't be described in detail. Many groups choose to not have villains engage in these activities at all, keeping these reprehensible acts out of mind entirely."],"source":"CRB"},{"type":"pf2-h4","name":"Social Splash Damage","page":486,"entries":["As important as it is to take care of yourself and the other players in your game, be mindful of your group's impact on the other people around you. If you're playing in a space that's not your own, respect your hosts. If you're playing in public, consider the comfort of the people around you, not just what your group is comfortable with. It's easy to get caught up in a game, as we get sucked into the microcosm of an imagined world, but don't ignore the real world around you. Be aware when you're making too much noise, leaving a mess, alarming passersby with graphic descriptions of violence, or even just giving the cold shoulder to curious spectators witnessing RPG play for the first time."],"source":"CRB"}],"source":"CRB"},{"type":"pf2-h3","page":486,"name":"Character Creation","entries":["At the outset of a new campaign, the players will create new player characters. Part of that process involves you introducing what the campaign will be about and what types of characters are most appropriate. Work with the players to determine which rule options are available. The safest options are the common choices from the {@book Pathfinder Core Rulebook|CRB}. If players want to use common options from other books or uncommon or rare options, through play, review those options to see if any of them conflict with the style of campaign you have in mind or might present strange surprises down the road. It's usually best to allow new options, but there's no obligation to do so. Be as open as you're comfortable with."],"source":"CRB"}],"data":{"quickref":5},"source":"CRB"},{"type":"section","page":486,"name":"Preparing an Adventure","entries":["An adventure is a self-contained collection of story elements, characters, and settings that become the basis for the story you and the other players tell. Think of the adventure as an outline for your own story. You'll have major beats you want to include, some consistent characters, and themes you want to convey, but all sorts of things can change during the process of turning the outline into a completed story.","You might use a published adventure from Paizo or another company, or you might construct your own adventure as you prepare for your game sessions.",{"type":"pf2-h3","page":486,"name":"Published Adventures","entries":["Prewritten adventures include background information and nonplayer characters needed for the story, plus all the locations, maps, and monster groups necessary for both exploration and encounters. Prewritten adventures can speed up your preparation, since you can simply read the relevant sections of the adventure before a game, and you don't have to create everything from scratch. A published adventure already includes the expected amount of encounters and treasure, and you can find adventures built for different character levels to match your group. Reading a published adventure or running one as your first game can help you see how adventures are structured, which makes it easier to write one later if you choose.","Though a published adventure is prewritten, it's not set in stone. Changing the details of an adventure to suit your group isn't just acceptable, it's preferred! Use the backstories and predilections of the player characters to inform how you change the adventure. This can mean altering adversaries so they're linked to the player characters, changing the setting to a place some of the player characters are from, or excising particular scenes if you know they won't appeal to your players."],"source":"CRB"},{"type":"pf2-h3","page":487,"name":"Creating Adventures","entries":["Building your own adventure is much more challenging than using a published one, but it lets you express yourself, be even more creative, and tailor the game directly to the players and their characters. Later sections in this chapter include guidelines for building and running encounters, placing treasure, and setting appropriately difficult challenges, all to help you construct your own adventures.","Adventure plotting can start at many different points. You might begin with a particular antagonist, then construct an adventure that fits that villain's theme and leads the group to them. Alternatively, you could start with an interesting location for exploration, then populate it with adversaries and challenges appropriate to the setting.",{"type":"pf2-h4","page":487,"name":"Locations","entries":["Memorable settings that include mysterious and fantastical locations for players to visit can elicit the players' curiosity.","Exploring each location should be a treat in itself, not just a chore the players must complete to get from one fight to the next. As you create a locale, picture it in your mind's eye and write down minor details you can include as you narrate the game. Describing decorations, natural landmarks, wildlife, peculiar smells, and even temperature changes make a place feel more real.","Beyond monsters and loot, your locations can include environment-based challenges, from environmental conditions like blizzards to puzzles, traps, or other hazards.","These challenges should suit your adventure's location: walls of brambles in a castle ruin overrun with vegetation, pools of acid in a cursed swamp, or magical traps in the tomb of a paranoid wizard. Rules for environments appear on page 512, and those for hazards start on page 520."],"source":"CRB"},{"type":"pf2-h4","page":487,"name":"Encounters","entries":["A robust set of encounters forms the backbone of your adventure. Encounters often feature combat with other creatures, but they can also include hazards, or you might create social encounters in which characters duel only with words. The rules for building encounters appropriate to your group's level begin below.","Some adventures have a clear and direct progression, with encounters occurring at specific times or in a specific order. Others, such as a dungeon filled with interconnected rooms the group can investigate in any order, are nonlinear, and the group can face encounters in any order—or even avoid them entirely. Most adventures are somewhere in between, with some keystone encounters you know the characters will need to contend with, but others that are optional."],"source":"CRB"},{"type":"pf2-h4","page":487,"name":"Treasure","entries":["Your adventure should give out an amount of treasure that's appropriate to the characters' level. The guidelines for assigning treasure are on page 508. You can dole out treasure in all kinds of ways. Treasure could be items carried by an adversary, rewards from a patron for completing a mission, or a classic pile of coins and items inside a wooden chest guarded by a monster. It's best to spread treasure throughout an adventure rather than stockpiled in a single hoard. This gives the players incremental rewards, letting their characters advance in frequent small steps rather than giant leaps separated by many hours of play."],"source":"CRB"}],"source":"CRB"},{"type":"pf2-brown-box","page":488,"name":"USING RARITY AND ACCESS","entries":["The rarity system has two purposes: to convey how common or rare certain spells, creatures, or items are in the game world, and to give you an easy tool to control the complexity of your game. Uncommon and rare options aren't more powerful than other options of their level, but they introduce complications for certain types of stories, or are less common in the world. For instance, it might be more challenging to run a mystery adventure when a player can cast an uncommon spell such as {@spell detect evil}.","At the start of the campaign, communicate your preferred expectations on rarity to the players. Unless you decide otherwise, the players can choose from any common options they qualify for, plus any uncommon options granted by their character choices—primarily their ancestry and class. By default, a character who tries hard enough might eventually find an uncommon option, whereas a rare option is always a special reward.","Beyond that baseline, you can grant access as freely as you want; some GMs open up all uncommon and rare options universally. If you're not sure, just look over any uncommon or rare elements before you include them as rewards or otherwise allow a player to acquire them.",{"type":"pf2-title","name":"Rewards"},"You can use uncommon and rare rules elements to reward characters. These still have the same value and approximate power as any other treasure of the same Price, but they're just a bit more special because they hail from distant lands or have unusual or surprising abilities.","Items are the most likely candidates for uncommon or rare rewards, but an NPC might teach an uncommon or rare spell to a PC in gratitude or to help the party prepare for a certain adversary. You can also improvise extra benefits based around uncommon or rare items. For instance, if a PC gains a rare plant with occult uses, you might also decide that the PC should temporarily get more money if they use it while Earning Income using Herbalism Lore, because it enables them to produce novel poultices.",{"type":"pf2-title","name":"Different Locations"},"The rarities in this book assume you're playing in the Inner Sea region of Golarion, where most Pathfinder games are set. These rarities are also suitable for most western medieval fantasy games. However, you might want to alter the rarities for a campaign set in another location on Golarion (detailed in Chapter 8), to emphasize a non-human culture, or to play in a fantasy setting with different roots, like a wuxia game based on Chinese culture. These changes most often affect basic items. If you start your campaign in a dwarven stronghold, for example, you might make all the weapons with the dwarf trait common. You should feel free to adjust rarities to suit your campaign's theme, but if you do, you should share your changes with your group."],"source":"CRB"},{"type":"pf2-h3","page":488,"name":"Building Encounters","entries":["The most common type of encounter is a combat encounter, where the PCs face other creatures. Combat encounters are strictly governed by rules; the guidelines that follow will help you build combat encounters that pose appropriate challenges for your group. Building hazard encounters works the same way. Social encounters are more free-form, and are up to you as the GM to design.","To build a combat encounter, first decide how the encounter fits in the adventure as a whole. Then, estimate how much of a threat you want the encounter to pose, using one of five categories below.","{@b Trivial-threat} encounters are so easy that the characters have essentially no chance of losing; they shouldn't even need to spend significant resources unless they are particularly wasteful. These encounters work best as warm-ups, palate cleansers, or reminders of how awesome the characters are. A trivial-threat encounter can still be fun to play, so don't ignore them just because of the lack of threat.","{@b Low-threat} encounters present a veneer of difficulty and typically use some of the party's resources. However, it would be rare or the result of very poor tactics for the entire party to be seriously threatened.","{@b Moderate-threat} encounters are a serious challenge to the characters, though unlikely to overpower them completely. Characters usually need to use sound tactics and manage their resources wisely to come out of a moderate-threat encounter ready to continue on and face a harder challenge without resting.","{@b Severe-threat} encounters are the hardest encounters most groups of characters can consistently defeat. These encounters are most appropriate for important moments in your story, such as confronting a final boss. Bad luck, poor tactics, or a lack of resources due to prior encounters can easily turn a severe-threat encounter against the characters, and a wise group keeps the option to disengage open.","{@b Extreme-threat} encounters are so dangerous that they are likely to be an even match for the characters, particularly if the characters are low on resources. This makes them too challenging for most uses. An extremethreat encounter might be appropriate for a fully rested group of characters that can go all-out, for the climactic encounter at the end of an entire campaign, or for a group of veteran players using advanced tactics and teamwork.",{"type":"pf2-h4","page":488,"name":"XP Budget","entries":["Once you've selected a threat level, it's time to build the encounter. You have an XP budget based on the threat, and each creature costs some of that budget. Start with the monsters or NPCs that are most important to the encounter, then decide how you want to use the rest of your XP budget. Many encounters won't match the XP budget exactly, but they should come close. The XP budget is based on a group of four characters. If your group is larger or smaller, see Different Party Sizes below."],"source":"CRB"},{"type":"pf2-h4","page":488,"name":"Choosing Creatures","entries":["In all but the most unusual circumstances, you'll select creatures for your encounter that range from 4 levels lower than the PCs' level to 4 levels higher (see {@table Creature XP and Role||Table 10–2: Creature XP and Role}). Each creature has a part to play in your encounter, from a lowly lackey to a boss so mighty it could defeat the entire party single-handedly.","Each creature costs some of the XP from your XP budget for the encounter, based on its level compared to the levels of the characters in your party. For instance, if the PCs are 5th level, a 2nd-level creature is a \"party level –3\" creature, a lackey appropriate for a lowto- moderate-threat encounter, and it costs 15 XP in an encounter's XP budget. Party level is explained in detail on page 508."],"source":"CRB"},{"type":"pf2-h4","page":488,"name":"Different Party Sizes","entries":["For each additional character in the party beyond the fourth, increase your XP budget by the amount shown in the Character Adjustment value for your encounter in {@table Encounter Budget||Table 10–1: Encounter Budget}. If you have fewer than four characters, use the same process in reverse: for each missing character, remove that amount of XP from your XP budget. Note that if you adjust your XP budget to account for party size, the XP awards for the encounter don't change—you'll always award the amount of XP listed for a group of four characters.","It's best to use the XP increase from more characters to add more enemies or hazards, and the XP decrease from fewer characters to subtract enemies and hazards, rather than making one enemy tougher or weaker. Encounters are typically more satisfying if the number of enemy creatures is fairly close to the number of player characters."],"source":"CRB"},{"type":"data","tag":"table","source":"CRB","name":"Encounter Budget"},{"type":"data","tag":"table","source":"CRB","name":"Creature XP and Role"}],"data":{"quickrefIndex":true},"source":"CRB"}],"data":{"quickref":5},"source":"CRB"},{"type":"section","page":507,"name":"Rewards","entries":[{"type":"pf2-h2","page":507,"name":"Hero Points","entries":["Unlike Experience Points and treasure, which stay with a character, Hero Points are granted and used on a per-session basis. At the start of a game session, you give out 1 Hero Point to each player character. You can also give out more Hero Points during the game, typically after a heroic moment or accomplishment (see below). As noted on page 467, a player can spend 1 Hero Point for a reroll, or they can spend all their Hero Points to recover when near death.","In a typical game, you'll hand out about 1 Hero Point during each hour of play after the first (for example, 3 extra points in a 4-hour session). If you want a more overthetop game, or if your group is up against incredible odds and showing immense bravery, you might give them out at a faster rate, like 1 every 30 minutes (6 over a 4-hour session). Try to ensure each PC has opportunities to earn Hero Points, and avoid granting all of the Hero Points to a single character.","Brave last stands, protecting innocents, and using a smart strategy or spell to save the day could all earn a character a Hero Point. Look for those moments when everybody at the table celebrates or sits back in awe of a character's accomplishments; that's your cue to issue that character a Hero Point.","The party could also gain Hero Points for their accomplishments throughout the game. For a moderate or major accomplishment, consider giving out a Hero Point as well. This point typically goes to a PC who was instrumental in attaining that accomplishment."],"source":"CRB"},{"type":"pf2-h2","page":507,"name":"Experience Points","entries":["As characters adventure, they earn Experience Points (XP).","These awards come from achieving goals, completing social encounters, exploring new places, fighting monsters, overcoming hazards, and other sorts of deeds. You have a great deal of control over when the characters gain XP, though the following guidelines are what you're expected to give out in a standard campaign.","Normally, when a player character reaches 1,000 XP or more, they level up, reduce their XP by 1,000, and start progressing toward the next level. Other means of advancement are described in the Advancement Speeds sidebar on page 509.",{"type":"pf2-h3","page":507,"name":"XP Awards","entries":["Experience Points are awarded for encounters, exploration, and progress in an adventure. When the PCs face direct opposition, such as a fight or a social conflict, the XP earned is based on the level of the challenge the party overcame. Characters can also gain XP from exploration, such as finding secret areas, locating a hideout, enduring a dangerous environment, or mapping an entire dungeon.","Any XP awarded goes to all members of the group. For instance, if the party wins a battle worth 100 XP, they each get 100 XP, even if the party's rogue was off in a vault stealing treasure during the battle. But if the rogue collected a splendid and famous gemstone, which you've decided was a moderate accomplishment worth 30 XP, each member of the party gets 30 XP, too.",{"type":"pf2-h3","page":507,"name":"Adversaries and Hazards","entries":["Encounters with adversaries and hazards grant a set amount of XP. When the group overcomes an encounter with creatures or hazards, each character gains XP equal to the total XP of the creatures and hazards in the encounter (this excludes XP adjustments for different party sizes; see Party Size on page 508 for details).","Trivial encounters don't normally grant any XP, but you might decide to award the same XP as for a minor or moderate accomplishment for a trivial encounter that was important to the story, or for an encounter that became trivial because of the order in which the PCs encountered it in a nonlinear adventure."],"source":"CRB"},{"type":"pf2-h3","page":507,"name":"Accomplishments","entries":["Characters' actions that move the story forward—like securing a major alliance, establishing an organization, or causing an NPC to have a change of heart—are considered accomplishments and should be rewarded with XP. Their significance determines the size of the XP award. Determine whether the achievement was a minor, moderate, or major accomplishment, and refer to {@table XP Awards||Table 10–8: XP Awards} to award an appropriate amount of XP. Minor accomplishments include all sorts of significant, memorable, or surprising moments in the game. A moderate accomplishment typically represents a goal that takes most of a session to complete, and a major accomplishment is usually the culmination of the characters' efforts across many sessions. Moderate and major accomplishments usually come after heroic effort, so that's an ideal time to also give a Hero Point to one or more of the characters involved.","As mentioned earlier, it's up to you how much XP to give out for accomplishments. As a general guideline, in a given game session, you'll typically give several minor awards, one or two moderate awards, and only one major award, if any."],"source":"CRB"},{"type":"data","tag":"table","name":"XP Awards","source":"CRB"}],"source":"CRB"},{"type":"pf2-h3","page":508,"name":"Party Size","entries":["The rules for advancement assume a group of four PCs. The rules for encounters (page 489) describe how to accommodate groups of a different size, but the XP awards don't change—always award the amount of XP listed for a group of four characters. You usually won't need to make many adjustments for a differently sized group outside of encounters. Be careful of providing too many ways to get accomplishment XP when you have a large group, though, since they can pursue multiple accomplishments at once, which can lead to the PCs leveling up too fast."],"source":"CRB"},{"type":"pf2-h3","page":508,"name":"Group Parity and Party Level","entries":["It's recommended that you keep all the player characters at the same XP total. This makes it much easier to know what challenges are suitable for your players. Having characters at different levels can mean weaker characters die more easily and their players feel less effective, which in turn makes the game less fun for those players.","If you choose not to keep the whole group at the same character level, you'll need to select a party level to determine your XP budget for encounters. Choose the level you think best represents the party's ability as a whole. Use the highest level if only one or two characters are behind, or an average if everyone is at a different level. If only one character is two or more levels ahead, use a party level suitable for the lower-level characters, and adjust the encounters as if there were one additional PC for every 2 levels the higher-level character has beyond the rest of the party.","Party members who are behind the party level gain double the XP other characters do until they reach the party's level. When tracking individually, you'll need to decide whether party members get XP for missed sessions."],"source":"CRB"}],"source":"CRB"},{"type":"pf2-h2","page":508,"name":"Treasure","entries":["As the GM, it's your job to distribute treasure to the player characters. Treasure appears throughout an adventure, and the PCs obtain it by raiding treasure hoards, defeating foes who carry valuable items or currency, getting paid for successful quests, and any other way you can imagine.","This section provides guidelines for distributing treasure in a typical Pathfinder campaign, but you always have the freedom to assign extra treasure for a high-powered game, less treasure for a gritty survival horror adventure, or any amount in between.",{"type":"pf2-h3","page":508,"name":"Treasure by Level","entries":["{@table Party Treasure by Level||Table 10–9: Party Treasure by Level} on the next page shows how much treasure you should give out over the course of a level for a group of four PCs. The Total Value column gives an approximate total value of all the treasure, in case you want to spend it like a budget. The next several columns provide suggestions for breaking down that total into permanent items, which the PCs keep and use for a long time; consumables, which are destroyed after being used once; and currency, which includes coins, gems, and other valuables primarily spent to acquire items or services. The final column gives the amount of currency to add for each PC beyond four in the group; use this only if you have more than four characters in the game. (Different Party Sizes on page 510 provides more guidance on this.) For instance, between the time your PCs reach 3rd level and the time they reach 4th level, you should give them the treasure listed in the table for 3rd level, worth approximately 500 gp: two 4th-level permanent items, two 3rd-level permanent items, two 4th-level consumables, two 3rd-level consumables, two 2nd-level consumables, and 120 gp worth of currency.","When assigning 1st-level permanent items, your best options are armor, weapons, and other gear from Chapter 6 worth between 10 and 20 gp. The treasure listed in the row for 20th level represents a full level's worth of adventures, even though there is no way to reach 21st level.","Some creature entries in the {@Pf2eTools Pathfinder Bestiary|bestiary.html} list treasure that can be gained by defeating an individual creature; this counts toward the treasure for any given level.","Published adventures include a suitable amount of treasure throughout the adventure, though you should still monitor the party's capabilities as the PCs progress through the adventure to make sure they don't end up behind.",{"type":"pf2-h4","page":509,"name":"Currency","entries":["A party will find money and other treasure that isn't useful on its own but that can be sold or spent on other things. The gp values in the Party Currency column don't refer only to coins. Gems, art objects, crafting materials (including precious materials), jewelry, and even items of much lower level than the party's level can all be more interesting than a pile of gold.","If you include a lower-level permanent item as part of a currency reward, count only half the item's Price toward the gp amount, assuming the party will sell the item or use it as crafting material. But lower-level consumables might still be useful, particularly scrolls, and if you think your party will use them, count those items at their full Price."],"source":"CRB"},{"type":"pf2-brown-box","page":509,"name":"ADVANCEMENT SPEEDS","entries":["By varying the amount of XP it takes to gain a level, you can change how quickly characters gain power. The game rules assume a group playing with standard advancement.","Fast advancement works best when you know you won't be playing a very long campaign and want to accomplish as much as possible quickly; slow advancement works best for a gritty campaign where all progress is hard won.","You can alter XP from one adventure to the next to get a different feel. During a street-level murder mystery and travel through a haunted wilderness, you might use slow advancement. When the PCs reach the dungeon, you might switch to standard or fast advancement. The values below are just examples. You can use values even higher or lower.",{"type":"table","colStyles":["text-center","text-center"],"rows":[["Advancement Speed","XP to Level Up"],["Fast","800 XP"],["Standad","1,000 XP"],["Slow","1,200 XP"]]},{"type":"pf2-title","name":"Story-Based Leveling"},"If you don't want to deal with managing and handing out XP, or if you want to have progression based solely on events in the story, you can ignore the XP process entirely and instead simply decide when the characters level up.","Generally, the characters should gain a level every three to four game sessions, just after the most appropriate big event that happens during that time, such as defeating a significant villain or achieving a major goal."],"source":"CRB"},{"type":"pf2-h4","page":509,"name":"Other Types of Treasure","entries":["Not all treasure has to be items or currency. Crafters can use the {@skill Crafting} skill to turn raw materials directly into items instead of buying those items with coins. Knowledge can expand a character's abilities, and formulas make good treasure for item-crafting characters. A spellcaster might get access to new spells from an enemy's spellbook or an ancient scholar, while a monk might retrain techniques with rarer ones learned from a master on a remote mountaintop."],"source":"CRB"},{"type":"pf2-h4","page":509,"name":"Treasure and Rarity","entries":["Giving out uncommon and rare items and formulas can get players more interested in treasure. It's best to introduce uncommon items as a reward fairly regularly but rare items only occasionally. These rewards are especially compelling when the adventurers get the item by defeating or outsmarting an enemy who carries an item that fits their backstory or theme.","Uncommon and rare formulas make great treasure for a character who Crafts items. Note that if an uncommon or rare formula is broadly disseminated, it eventually becomes more common. This can take months or years, but the item might start showing up in shops all around the world."],"source":"CRB"},{"type":"data","tag":"table","name":"Party Treasure by Level","source":"CRB"},{"type":"pf2-h4","page":510,"name":"Different Item Levels","entries":["The levels listed for items on {@table Party Treasure by Level||Table 10–9: Party Treasure by Level} aren't set in stone. You can provide items of slightly higher or lower level as long as you take into account the value of the items you hand out. For instance, suppose you were considering giving a party of 11th-level PCs a {@item runestone} with a {@item fortification} rune (with a Price of 2,000 gp) as one of their 12th-level items, but you realize they've had trouble finding armor in their recent adventures, so you instead decide to give them a suit of 11th-level +2 resilient armor (1,400 gp) instead. Since the armor has a lower Price than the rune, you might also add a 9th-level {@item shadow} rune (650 gp) to make up the difference. The total isn't exactly the same, but that's all right.","However, if you wanted to place a 13th-level permanent item in a treasure hoard, you could remove two 11thlevel permanent items to make a roughly equivalent exchange. When you make an exchange upward like this, be cautious: not only might you introduce an item with effects that are disruptive at the party's current level of play, but you also might give an amazing item to one PC while other characters don't gain any new items at all!","If you're playing in a long-term campaign, you can spread out the treasure over time. A major milestone can give extra treasure at one level, followed by a tougher dungeon with fewer new items at the next level. Check back occasionally to see whether each PC's treasure is comparable to the amount they'd get if they created a new character at their current level, as described under Treasure for New Characters below. They should be a bit higher. but if there's a significant discrepancy, adjust the adventure's upcoming treasure rewards accordingly."],"source":"CRB"},{"type":"pf2-h4","page":510,"name":"Different Party Sizes","entries":["If a party has more than four characters, add the following for each additional character:",{"type":"list","items":["One permanent item of the party's level or 1 level higher","Two consumables, usually one of the party's level and one of 1 level higher","Currency equal to the value in the Currency per Additional PC column of Table 10–9"]},"If the party has fewer than four characters, you can subtract the same amount for each missing character, but since the game is inherently more challenging with a smaller group that can't cover all roles as efficiently, you might consider subtracting less treasure and allowing the extra gear help compensate for the smaller group size."],"source":"CRB"}],"source":"CRB"},{"type":"pf2-brown-box","page":510,"name":"ADJUSTING TREASURE","entries":["The treasure you award to the party should be monitored and adjusted as you play. You might need to give out treasure you hadn't originally planned for, especially if the group bypasses part of an adventure. Keep an eye on the party's resources. If they're running out of consumables or money, or if they're having trouble in combat because their items aren't up to the task, you can make adjustments.","This is especially common in adventures that have little downtime or that take place far from civilization. If the group goes a long time without being able to purchase or Craft useful items, the PCs will be flush with coins and valuables but behind on useful equipment. In a situation like this, you can either place more useful treasure in the adventure or introduce NPCs who are willing to trade.",{"type":"pf2-title","name":"Megadungeons and Sandboxes"},"Some adventures have an expectation that the player characters explore where they want and find only what their skill, luck, and ingenuity afford. Two common examples of this type of adventure are the sprawling dungeon with multiple different sections and paths, often called a megadungeon, and free-form exploration, often called a sandbox and typically occurring in a wilderness.","If you want to build a free-form adventure like this where characters are likely to miss at least some of the treasure, increase the amount of treasure you place. Be aware, however, that a meticulous group can end up with more treasure than normal and will have advantages in later adventures.","For a simple guideline to these situations, increase the treasure as though there were one more PC in the party.","If the structure is especially loose, especially in sandbox adventures, you can increase this amount even further."],"source":"CRB"},{"type":"pf2-h3","page":510,"name":"Treasure for New Characters","entries":["When your new campaign starts at a higher level, a new player joins an existing group, or a current player's character dies and they need a new one, your campaign will have one or more PCs who don't start at 1st level. In these cases, refer to {@table Character Wealth||Table 10–10: Character Wealth} on the next page, which shows how many common permanent items of various levels the PC should have, in addition to currency. A single item on this table is always a baseline item. If the player wants armor or a weapon with property runes, they must buy the property runes separately, and for armor or a weapon made of a precious material, they must pay for the precious material separately as well.","These values are for a PC just starting out at the given level. If the PC is joining a party that has already made progress toward the next level, consider giving the new character an additional item of their current level. If your party has kept the treasure of dead or retired PCs and passed it on to new characters, you might need to give the new character less than the values on the table or reduce some of the treasure rewards of the next few adventures.",{"type":"pf2-h4","page":511,"name":"Item Selection","entries":["You should work with the new character's player to decide which items their character has. Allow the player to make suggestions, and if they know what items they want their character to have, respect their choices unless you believe those choices will have a negative impact on your game.","At your discretion, you can grant the player character uncommon or rare items that fit their backstory and concept, keeping in mind how many items of those rarities you have introduced into your game. The player can also spend currency on consumables or lower-level permanent items, keeping the rest as coinage. As usual, you determine which items the character can find for purchase.","A PC can voluntarily choose an item that has a lower level than any or all of the listed items, but they don't gain any more currency by doing so.","If you choose, you can allow the player to instead start with a lump sum of currency and buy whatever common items they want, with a maximum item level of 1 lower than the character's level. This has a lower total value than the normal allotment of permanent items and currency, since the player can select a higher ratio of high-level items."],"source":"CRB"},{"type":"data","tag":"table","name":"Character Wealth","source":"CRB"}],"source":"CRB"},{"type":"pf2-h3","page":511,"name":"Buying and Selling Items","entries":["Characters can usually buy and sell items only during downtime. An item can typically be sold for only half its Price, though art objects, gems, and raw materials can be sold for their full Price (page 271)."],"source":"CRB"}],"source":"CRB"}],"data":{"quickref":5},"source":"CRB"},{"type":"section","page":493,"name":"Running Modes of Play","entries":["Encounters take place in real time or slower, and they involve direct engagement between players and enemies, potential allies, or each other. Combat and direct social interaction usually take place in encounter mode.","Exploration is the connective tissue of an adventure, and it is used whenever characters are exploring a place where there's danger or uncertainty, such as an unfamiliar city or a dungeon. In exploration mode, characters aren't in immediate peril, but they must still be on their toes. Exploration and encounters are collectively called adventuring.","When the party isn't adventuring, the characters are in downtime. This mode covers most of a normal person's life, such as mundane, day-to-day tasks and working toward long-term goals.",{"type":"pf2-h2","page":493,"name":"Encounters","entries":["Encounter mode is the most structured mode of play, and you'll mostly be following the rules presented in Chapter 9 to run this mode. Because you usually call for initiative during exploration before transitioning into an encounter, guidelines for initiative order appear on page 498 in the discussion of exploration mode. Rules for building combat encounters appear on page 488.","{@b Stakes:} Moderate to high. Encounters always have significant stakes, and they are played in a step-by-step time frame to reflect that.","{@b Time Scale:} Encounter mode is highly structured and proceeds in combat rounds for combat encounters, while other sorts of encounters can have rounds of any length. In combat, 1 minute consists of 10 rounds, where each combat round is 6 seconds long, but you might decide a verbal confrontation proceeds in minute-long or longer rounds to give each speaker enough time to make a solid point.","{@b Actions and Reactions:} In combat encounters, each participant's turn is broken into discrete actions, and participants can use reactions when their triggers occur.","Reactions can occur in social situations, though their triggers are usually more descriptive and less tactical.",{"type":"pf2-h3","page":493,"name":"Choosing Adversaries' Actions","entries":["Players often coordinate and plan to be as efficient as possible, but their adversaries might not. As the GM, you're roleplaying these foes, and you decide their tactics.","Most creatures have a basic grasp of simple tactics like flanking or focusing on a single target. But you should remember that they also react based on emotions and make mistakes—perhaps even more than the player characters do.","When selecting targets or choosing which abilities to use, rely on the adversaries' knowledge of the situation, not your own. You might know that the cleric has a high Will save modifier, but a monster might still try to use a fear ability on her. That doesn't mean you should play adversaries as complete fools; they can learn from their mistakes, make sound plans, and even research the player characters in advance.","Adversaries usually don't attack a character who's knocked out. Even if a creature knows a fallen character might come back into the fight, only the most vicious creatures focus on helpless foes rather than the more immediate threats around them.","Running adversaries is a mix of being true to the creature and doing what's best for the drama of the game. Think of your encounter like a fight scene in a movie or novel. If the fighter taunts a fire giant to draw its attention away from the fragile wizard, the tactically sound decision is for the giant to keep pummeling the wizard. But is that the best choice for the scene? Perhaps everyone will have more fun if the giant redirects its ire to the infuriating fighter."],"source":"CRB"},{"type":"pf2-h3","page":493,"name":"Bypassed Encounters","entries":["What happens if you've planned a fight or challenge and the PCs find a way to avoid it entirely? This could leave them behind in XP or cause them to miss important information or treasure.","In the case of XP, the guidelines are simple: If the player characters avoided the challenge through smart tactical play, a savvy diplomatic exchange, clever use of magic, or another approach that required ingenuity and planning, award them the normal XP for the encounter.","If they did something that took only moderate effort or was a lucky break, like finding a secret passage and using it to avoid a fight, award them XP for a minor or moderate accomplishment. In an adventure that's more free-form, like a sprawling dungeon with multiple paths, there might be no reward for bypassing an encounter, because doing so was trivial.","You'll have to think on your feet if information or items get skipped when players bypass encounters. First, look for another reasonable place in the adventure to place the information or item. If it makes sense, move the original encounter to another part of the adventure and give the PCs a major advantage for bypassing the encounter in the first place."],"source":"CRB"},{"type":"pf2-brown-box","page":494,"name":"PLAYING WITHOUT A GRID","entries":["The Pathfinder rules are built to play combat encounters on a 1-inch grid, but you can play without a grid or map. In what's traditionally called the \"theater of the mind,\" you and other players imagine the locations of the combatants and the environment. In this style of play, you'll frequently need to make judgment calls. These are usually simple, like \"Can I see the ogre from where I'm standing?\" or \"Can I get to the ogre with one Stride?\" It's often best to have a player tell you what they want to do, such as \"I want to cross the beam to get to the ogre and attack it.\" Then, you tell the player how that breaks down into actions, like \"You'll need to spend one action and succeed at an {@skill Acrobatics} check, then Stride to get close enough, then you'll have one action left for a Strike.\"","When preparing encounters, avoid using lots of {@quickref difficult terrain||3|terrain}, cover, or other battlefield challenges that work better on a grid. Also, be more lenient with combat tactics like flanking. You won't have a way to measure flanking, but the rules expect melee characters like rogues to often get into a flanking position—often, two characters ganging up in melee is enough to count."],"source":"CRB"},{"type":"pf2-h3","page":494,"name":"Ending Encounters","entries":["A combat encounter typically ends when all the creatures on one side are killed or knocked unconscious. Once this happens, you can stop acting in initiative order.","The surviving side then has ample time to ensure that everyone taken out stays down. However, you might need to keep using combat rounds if any player characters are near death, clinging to a cliff, or in some other situation where every moment matters for their survival.","You can decide a fight is over if there's no challenge left, and the player characters are just cleaning up the last few weak enemies. However, avoid doing this if any of the players still have inventive and interesting things they want to try or spells they're concentrating on—ending an encounter early is a tool to avoid boredom, not to deny someone their fun. You can end a fight early in several ways: the foes can surrender, an adversary can die before its Hit Points actually run out, or you can simply say the battle's over and that the PCs easily dispatch their remaining foes. In this last case, you might ask, \"Is everyone okay if we call the fight?\" to make sure your players are on board.","One side might surrender when almost all its members are defeated or if spells or skills thoroughly demoralize them. Once there's a surrender, come out of initiative order and enter into a short negotiation.","These conversations are really about whether the winners will show mercy to the losers or just kill or otherwise get rid of them. The surrendering side usually doesn't have much leverage in these cases, so avoid long back-and-forth discussions.",{"type":"pf2-h3","page":494,"name":"Fleeing Enemies","entries":["Fleeing enemies can be a problem. Player characters often want to pursue foes that flee because they think an enemy might return as a threat later on. Avoid playing this out move by move, as it can easily bog down the game. If every adversary is fleeing, forgo initiative order and give each PC the option to pursue any one fleeing foe. Each PC can declare one action, spell, or other ability to use to try to keep up. Then, compare the PC's Speed to that of the target, assess how much the pursuer's chosen spell or ability would help, and factor in any abilities the quarry has that would aid escape. If you determine that the pursuer catches up, go back into combat with the original initiative order. If not, the quarry escapes for now.","If the PCs decide to flee, it's usually best to let them do so. Pick a particular location and allow them to escape once they all reach it. However, if they're encumbered or otherwise slowed down, or if enemies have higher Speeds and a strong motive to pursue, you might impose consequences upon PCs who flee."],"source":"CRB"}],"source":"CRB"},{"type":"pf2-h3","page":494,"name":"Social Encounters","entries":["Most conversations play best as free-form roleplaying, with maybe one or two checks for social skills involved.","Sometimes, though, a tense situation or crucial parlay requires a social encounter that uses initiative, much like a combat encounter. As with any other encounter, the stakes of a social encounter need to be high! A failed social encounter could mean a character is imprisoned or put to death, a major rival becomes a political powerhouse, or a key ally is disgraced and ostracized.","Using the structure of an encounter is {@condition helpful} because it makes the timing clearer than in free-form play, and each character feels like they're contributing. When running a social encounter, establish the stakes up front, so the players know the consequences of success or failure and the circumstances that will cause the encounter to end.","You have much more flexibility in how you run a social encounter than in a combat encounter. Extending the length of rounds beyond 6 seconds, allowing more improvisation, and focusing less on special attacks and spells all differentiate a social encounter from a combat one. In most cases, you don't need to worry about character's movements, nor do you need a map. Some examples of social encounters include:",{"type":"list","items":["Proving someone's innocence in front of a judge.","Convincing a neighboring monarch to help defend against an invasion.","Besting a rival bard in a battle of wits.","Exposing a villain's deception before a noble court."]},{"type":"pf2-h4","page":494,"name":"Initiative and Actions","entries":["Initiative in a social encounter typically has characters rolling {@skill Society} or a Charisma-based skill, such as {@skill Diplomacy} or {@skill Deception}. As with other encounters, a character's approach to the conflict determines which skill they'll roll. On a character's turn, they typically get to attempt one roll, usually by using a skill action. Let the player roleplay what their character says and does, then determine what they'll roll. Allow them to use any abilities or spells that might help them make their case, though keep in mind that when most people see the visual signs of a spell being cast, they think someone is using magic to try to influence or harm them, and they have a negative reaction.","Good social encounters include an opposition. This can be direct, such as a rival who argues against the characters' case, or passive, such as a mob that automatically becomes more unruly as each round passes. Give the opposition one or more positions in the initiative order so you can convey what it is doing. You can create game statistics for the opposition, especially if it's an individual, but in situations like that of the unruly mob, you might need nothing more than establish a set of increasingly difficult DCs."],"source":"CRB"},{"type":"pf2-h4","page":495,"name":"Measuring Success and Progress","entries":["You'll need to decide how to measure the characters' success in social encounters, because there's no AC to target or HP to whittle down. Chapter 4 includes guidance on setting DCs for social skill actions, often using a target's Will DC. If you need a DC for people who don't have stats, such as a crowd or an NPC for whom you haven't already generated statistics, use the guidelines on setting DCs, found on page 503. You can either pick a simple DC or use a level-based DC, estimating a level for the subject or how challenging it should be to sway them.","The attitude conditions—{@condition hostile}, {@condition unfriendly}, {@condition indifferent}, friendly, and helpful—provide a useful way to track the progress of a social encounter. Use these to represent the attitude of an authority, a crowd, a jury, or the like. A typical goal for a social encounter is to change the attitude of a person or group to helpful so they assist you, or calming a hostile group or person to defuse a situation. Try to give the players a clear idea of how much they've progressed as the encounter proceeds.","Another option is to track the number of successes or failures the characters accrue. For instance, you might need to trick four guards into leaving their posts, and count each successful attempt to Lie or Create a Diversion toward a total of four necessary successes. You can combine these two methods; if the PCs need a group of important nobles to vote their way, the goal of the encounter might be to ensure that a majority of the nobles have a better attitude toward the PCs than they have of a rival—all within a limited time frame."],"source":"CRB"},{"type":"pf2-h4","page":495,"name":"Consequences","entries":["When you set stakes at the start of a social encounter, give an idea of the consequences. Beyond whatever narrative benefits player characters might gain, a social encounter usually includes an XP award. Because these are encounters along the same lines as combat encounters, they grant a sizable amount of XP, typically that of a moderate accomplishment, or even a major accomplishment if the encounter was the culmination of long-term plans or a significant adversary got their comeuppance.","The outcome of a social encounter should direct the story of the game. Look for repercussions. Which NPCs might view the PCs more favorably now? Which might hold a grudge or formulate a new plan? A social encounter can seal the fate of an NPC and end their story, but this isn't true for player characters. Even if something looks truly dire for them, such as a death sentence, the social encounter isn't the end—there's still time for desperate heroics or a twist in the story."],"source":"CRB"}],"source":"CRB"}],"source":"CRB"},{"type":"pf2-h2","page":496,"name":"Exploration","entries":["Exploration mode is intentionally less regimented than encounters. As a result, during exploration you'll be making judgment calls on just about everything that happens.","Fundamentally, exploration is all about rewarding the PCs for learning about their surroundings. To facilitate this, it's especially important to have and convey a clear mental picture of the group's surroundings. You'll be better able to keep track of where the players are and describe the sights, sounds, and other sensations of their adventuring locales. Encourage the players to have their characters truly explore, and reward their curiosity. The things they try to do in exploration mode show you what they're interested in and what they consider important.","As you play, you'll get a good feel for the aspects of exploration that intrigue certain players, and you can add more of those things to your adventures or emphasize these points in published adventures.","{@b Stakes:} Low to moderate. Exploration mode should be used when there's some amount of risk, but no immediate danger. The PCs might be in an environment where they're likely to face monsters or hazards, but they usually stay in exploration mode until they enter a fight or engage in some other direct interaction.","{@b Time Scale:} When the PCs are in exploration mode, time in the game world passes much faster than real-world time at the table, so it's rarely measured out to the second or the minute. You can speed up or slow down how quickly things are happening as needed. If it's important to know exactly how much time is passing, you can usually estimate time spent in exploration mode to 10-minute increments.","{@b Actions and Reactions:} Though exploration isn't broken into rounds, exploration activities assume the PCs are spending part of their time using actions, such as Seeking or Interacting. If they have specific actions they want to use, they should ask; you can decide whether the actions apply and whether to switch to encounter mode for greater detail. PCs can use any relevant reactions that come up during exploration mode.",{"type":"pf2-h3","page":496,"name":"Exploration Activities","entries":["In exploration mode, each player who wants to do something beyond just traveling chooses an exploration activity for their character. The most common activities are Avoid Notice, Detect Magic, Hustle, and Search, though there are many options available. While players usually hew close to these default activities, there's no need for them to memorize the exploration activities and use them exactly. Instead, allow each player to describe what their character is doing. Then, as the GM, you can determine which activity applies. This also means you determine how an activity works if the character's actions differ from those on the list.","The following sections discuss exploration activities that require adjudication from you beyond the guidelines for players detailed on pages 479–480 of Chapter 9.",{"type":"pf2-h4","page":496,"name":"Detect Magic","entries":["This activity doesn't enable characters to automatically find every single magical aura or object during travel. Hazards that require a minimum proficiency can't be found with {@spell detect magic}, nor can illusions of equal or higher level than the spell.","When characters find something magical using this activity, let them know and give them the option to stop and explore further or continue on. Stopping brings you into a more roleplay-heavy scene in which players can search through an area, assess different items, or otherwise try to figure out the source of the magic and what it does. Continuing on might cause the group to miss out on beneficial magic items or trigger a magic trap."],"source":"CRB"},{"type":"pf2-h4","page":496,"name":"Follow the Expert","entries":["A skilled character can help out less skilled allies who choose to {@action Follow the Expert}. This is a good way to help a character with a low {@skill Stealth} modifier sneak around, get a character with poor {@skill Athletics} up a steep cliff, and so on. Usually, a character who is {@action Following the Expert} can't perform other exploration activities or follow more than one person at a time."],"source":"CRB"},{"type":"pf2-h4","page":496,"name":"Investigate","entries":["As with {@action Searching} or {@action Detecting Magic}, the initial result of {@action Investigating} is usually enough to give the investigator a clue that leads into a more thorough examination, but it rarely gives all possible information. For instance, a character might note that the walls of a dungeon are covered with {@language Abyssal} writing, but they would need to stop to read the text or determine that it's written in blood."],"source":"CRB"},{"type":"pf2-h4","page":496,"name":"Search","entries":["With a successful Perception check while {@action Search||Searching}, a character notices the presence or absence of something unusual in the area, but it doesn't provide a comprehensive catalog of everything there. Instead, it gives a jumping-off point for closer inspection or an encounter. For instance, if an area has both a DC 30 secret door and a DC 25 trap, and a {@action Search||Searching} character got a 28 on their Perception check, you would tell the player that their character noticed a trap in the area, and you'd give a rough idea of the trap's location and nature. The party needs to examine the area more to learn specifics about the trap, and someone would need to Search again to get another chance to find the secret door.","If an area contains many objects or something that will take a while to search (such as a cabinet full of papers), {@action Search||Searching} would reveal the cabinet, but the PCs would have to examine it more thoroughly to check the papers. This usually requires the party to stop for a complete search.","You roll a secret Perception check for a {@action Search||Searching} character to detect any secrets they pass that's in a place that stands out (such as near a door or a turn in a corridor), but not one that's in a more inconspicuous place (like a random point in a long hallway) unless they are searching particularly slowly and meticulously."],"source":"CRB"}],"source":"CRB"},{"type":"pf2-brown-box","page":498,"name":"EXPLORATION ACTIVITIES","entries":["The following exploration activities are fully detailed on pages 479–480 of Chapter 9. Many more appear within Chapter 4: Skills.",{"type":"list","items":["{@action Avoid Notice}","{@action Defend}","{@action Detect Magic}","{@action Follow the Expert}","{@action Hustle}","{@action Investigate}","{@action Repeat a Spell}","{@action Scout}","{@action Search}"]},{"type":"pf2-title","name":"Improvising New Activities"},"If a player wants to do something not covered by other rules, here are some guidelines. If the activity is similar to an action someone could use in an encounter, such as Avoid Notice, it usually consists of a single action repeated roughly 10 times per minute (such as using the Sneak action 10 times) or an alternation of actions that works out similarly (such as Search, which alternates Stride and Seek). An activity using a quicker pace, corresponding to roughly 20 actions per minute, might have limited use or cause fatigue, as would one requiring intense concentration.","You might find that a player wants to do something equivalent to spending 3 actions every 6 seconds, just like they would in combat. Characters can exert themselves to this extent in combat only because combat lasts such a short time—such exertion isn't sustainable over the longer time frame of exploration."],"source":"CRB"},{"type":"pf2-h3","page":497,"name":"Setting a Party Order","entries":["In exploration mode, it often matters which characters are in the front or back of the party formation. Let the players decide among themselves where in the group their characters are while exploring. This order can determine who gets attacked first when enemies or traps threaten from various directions. It's up to you to determine the specifics of who gets targeted based on the situation.","When you come out of exploration mode, the group usually remains in the same general formation. Decide the PCs' exact positions, with their input, if you're moving to a grid (as usually happens at the start of a combat encounter). If they come out of exploration mode on their own terms, they can move around as they see fit. For example, if they detect a trap and the rogue starts attempting to disarm it, the other characters can move to whatever locations they think are safe."],"source":"CRB"},{"type":"pf2-h3","page":497,"name":"Adverse Terrain and Weather","entries":["Exploration gets slower when the party faces dense jungles, deep snow, sandstorms, extreme heat, or similar difficult conditions. You decide how much these factors impact the characters' progress. The specific effects of certain types of terrain and weather are described starting on page 512.","{@quickref difficult terrain||3|terrain} such as thick undergrowth usually slows down progress. Unless it's important how far the group gets in a particular time frame, this can be covered with a quick description of chopping through the vines or trudging through a bog. If the characters are on a deadline, adjust their progress on {@table Travel Speed||Table 9–2: Travel Speed}, typically cutting it in half if almost all of the land is {@quickref difficult terrain||3|terrain} or to one-third for {@quickref greater difficult terrain||3|terrain}.","Hazardous terrain, such as the caldera of an active volcano, might physically harm the player characters. The group might have the option to travel directly through or go around by spending more time. You can transition into a more detailed scene while the characters move through hazardous terrain and attempt to mitigate the damage with spells or skill checks. If they endure hazardous terrain, consider giving the PCs a minor or moderate XP reward at the end of their exploration, with slightly more XP if they took smart precautions to avoid taking damage.","Dangerous crevasses, swampy bogs, quicksand, and similar dangers are environmental hazards, which are described beginning on page 512."],"source":"CRB"},{"type":"pf2-h3","page":498,"name":"Hazards","entries":["Exploration can get broken up by traps and other hazards (see Hazards on page 520). Simple hazards pose a threat to the PCs only once and can be dealt with in exploration mode. Complex hazards require jumping into encounter mode until the hazard is dealt with. Disabling a trap or overcoming a hazard usually takes place in encounter mode. PCs have a better chance to detect hazards while exploring if they're using the Search activity (and the Detect Magic activity, in the case of some magic traps)."],"source":"CRB"},{"type":"pf2-h3","page":498,"name":"Rolling Initiative","entries":["Transitioning from exploration to an encounter usually involves rolling for initiative. Call for initiative once a trap is triggered, as soon as two opposing groups come into contact, or when a creature on one side decides to take action against the other. For example:",{"type":"list","items":["A group of PCs are exploring a cavern. They enter a narrow passage patrolled by a group of kobold warriors. Now that the two groups are in the same area, it's time to roll initiative.","Amiri and a kobold champion agree to have a {@condition friendly} wrestling match. They square off on a patch of dirt, and you call for initiative using {@skill Athletics}.","Merisiel and Kyra are negotiating with the kobold king. Things aren't going well, so Merisiel decides to launch a surprise attack. As soon as she says this is her plan, you call for initiative.","Harsk and Ezren are trying to Balance across a narrow beam to reach an isolated kobold treasure trove. When they get halfway across, a red dragon who was hiding behind the mountain flies around to attack! As soon as the dragon makes its appearance, you call for an initiative roll."]},{"type":"pf2-h4","page":498,"name":"Initiative after Reactions","entries":["In some cases, a trap or a foe has a reaction that tells you to roll initiative. For instance, a complex trap that's triggered might make an attack with its reaction before the initiative order begins. In these cases, resolve all the results of the reaction before calling for initiative rolls."],"source":"CRB"},{"type":"pf2-h4","page":498,"name":"Choosing the Type of Roll","entries":["When choosing what type of roll to use for initiative, lean toward the most obvious choice. The most common roll is {@skill Perception}; this is what the kobolds would use in the first example, as would Kyra and the kobold king in the third example. The next most common skills to use are {@skill Stealth} (for sneaking up, like the dragon in the last example) and {@skill Deception} (for tricking opponents, like Merisiel in the third example). For social contests, it's common to use {@skill Deception}, {@skill Diplomacy}, {@skill Intimidation}, {@skill Performance}, or {@skill Society}.","If you're unsure what roll to call for, use {@skill Perception}. If a different type of roll could make sense for a character, you should usually offer the choice of that roll or {@skill Perception} and let the player decide. Don't do this if it's absolutely clear another kind of check matters more sense than {@skill Perception}, such as when the character is sneaking up on enemies and should definitely use {@skill Stealth}.","You can allow a player to make a case that they should use a different skill than {@skill Perception}, but only if they base it on something they've established beforehand. For example, if in the prelude to the attack, Merisiel's player had said, \"I'm going to dangle down off the chandelier to get the drop on them,\" you could let them use {@skill Acrobatics} for their initiative roll. If they just said, \"Hey, I want to attack these guys. Can I use {@skill Acrobatics}?\" without having established a reason beforehand, you probably shouldn't allow it."],"source":"CRB"},{"type":"pf2-h4","page":498,"name":"Character Placement","entries":["When calling for initiative for a combat encounter, you'll need to decide where the participants in the encounter go on the battle map. Use the party's order, described on page 497, as a base. You can move forward characters who are using {@skill Stealth} to get into position, putting them in a place they could reasonably have moved up to before having a chance to be detected. Consult with each player to make sure their position makes sense to both of you."],"source":"CRB"}],"source":"CRB"},{"type":"pf2-brown-box","page":499,"name":"MONITORING SPELL DURATIONS","entries":["Spell durations are approximate values that codify the vagaries and eccentricities of magic into a convenient number. However, that doesn't mean you can set your watch by a spell with a 1-hour duration. This is one of the reasons the passage of time outside of encounters is in your hands and isn't as precise as encounter rounds.","If a question arises about whether a spell has expired, you make the call. You shouldn't be punitive, but you also shouldn't treat characters like they move with clockwork precision and perfect efficiency between encounters.","There are two times these durations matter most: when players try to fit multiple encounters within the duration of a spell, and when they want to use a spell before a fight and keep it in effect during the encounter.",{"type":"pf2-title","name":"Multiple Encounters"},"A 1-minute spell should last for multiple encounters only if the encounters happen in very close proximity (usually in two adjoining rooms) and if the PCs go directly from one fight to the next without leaving encounter mode. If they want to stop and heal, or if the party debates whether to go on, the process takes enough time that the spell runs out.","Be more generous with spells lasting 10 minutes or more. A 10-minute spell easily lasts for one encounter and could continue for another if the locations are close. A 1-hour spell usually lasts for several encounters.",{"type":"pf2-title","name":"Before a Fight"},"Casting advantageous spells before a fight (sometimes called \"pre-buffing\") gives the characters a big advantage, since they can spend more combat rounds on offensive actions instead of preparatory ones. If the players have the drop on their foes, you usually can let each character cast one spell or prepare in some similar way, then roll initiative.","Casting preparatory spells before combat becomes a problem when it feels rote and the players assume it will always work—that sort of planning can't hold up in every situation! In many cases, the act of casting spells gives away the party's presence. In cases where the PCs' preparations could give them away, you might roll for initiative before everyone can complete their preparations."],"source":"CRB"},{"type":"pf2-h3","page":499,"name":"Resting","entries":["Characters require 8 hours of sleep each day. Though resting typically happens at night, a group gains the same benefits for resting during the day. Either way, they can gain the benefits of resting only once every 24 hours. A character who rests for 8 hours recovers in the following ways:",{"type":"list","items":["The character regains Hit Points equal to their Constitution modifier (minimum 1) multiplied by their level. If they rest without any shelter or comfort, you might reduce this healing by half (to a minimum of 1 HP).","The character loses the {@condition fatigued} condition.","The character reduces the severity of the {@condition doomed} and {@condition drained} conditions by 1.","Most spellcasters need to rest before they regain their spells for the day."]},"A group in exploration mode can attempt to rest, but they aren't entirely safe from danger, and their rest might be interrupted. The 8 hours of rest do not need to be consecutive, however, and after an interruption, characters can go back to sleep.","Sleeping in armor results in poor rest and causes a character to wake up fatigued. If a character would have recovered from fatigue, sleeping in armor prevents it.","If a character goes more than 16 hours without going to sleep, they become fatigued.","Taking long-term rest for faster recovery is part of downtime and can't be done during exploration. See page 502 for these rules.",{"type":"pf2-h4","page":499,"name":"Resting","entries":["Adventuring parties usually put a few people on guard to watch out for danger while the others rest. Spending time on watch also interrupts sleep, so a night's schedule needs to account for everyone's time on guard duty. Table 10–3:","Watches and Rest on the next page indicates how long the group needs to set aside for rest, assuming everyone gets a rotating watch assignment of equal length.","If a surprise encounter would occur during rest, you can roll a die to randomly determine which character is on watch at the time. All characters roll initiative; sleeping characters typically roll Perception with a –4 status penalty for being unconscious. They don't automatically wake up when rolling initiative, but they might roll a Perception check to wake up at the start of their turn due to noise. If a savvy enemy waits for a particularly vulnerable character to take watch before attacking, the attack can happen on that character's watch automatically. However, you might have the ambusher attempt a {@skill Stealth} check against the Perception DCs of all characters to see if anyone noticed its approach.",{"type":"data","tag":"table","source":"CRB","name":"Watches and Rest"}],"source":"CRB"}],"source":"CRB"},{"type":"pf2-h3","page":500,"name":"Daily Preperations","entries":["Just before setting out to explore, or after a night's rest, the PCs spend time to prepare for the adventuring day. This typically happens over the span of 30 minutes to an hour in the morning, but only after 8 full hours of rest. Daily preparations include the following.",{"type":"list","items":["Spellcasters who prepare spells choose which spells they'll have available that day.","Focus Points and other abilities that reset during daily preparations refresh. This includes abilities that can be used only a certain number of times per day.","Each character equips their gear. This includes donning their armor and strapping on their weapons.","Characters invest up to 10 worn magic items to gain their benefits for the day (page 531)."]}],"source":"CRB"},{"type":"pf2-h3","page":500,"name":"Starvation and Thirst","entries":["Typically characters eat and drink enough to survive comfortably. When they can't, they're fatigued until they do. After 1 day + a creature's Constitution modifier without water, it takes 1d4 damage each hour that can't be healed until it quenches its thirst. After the same amount of time without food, it takes 1 damage each day that can't be healed until it sates its hunger."],"source":"CRB"}],"source":"CRB"},{"type":"pf2-h2","page":500,"name":"Downtime","entries":["In downtime, you can sum up the important events of a whole day with just one roll. Use this mode when the characters return home or otherwise aren't adventuring.","Usually, downtime is a few minutes at the start of a session or a break between major chapters of an adventure. As with exploration, you might punctuate downtime with roleplaying or encounters when it's natural to do so.","This section describes ways to handle downtime and details several activities and considerations specific to downtime, such as cost of living, buying and selling goods, long-term rest, and retraining. Most other downtime activities are skill actions; a number of these common downtime activities and their associated skills are listed below. See the relevant skills in Chapter 4 for details.",{"type":"list","items":["{@action Craft} ({@skill Crafting})","{@action Earn Income} ({@skill Crafting}, {@skill Lore}, {@skill Performance})","{@action Treat Disease} ({@skill Medicine})","{@action Create Forgery} ({@skill Society})","{@action Subsist} ({@skill Society}, {@skill Survival})"]},"{@b Stakes:} None to low. Downtime is the counterpart to adventuring and covers low-risk activities.","{@b Time Scale:} Downtime can last days, weeks, months, or years in the game world in a few minutes of real time.","{@b Actions and Reactions:} If you need to use actions and reactions, switch to exploration or encounter mode.","A creature that can't act is unable to perform most downtime activities, but it can take long-term rest.",{"type":"pf2-h3","page":500,"name":"Playing out a Downtime Day","entries":["At the start of a given day of downtime, have all the players declare what their characters are trying to accomplish that day. You can then resolve one character's efforts at a time (or group some characters together, if they are cooperating on a single project). Some activities, such as Earning Income, require only a simple roll and some embellishment from you and the player. Other activities are more involved, incorporating encounters or exploration. You can call on the players to play out their downtime activities in any order, though it's often best to do the simplest ones first. Players who aren't part of a more involved activity might have time to take a break from the table while the more complex activities are played out.","Characters can undertake their daily preparations if they want, just as they would on a day of exploration. Ask players to establish a standard set of preparations, and you can assume the characters go through the same routine every day unless their players say otherwise.",{"type":"pf2-h4","page":500,"name":"Cooperation","entries":["Multiple characters can cooperate on the same downtime task. If it's a simple task that requires just one check, such as a party Subsisting as they await rescue on a desert island, one character rolls the necessary check while everyone else Aids that character. If it's a complex task, assume all of them are working on different parts of it at one time, so all their efforts count toward its completion. For example, a party might collaborate to build a theater, with one character drawing up architectural plans, one doing manual labor, and one talking to local politicians and guilds."],"source":"CRB"},{"type":"pf2-h4","page":500,"name":"Checks","entries":["Some downtime activities require rolls, typically skill checks. Because these rolls represent the culmination of a series of tasks over a long period, players can't use most abilities or spells that manipulate die rolls, such as activating a magic item to gain a bonus or casting a fortune spell to roll twice. Constant benefits still apply, though, so someone might invest a magic item that gives them a bonus without requiring activation. You might make specific exceptions to this rule. If something could apply constantly, or so often that it might as well be constant, it's more likely to be used for downtime checks; for instance {@feat Assurance} could apply."],"source":"CRB"}],"source":"CRB"},{"type":"pf2-h3","page":501,"name":"Longer Periods of Downtime","entries":["Running downtime during a long time off—like several weeks, months, or even years—can be more challenging.","However, it's also an opportunity for the characters to progress toward long-term plans rather than worrying about day-to-day activities. Because so much time is involved, characters don't roll a check for each day. Instead, they deal with a few special events, average out the rest of the downtime, and pay for their cost of living.",{"type":"pf2-h4","page":501,"name":"Events","entries":["After the characters state what they want to achieve in their downtime, select a few standout events for each of them—usually one event for a period of a week or a month, or four events for a year or longer. These events should be tailored to each character and their goals, and they can serve as hooks for adventures or plot development.","Though the following examples of downtime events all involve Earning Income, you can use them to spark ideas for other activities. A character using Perform to Earn Income could produce a commanding performance of a new play for visiting nobility. Someone using {@skill Crafting} might get a lucrative commission to craft a special item. A character with Lore might have to research a difficult problem that needs a quick response.","PCs who want to do things that don't correspond to a specific downtime activity should still experience downtime events; you just choose the relevant skill and DC. For example, if a character intends to build their own library to house their books on magic, you might decide setting the foundation and organizing the library once construction is finished are major events. The first could be a {@skill Crafting} check, and the second an {@skill Arcana} or Library Lore check."],"source":"CRB"},{"type":"pf2-h4","page":501,"name":"Average Progress","entries":["For long periods of downtime, you might not want to roll for every week, or even every month. Instead, set the level for one task using the lowest level the character can reliably find in the place where they spend their downtime (see Difficulty Classes on page 503 for more on setting task levels). If the character fails this check, you might allow them to try again after a week (or a month, if you're dealing with years of downtime). Don't allow them to roll again if they succeeded but want to try for a critical success, unless they do something in the story of the game that you think makes it reasonable to allow a new roll.","The events you include during a long stretch of downtime should typically feature higher-level tasks than the baseline. For instance, a character Earning Income with Sailing Lore for 4 months might work at a port doing 1st-level tasks most of the time, but have 1 week of 3rd-level tasks to account for busy periods. You'll normally have the player roll once for the time they spent at 1st-level tasks and once for the week of 3rd-level tasks."],"source":"CRB"}],"source":"CRB"},{"type":"pf2-h3","page":502,"name":"Cost of Living","entries":["For short periods of downtime, characters are usually just passing through a settlement or spending a bit of time there. They can use the prices for inn stays and meals found on page 294. For long stretches of downtime, use the values on {@table Cost of Living||Table 6–16: Cost of Living} on the same page. Deduct these costs from a character's funds after they gain any money from their other downtime activities.","A character can live off the land instead, but each day they do, they typically use the Subsist activity (page 240) to the exclusion of any other downtime activity."],"source":"CRB"},{"type":"pf2-h3","page":502,"name":"Buying and Selling","entries":["After an adventure yields a windfall, the characters might have a number of items they want to sell. Likewise, when they're flush with currency, they might want to stock up on gear. It usually takes 1 day of downtime to sell off a few goods or shop around to buy a couple items. It can take longer to sell off a large number of goods, expensive items, or items that aren't in high demand.","This assumes the characters are at a settlement of decent size during their downtime. In some cases, they might spend time traveling for days to reach bigger cities.","As always, you have final say over what sort of shops and items are available.","An item can usually be purchased at its full Price and sold for half its Price. Supply and demand adjusts these numbers, but only occasionally."],"source":"CRB"},{"type":"pf2-h3","page":502,"name":"Long-Term Rest","entries":["Each full 24-hour period a character spends resting during downtime allows them to recover double what they would for an 8-hour rest (as listed on page 499). They must spend this time resting in a comfortable and secure location, typically in bed.","If they spend significantly longer in bed rest—usually from a few days to a week of downtime—they recover from all damage and most nonpermanent conditions. Characters affected by diseases, long-lasting poisons, or similar afflictions might need to continue attempting saves during downtime. Some curses, permanent injuries, and other situations that require magic or special care to remove don't end automatically during long-term rest."],"source":"CRB"},{"type":"pf2-h3","page":502,"name":"Retraining","entries":["The retraining rules on page 481 allow a player to change some character choices, but they rely on you to decide whether the retraining requires a teacher, how long it takes, if it has any associated costs, and if the ability can be retrained at all. It's reasonable for a character to retrain most choices, and you should allow them. Only choices that are truly intrinsic to the character, like a sorcerer's bloodline, should be off limits without extraordinary circumstances.","Try to make retraining into a story. Use NPCs the character already knows as teachers, have a character undertake intense research in a mysterious old library, or ground the retraining in the game's narrative by making it the consequence of something that happened to the character in a previous session.",{"type":"pf2-h4","page":502,"name":"Time","entries":["Retraining a feat or skill increase typically takes a week. Class features that require a choice can also be retrained but take longer: at least a month, and possibly more. Retraining might take even longer if it would be especially physically demanding or require travel, lengthy experimentation, or in-depth research, but usually you won't want to require more than a month for a feat or skill, or 4 months for a class feature.","A character might need to retrain several options at once. For instance, retraining a skill increase might mean they have skill feats they can no longer use, and so they'll need to retrain those as well. You can add all this retraining time together, then reduce the total a bit to represent the cohesive nature of the retraining."],"source":"CRB"},{"type":"pf2-h4","page":502,"name":"Instruction and Cost","entries":["The rules abstract the process of learning new things as you level up—you're learning on the job—but retraining suggests that the character works with a teacher or undergoes specific practice to retrain. If you want, you can entirely ignore this aspect of retraining, but it does give an opportunity to introduce (or reintroduce) NPCs and further the game's story. You can even have one player character mentor another, particularly when it comes to retraining skills.","Any costs to retraining should be pretty minor—about as much as a PC could gain by Earning Income over the same period of time. The costs are mostly there to make the training feel appropriate within the context of the story, not to consume significant amounts of the character's earnings. A teacher might volunteer to work without pay as a reward for something the character has already done, or simply ask for a favor in return."],"source":"CRB"},{"type":"pf2-h4","page":502,"name":"Disallowed Options","entries":["While some character options can't normally be retrained, you can invent ways for a character to retrain even these—special rituals, incredible quests, or the perfect tutor. For example, ability scores can't normally be retrained, as that can unbalance the game. But not all players necessarily want to exploit the system—maybe a player simply wants to swap an ability boost between two low stats. In situations like this, you could let them spend a few months working out or studying to reassign an ability boost."],"source":"CRB"}],"source":"CRB"}],"source":"CRB"}],"data":{"quickref":5},"source":"CRB"},{"type":"section","page":489,"name":"Running a Game Session","entries":["A campaign happens over a series of sessions. Each session is usually several hours long, with multiple encounters, some exploration, and possibly downtime. Your session can be compared to an episode of a TV show; it should include some twists, turns, and changes, and end leaving people excited about what comes next.",{"type":"pf2-h3","page":489,"name":"Planning a Session","entries":["One of the greatest challenges in gaming is scheduling a time for everyone to get together and play. Often, this responsibility falls on you as the GM, since you're the one who has to prepare your game between sessions. Many games have a set schedule, such as once per week, once every 2 weeks, or once per month. The less frequently your group meets, the better notes and recaps you'll need to keep everyone on the same page.","Plan a time for everybody will arrive, and also try to set a time when playing the game will begin. This can make it easier for everyone to finish chatting, catching up, and eating in a timely fashion so you can start playing the game. Having an end time in mind is also fairly important. A typical game session lasts about 4 hours, though some groups hold 2-hour sessions or play marathon games. Less than 2 hours usually isn't enough time to get much done in most Pathfinder campaigns. If your session will be longer than 2 hours, plan out some 15-minute breaks (in addition to bathroom and beverage breaks, which players can take as needed)."],"source":"CRB"},{"type":"pf2-h3","page":490,"name":"Starting a Session","entries":["Once everyone is ready, get everyone's attention and cover the following topics. These are in a rough order that you can change based on your group's style or a session's needs.",{"type":"list","items":["Recap what happened during the previous sessions.","Establish where the characters are at the beginning of this session. Have they been resting since their last challenge? Are they in a hallway, preparing to raid the next room of a dungeon? Tell players whether their characters had time to rest or recover since the last session.","Remind players that they each have 1 Hero Point at the start of the session ({@quickref here||4|rewards|1}).","Establish goals. The players should have an idea of what they want to do next. Reestablish any goals the group already had, then let the players weigh in on whether these goals still apply, and on whether there's anything else they hope to accomplish in this session.","Commence adventuring! Decide which mode of play you're going to start in, then lead off with a verbal prompt to get the action started. You might ask a question related to a particular character, have everyone immediately roll initiative as a monster attacks, or briefly describe the environment and sensations that surround the player characters, allowing them to react."]}],"source":"CRB"},{"type":"pf2-h3","page":490,"name":"Running a Session","entries":["During a session, you're in charge of keeping the game's action moving, managing the different modes of play, fielding questions, and making rules decisions. You'll also want to keep a rough eye on the time, so you can end when most convenient for the group.","You're the interface between the rules and the imagined world you and the other players share. They will ask you questions, and they'll act based on their own assumptions. It's up to you to establish what's true in the world, but you don't do this unilaterally. You're informed by the setting's backstory, your preparations, and the suggestions and assumptions the other players bring to the table. Keep in mind that until you announce something, your own plans are subject to change. For example, if you originally intended the owner of a tavern to be kindly and well-intentioned, but a player misreads her and invents an interesting conspiracy theory regarding her intentions that sounds fun, you might convert the tavern owner into an agent of evil after all.","You'll also determine when PCs and foes need to attempt checks, as well as the consequences of those rolls. This comes up most often outside of encounters, as encounters are more regimented about when checks happen and how they are resolved. In an encounter, a player can usually determine their own character's turn, with you chiming in only to say whether an attack hits or if something in the environment requires a character to attempt a check.",{"type":"pf2-h4","page":490,"name":"The Spotlight","entries":["As you run the game, keep track of who has the spotlight. It can be easy to keep attention on the most outgoing player or character, but you need to check in with all the players. If a player hasn't contributed in some time, stop and ask, \"What's your character doing at this point?\" If the player's not sure, add a detail or nonplayer character to the scene that the player might find interesting."],"source":"CRB"},{"type":"pf2-h4","page":490,"name":"Distractions and Interrupting","entries":["Maintaining the players' attention keeps a game moving and leads to memorable moments when everyone's in the same zone. Too many interruptions break the flow. This is fine in moderation. Distractions become a problem if they're too frequent, as they cause people to miss things and make misinformed decisions as the session becomes disconnected. Yet every game includes breaks—sometimes intentional, sometimes not—and digressions. Finding the right balance of diversions for your group is essential.","A game is a social gathering, so there's definitely a place for conversation that's not directly related to playing the game. These interruptions become a problem if they're too frequent, or if people are talking over others. If a player repeatedly interrupts you or other people or undercuts every crucial moment of the game with a joke, talk to them about limiting their comments to appropriate times. Often, all you need to do is hold up your hand or otherwise indicate that the player is talking out of turn to delay them until after you or another speaker finishes talking.","Phones and other mobile devices are another major source of distraction. Banning them entirely is often impractical—many players use apps to roll dice or manage their character sheets, or they need to answer texts from their partner, check in on a work project, or otherwise stay connected with people who rely on them. However, you can set ground rules against using a device for anything that's not time-sensitive or game-related, such as refreshing social media, checking the score of a hockey game, playing a mobile game, or answering a non-urgent text. You can relax these rules for players when their characters are \"offstage.\" If a player's character isn't in a scene, that might be a good time for the player to use a mobile device."],"source":"CRB"}],"source":"CRB"},{"type":"pf2-brown-box","page":491,"name":"OFF-SESSION GAMING","entries":["Session play with a full group isn't the only way to play Pathfinder. Finding opportunities to expand on the game outside of its regular schedule can keep your group engaged between sessions.","You can get together with a single player to run a mini-session for their character, covering a mission that's important to their story but doesn't concern the rest of the group. You and the players can work out what their characters do during solid stretches of downtime via e-mail or chat messages. You can also give players opportunities to collaborate on details of the story, like having a player design a heraldic symbol for the adventuring group or map out their home base. You might even decide to award a Hero Point at the next session to a player for events that happened outside a session.","Some events aren't suitable for handling outside of sessions. Any event that strongly affects a character whose player isn't present should be handled at the table when everyone can attend. It's also helpful to recap events that took place outside of the session for all characters so no one feels excluded or lost."],"source":"CRB"},{"type":"pf2-h3","page":491,"name":"Adjudicating the Rules","entries":["As the GM, you are responsible for solving any rules disputes. Remember that keeping your game moving is more important than being 100% correct. Looking up rules at the table can slow the game down, so in many cases it's better to make your best guess rather than scour the book for the exact rule. (It can be instructive to look those rules up during a break or after the session, though!)","To make calls on the fly, use the following guidelines, which are the same principles the game rules are based on. You might want to keep printouts of these guidelines and the DC guidelines (page 503) for quick reference.",{"type":"list","items":["If you don't know how long a quick task takes, go with 1 action, or 2 actions if a character shouldn't be able to perform it three times per round.","If you're not sure what action a task uses, look for the most similar basic action. If you don't find one, make up an undefined action (page XXX) adding any necessary traits (usually attack, concentrate, manipulate, or move).","When two sides are opposed, have one roll against the other's DC. Don't have both sides roll (initiative is the exception to this rule). The character who rolls is usually the one acting (except in the case of saving throws).","If an effect raises or lowers chances of success, grant a +1 circumstance bonus or a –1 circumstance penalty.","If you're not sure how difficult a significant challenge should be, use the DC for the party's level.","If you're making up an effect, creatures should be incapacitated or killed on only a critical success (or for a saving throw, on a critical failure).","If you don't know what check to use, pick the most appropriate skill. If no other skill applies to a check to {@action Recall Knowledge}, use an appropriate {@skill Lore} skill (usually at an untrained proficiency rank).","Use the characters' daily preparations as the time to reset anything that lasts roughly a day.","When a character accomplishes something noteworthy that doesn't have rules for XP, award them XP for an accomplishment (10 to 30 XP, as described {@quickref here||4|rewards|1}).","When the PCs fail at a task, look for a way they might fail forward, meaning the story moves forward with a negative consequence rather than the failure halting progress entirely."]}],"source":"CRB"},{"type":"pf2-h3","page":492,"name":"Special Circumstances","entries":["The player characters in your group will at times attempt tasks that should be easier or harder than the rules or adventure would otherwise lead you to expect, such as a PC Gathering Information in their hometown. In these cases, you can just apply a circumstance bonus or penalty. Usually, this is +1 or –1 for a minor but significant circumstance, but you can adjust this bonus or penalty to +2 or –2 for a major circumstance. The maximum bonus or penalty, +4 or –4, should apply only if someone has an overwhelming advantage or is trying something extremely unlikely but not quite impossible.","You can also add traits to actions. Let's say that during a fight, Seelah dips her sword into a brazier of hot coals before swinging it at an enemy with a weakness to fire. You could add the fire trait to this attack. A PC getting an advantage in this way should usually have to use an action to do so, so Seelah would get the benefit for one attack, but to do it again she'd need to bury her sword in the coals once more."],"source":"CRB"},{"type":"pf2-brown-box","page":492,"name":"SHARING RESPONSIBILITY","entries":["Just because you're the GM and ostensibly in charge doesn't mean you have to do all the extra work to make the campaign run. Some of the tasks described here, like scheduling games, taking notes, and giving recaps, can be delegated to other players. You might also have someone track initiative or the Hit Points of the PCs' foes for you in encounters, or even run those foes if you have a large group and someone would rather do that than control a character of their own. It's also great when someone else can host a session, provide snacks for the group, or take on other responsibilities that aren't directly related to the game.","It's best to figure out a schedule of responsibilities when you're first setting up a game. Ask the players what they're willing to take on. If you start to feel overwhelmed partway through a campaign, you can revisit the topic and try out new options until you find a setup that's comfortable."],"source":"CRB"},{"type":"pf2-h3","page":492,"name":"Incorporating Additional Options","entries":["You might grant players access to additional rule or character options. If you feel confident that allowing a character to take a particular option will be a good addition to your game, then go for it! If you're uncertain or worried about a request, you don't have to allow it, and it's your call to make. However, try to meet players halfway or suggest alternatives. If you want to allow an option on a trial basis but are worried it might become a problem later, talk to the player beforehand and explain that you are tentatively allowing the option, but might change your mind later, after you see how the option can be used during play."],"source":"CRB"},{"type":"pf2-brown-box","page":492,"name":"PAIZO'S PUBLISHED ADVENTURES","entries":["You can purchase the following types of adventures at {@b {@link paizo.com|https://paizo.com}}, your local game store, or many book stores. If you want to acquire all the adventures in a given line, you can purchase a subscription at {@b {@link paizo.com|https://paizo.com}}.",{"type":"pf2-title","name":"Pathfinder Adventure Paths"},"Each monthly volume of a Pathfinder Adventure Path leads into the next as part of a greater story spanning multiple volumes. The first volume of each Adventure Path typically starts at 1st level, and each volume has a self-contained story that eventually leads to a big climax at the end of the final volume. Each volume also typically includes new monsters, rules, and details about the world.","Each Adventure Path has a different theme, and their settings range across the Inner Sea region and beyond.",{"type":"pf2-title","name":"Pathfinder Adventures"},"Pathfinder Adventures are standalone adventures that cover several levels of play. They're self-contained and typically have a unique structure or theme. You can play through a Pathfinder Adventure on its own or as part of your ongoing campaign—some make ideal side adventures for Adventure Paths that have similar themes.",{"type":"pf2-title","name":"Pathfinder Society Scenarios"},"Scenarios are the adventures used by the Pathfinder Society Roleplaying Guild; you can play them as part of the Pathfinder Society or on your own. Each takes about 4 to 5 hours to run, so you can tell a whole story in a short amount of time, but they're also part of a larger continuity and can be combined together to form the basis of a longer campaign."],"source":"CRB"}],"data":{"quickref":5},"source":"CRB"},{"type":"section","source":"GMG","page":39,"name":"Starting at a Higher Level","entries":["A typical campaign starts at 1st level, but you can start at a higher level if you choose. This can be especially satisfying for a one-shot or short campaign, or if your group wants to play a specific adventure made for higher-level groups. The PCs should start at the same level. They simply make a 1st-level character, then level it up the number of times needed to reach the starting level.","The {@table Character Wealth|CRB} table indicates how much currency and what common items of various levels the character should start with. Let the players choose their own items and spend their currency on common items as well if they choose. This table gives them fewer items than they might have had if they had gained items through adventuring, balancing the fact that they can choose what items they want."],"data":{"quickref":5}}]}]}} diff --git a/data/generated/bookref-quick.json b/data/generated/bookref-quick.json index a700c707c1..d1a4ea6922 100644 --- a/data/generated/bookref-quick.json +++ b/data/generated/bookref-quick.json @@ -1 +1 @@ -{"reference":{"bookref-quick":{"name":"Quick Reference","id":"bookref-quick","contents":[{"name":"Character Creation","headers":["Animal Companions","Archetypes","Character Creation","Characters With Disabilities","Familiars","Leveling Up"]},{"name":"Items & Equipment","headers":["Activating Items","Animals","Armor","Carrying and Using Items","Coins and Currency","Constant Abilities","Creating a Personal Staff","Formulas","Investing Magic Items","Item Damage","Item Level","Items and Sizes","Price","Runes","Scrolls","Services","Shields","Shoddy Items","Staves","Wands","Weapons","Wearing Tools"]},{"name":"Spells","headers":["Cantrips","Casting Spells","Disbelieving Illusions","Durations","Focus Spells","Hostile Actions","Identifying Spells","Innate Spells","Ranges, Areas, and Targets","Reading Spells","Rituals","Saving Throws","Setting Triggers","Spell Attacks","Spell Slots","Walls"]},{"name":"Playing the Game","headers":["Actions","Afflictions","Checks","Concealment and Invisibility","Condition Values","Conditions","Counteracting","Cover","Damage","Downtime Mode","Effects","Encounter Mode","Exploration Mode","Flanking","Game Conventions","Hero Points","Hit Points, Healing, and Dying","Making Choices","Movement","Overriding Conditions","Perception","Special Checks","Specific Checks"]},{"name":"Game Mastering","headers":["Difficulty Classes","Drugs","Environment","Hazards","Planning a Campaign","Preparing an Adventure","Rewards","Running Modes of Play","Running a Game Session","Starting at a Higher Level"]}]}},"data":{"bookref-quick":[{"type":"entries","entries":[{"type":"section","page":214,"name":"Animal Companions","entries":["An animal companion is a loyal comrade who follows your orders without you needing to use Handle an Animal on it. Your animal companion has the {@trait animal} and {@trait minion} traits, and it gains 2 actions during your turn if you use the {@action Command an Animal} action to command it; this is in place of the usual effects of {@action Command an Animal}. If your companion dies, you can spend a week of downtime to replace it at no cost. You can have only one animal companion at a time.",{"type":"pf2-h3","page":214,"name":"Riding Animal Companions","entries":["You or an ally can ride your animal companion as long as it is at least one size larger than the rider. If it is carrying a rider, the animal companion can use only its land Speed, and it can't move and Support you on the same turn. However, if your companion has the mount special ability, it's especially suited for riding and ignores both of these restrictions."],"source":"CRB"},{"type":"pf2-h3","page":214,"name":"Young Animal Companions","entries":["The following are the base statistics for a young animal companion, the first animal companion most characters get. You make adjustments to these statistics depending on the type of animal you choose. As you gain levels, you might make further adjustments as your companion becomes more powerful. An animal companion has the same level you do. Animal companions calculate their modifiers and DCs just as you do with one difference: the only item bonuses they can benefit from are to speed and AC (their maximum item bonus to AC is +2)."],"data":{"quickrefIndex":true},"source":"CRB"},{"type":"pf2-h4","page":214,"name":"Proficiencies","entries":["Your animal companion uses your level to determine its proficiency bonuses. It's trained in its unarmed attacks, unarmored defense, barding, all saving throws, Perception, {@skill Acrobatics}, and {@skill Athletics}. Animal companions can't use abilities that require greater Intelligence, such as Coerce or Decipher Writing, even if trained in the appropriate skill, unless they have a specialization that allows it."],"source":"CRB"},{"type":"pf2-h4","page":214,"name":"Ability Modifiers","entries":["An animal companion begins with base ability modifiers of {@b Str} +2, {@b Dex} +2, {@b Con} +1, {@b Int}–4, {@b Wis} +1, {@b Cha} +0. Each type has its own strengths and increases two of these modifiers by 1 each. These increases are already calculated into the stat blocks in Companion Types below."],"source":"CRB"},{"type":"pf2-h4","page":214,"name":"Hit Points","entries":["Your animal companion has ancestry Hit Points from its type, plus a number of Hit Points equal to 6 plus its Constitution modifier for each level you have."],"source":"CRB"},{"type":"pf2-h3","page":214,"name":"Mature Animal Companions","entries":["To advance a young animal companion to a mature animal companion (usually a result of one of your class feat choices), increase its Strength, Dexterity, Constitution, and Wisdom modifiers by 1. Increase its unarmed attack damage from one die to two dice (for instance 1d8 to 2d8), and its proficiency rank for Perception and all saving throws to expert. Increase its proficiency ranks in {@skill Intimidation}, {@skill Stealth}, and {@skill Survival} to trained, and if it was already trained in one of those skills from its type, increase its proficiency rank in that skill to expert. If your companion is Medium or smaller, it grows by one size."],"data":{"quickrefIndex":true},"source":"CRB"},{"type":"pf2-h3","page":214,"name":"Nimble Animal Companions","entries":["To advance a mature animal companion to a nimble animal companion, increase its Dexterity modifier by 2 and its Strength, Constitution, and Wisdom modifiers by 1. It deals 2 additional damage with its unarmed attacks. Increase its proficiency ranks in {@skill Acrobatics} to expert. It also learns the advanced maneuver for its type. Its attacks become magical for the purpose of ignoring resistances."],"data":{"quickrefIndex":true},"source":"CRB"},{"type":"pf2-h3","page":214,"name":"Savage Animal Companions","entries":["To advance a mature animal companion to a savage animal companion, increase its Strength modifier by 2 and its Dexterity, Constitution, and Wisdom modifiers by 1. It deals 3 additional damage with its unarmed attacks. Increase its proficiency rank in {@skill Athletics} to expert. It also learns the advanced maneuver for its type. If your companion is Medium or smaller, it grows by one size. Its attacks become magical for the purpose of ignoring resistances."],"data":{"quickrefIndex":true},"source":"CRB"},{"type":"pf2-h3","page":214,"name":"Companion Types","entries":["The species of animal you choose is called your {@filter companion's type|companionsfamiliars||Type=Companion}. Each {@filter companion type|companionsfamiliars||Type=Companion} has its own statistics. The Size entry indicates your companion's starting size as a young animal companion. Following the size entry are the companion's unarmed attacks, and then its ability modifiers. The Hit Points entry indicates the companion's ancestry Hit Points. The Skill entry indicates an additional trained skill your companion has. The Senses entry lists your companion's special senses. The Speed entry gives your companion's Speeds. The Special entry, if present, lists any other special abilities your companion has, for example whether it often serves as a mount and is particularly appropriate for mounted classes, such as the champion.","The Support Benefit entry indicates a special benefit you gain by {@action Command an Animal||Commanding the Animal} to use the Support action (see below). The Advanced Maneuver entry indicates a powerful new action your companion learns how to use if it becomes a nimble or savage animal companion."],"source":"CRB"},{"type":"pf2-h3","page":217,"name":"Specialized Animal Companions","entries":["Specialized animal companions are more intelligent and engage in more complex behaviors. The first time an animal gains a specialization, it gains the following: Its proficiency rank for unarmed attacks increases to expert. Its proficiency ranks for saving throws and Perception increase to master.","Increase its Dexterity modifier by 1 and its Intelligence modifier by 2. Its unarmed attack damage increases from two dice to three dice, and it increases its additional damage with unarmed attacks from 2 to 4 or from 3 to 6.","Each specialization grants additional benefits. Most animal companions can have only one specialization.",{"type":"pf2-h4","page":217,"name":"Ambusher","entries":["In your companion's natural environment, it can use a {@action Sneak} action even if it's currently observed. Its proficiency rank in {@skill Stealth} increases to expert (or master if it was already an expert from its type), and its Dexterity modifier increases by 1. Its proficiency rank for unarmored defense increases to expert."],"source":"CRB"},{"type":"pf2-h4","page":217,"name":"Bully","entries":["Your companion terrorizes foes with dominance displays and pushes them around the battlefield. Its proficiency ranks for {@skill Athletics} and {@skill Intimidation} increase to expert (or master if it was already expert from its type), its Strength modifier increases by 1, and its Charisma modifier increases by 3."],"source":"CRB"},{"type":"pf2-h4","page":217,"name":"Daredevil","entries":["Your companion joins the fray with graceful leaps and dives.","It gains the {@classFeature deny advantage|barbarian||3} ability, so it isn't {@condition flat-footed} to hidden, undetected, or flanking creatures unless such a creature's level is greater than yours. Its proficiency rank in {@skill Acrobatics} increases to master, and its Dexterity modifier increases by 1. Its proficiency rank in unarmored defense increases to expert."],"source":"CRB"},{"type":"pf2-h4","page":217,"name":"Racer","entries":["Your companion races. It gains a +10-foot status bonus to its Speed, swim Speed, or fly Speed (your choice). Its proficiency in Fortitude saves increases to legendary, and its Constitution modifier increases by 1."],"source":"CRB"},{"type":"pf2-h4","page":217,"name":"Tracker","entries":["Your companion is an incredible tracker. It can move at full Speed while following tracks. Its proficiency rank in {@skill Survival} increases to expert (or master if it was already an expert from its type), and its Wisdom modifier increases by 1."],"source":"CRB"},{"type":"pf2-h4","page":217,"name":"Wrecker","entries":["Your companion smashes things. Its unarmed attacks ignore half an object's Hardness. Its {@skill Athletics} proficiency increases to master, and its Strength modifier increases by 1."],"source":"CRB"}],"data":{"quickrefIndex":true},"source":"CRB"}],"data":{"quickref":1},"source":"CRB"},{"type":"section","page":219,"name":"Archetypes","entries":["Applying an archetype requires you to select archetype feats instead of class feats. Start by finding the archetype that best fits your character concept, and select the archetype's dedication feat using one of your class feat choices. Once you have the dedication feat, you can select any feat from that archetype in place of a class feat as long as you meet its prerequisites. The archetype feat you select is still subject to any selection restrictions on the class feat it replaces. For example, if you gained an ability at 6th level that granted you a 4th-level class feat with the dwarf trait, you could swap out that class feat only for an archetype feat of 4th level or lower with the dwarf trait. Archetype feats you gain in place of a class feat are called archetype class feats.","Occasionally, an archetype feat works like a skill feat instead of a class feat. These archetype feats have the skill trait, and you select them in place of a skill feat, otherwise following the same rules above. These are not archetype class feats (for instance, to determine the number of Hit Points you gain from the Fighter Resiliency archetype feat).","Each archetype's dedication feat represents a certain portion of your character's time and focus, so once you select a dedication feat for an archetype, you must satisfy its requirements before you can gain another dedication feat. Typically, you satisfy an archetype dedication feat by gaining a certain number of feats from the archetype's list. You cannot retrain a dedication feat as long as you have any other feats from that archetype.","Sometimes an archetype feat lets you gain another feat, such as the alchemist's basic concoction. You must always meet the prerequisites of the feat you gain in this way.","Two special kinds of archetypes are designated by the class and multiclass traits. The archetypes in this book are all multiclass archetypes.",{"type":"pf2-h3","page":219,"name":"Multiclass Archetypes","entries":["Archetypes with the multiclass trait represent diversifying your training into another class's specialties. You can't select a multiclass archetype's dedication feat if you are a member of the class of the same name (for instance, a fighter can't select the Fighter Dedication feat)."],"source":"CRB"},{"type":"pf2-h3","page":219,"name":"Class Archetypes","entries":["Archetypes with the class trait represent a fundamental divergence from your class's specialties, but one that exists within the context of your class. You can select a class archetype only if you are a member of the class of the same name. Class archetypes always alter or replace some of a class's static class features, in addition to any new feats they offer. It may be possible to take a class archetype at 1st level if it alters or replaces some of the class's initial class features.","In that case, you must take that archetype's dedication feat at 2nd level, and after that you proceed normally. You can never have more than one class archetype."],"source":"CRB"},{"type":"pf2-h4","page":219,"name":"Spellcasting Archetypes","entries":["Some archetypes grant you a substantial degree of spellcasting, albeit delayed compared to a character from a spellcasting class. In this book, the spellcasting archetypes are bard, cleric, druid, sorcerer, and wizard, the multiclass archetypes for the five main spellcasting classes, but future books might introduce spellcasting archetypes that aren't multiclass archetypes.","A spellcasting archetype allows you to use scrolls, staves, and wands in the same way that a member of a spellcasting class can.","Spellcasting archetypes always grant the ability to cast cantrips in their dedication, and then they have a basic spellcasting feat, an expert spellcasting feat, and a master spellcasting feat. These feats share their name with the archetype; for instance, the wizard's master spellcasting feat is called Master Wizard Spellcasting.","All spell slots you gain from spellcasting archetypes have restrictions depending on the archetype; for instance, the bard archetype grants you spell slots you can use only to cast occult spells from your bard repertoire, even if you are a sorcerer with occult spells in your sorcerer repertoire.","{@b Basic Spellcasting Feat:} Usually available at 4th level, these feats grant a 1st-level spell slot. At 6th level, they grant you a 2nd-level spell slot, and if you have a spell repertoire, you can select one spell from your repertoire as a signature spell. At 8th level, they grant you a 3rd-level spell slot. Archetypes refer to these benefits as the \"basic spellcasting benefits.\"","{@b Expert Spellcasting Feat:} Typically taken at 12th level, these feats make you an expert in spell attack rolls and DCs of the appropriate magical tradition and grant you a 4th-level spell slot. If you have a spell repertoire, you can select a second spell from your repertoire as a signature spell. At 14th level, they grant you a 5th-level spell slot, and at 16th level, they grant you a 6th-level spell slot. Archetypes refer to these benefits as the \"expert spellcasting benefits.\"","{@b Master Spellcasting Feat:} Usually found at 18th level, these feats make you a master in spell attack rolls and DCs of the appropriate magical tradition and grant you a 7th-level spell slot. If you have a spell repertoire, you can select a third spell from your repertoire as a signature spell. At 20th level, they grant you an 8th-level spell slot. Archetypes refer to these benefits as the \"master spellcasting benefits.\""],"data":{"quickrefIndex":true},"source":"CRB"},"{@note To view all Archetypes, please view the {@filter Archetypes page.|archetypes||source=CRB}}"],"data":{"quickref":1},"source":"CRB"},{"type":"section","page":19,"name":"Character Creation","entries":["Unless you're the GM, the first thing you need to do when playing Pathfinder is create your character. It's up to you to imagine your character's past experiences, personality, and worldview, and this will set the stage for your roleplaying during the game. You'll use the game's mechanics to determine your character's ability to perform various tasks and use special abilities during the game.","This section provides a step-by-step guide for creating a character using the Pathfinder rules, preceded by a guide to help you understand ability scores. These scores are a critical part of your character, and you will be asked to make choices about them during many of the following steps. The steps of character creation are presented in a suggested order, but you can complete them in whatever order you prefer.","Many of the steps on pages 21 –28 instruct you to fill out fields on your character sheet. The character sheet is shown on pages 24 –25; you can find a copy in the back of this book or online as a free pdf. The character sheet is designed to be easy to use when you're actually playing the game—but creating a character happens in a different order, so you'll move back and forth through the character sheet as you go through the character creation process. Additionally, the character sheet includes every field you might need, even though not all characters will have something to put in each field. If a field on your character sheet is not applicable to your character, just leave that field blank.","All the steps of character creation are detailed on the following pages; each is marked with a number that corresponds to the sample character sheet on pages 24 –25, showing you where the information goes. If the field you need to fill out is on the third or fourth page of the character sheet, which aren't shown, the text will tell you.","If you're creating a higher-level character, it's a good idea to begin with the instructions here, then turn to page 29 for instructions on leveling up characters.",{"type":"pf2-h3","page":19,"name":"The Six Ability Scores","entries":["One of the most important aspects of your character is their ability scores. These scores represent your character's raw potential and influence nearly every other statistic on your character sheet. Determining your ability scores is not done all at once, but instead happens over several steps during character creation.","Ability scores are split into two main groups: physical and mental. Strength, Dexterity, and Constitution are physical ability scores, measuring your character's physical power, agility, and stamina. In contrast, Intelligence, Wisdom, and Charisma are mental ability scores and measure your character's learned prowess, awareness, and force of personality.","Excellence in an ability score improves the checks and statistics related to that ability, as described below. When imagining your character, you should also decide what ability scores you want to focus on to give you the best chance at success.",{"type":"pf2-h4","page":19,"name":"Strength","entries":["Strength measures your character's physical power.","Strength is important if your character plans to engage in hand-to-hand combat. Your Strength modifier gets added to melee damage rolls and determines how much your character can carry."],"source":"CRB"},{"type":"pf2-h4","page":19,"name":"Dexterity","entries":["Dexterity measures your character's agility, balance, and reflexes. Dexterity is important if your character plans to make attacks with ranged weapons or use stealth to surprise foes. Your Dexterity modifier is also added to your character's AC and Reflex saving throws."],"source":"CRB"},{"type":"pf2-h4","page":19,"name":"Constitution","entries":["Constitution measures your character's overall health and stamina. Constitution is an important statistic for all characters, especially those who fight in close combat.","Your Constitution modifier is added to your Hit Points and Fortitude saving throws."],"source":"CRB"},{"type":"pf2-h4","page":19,"name":"Intelligence","entries":["Intelligence measures how well your character can learn and reason. A high Intelligence allows your character to analyze situations and understand patterns, and it means they can become trained in additional skills and might be able to master additional languages."],"source":"CRB"},{"type":"pf2-h4","page":19,"name":"Wisdom","entries":["Wisdom measures your character's common sense, awareness, and intuition. Your Wisdom modifier is added to your Perception and Will saving throws."],"source":"CRB"},{"type":"pf2-h4","page":19,"name":"Charisma","entries":["Charisma measures your character's personal magnetism and strength of personality. A high Charisma score helps you influence the thoughts and moods of others."],"source":"CRB"}],"source":"CRB"},{"type":"pf2-h3","page":20,"name":"Ability Score Overview","entries":["Each ability score starts at 10, representing human average, but as you make character choices, you'll adjust these scores by applying ability boosts, which increase a score, and ability flaws, which decrease a score. As you build your character, remember to apply ability score adjustments when making the following decisions.","{@b Ancestry:} Each ancestry provides ability boosts, and sometimes an ability flaw. If you are taking any voluntary flaws, apply them in this step (see the sidebar on page 24).","{@b Background:} Your character's background provides two ability boosts.","{@b Class:} Your character's class provides an ability boost to the ability score most important to your class, called your key ability score.","{@b Determine Scores:} After the other steps, you apply four more ability boosts of your choice. Then, determine your ability modifiers based on those scores.",{"type":"pf2-h4","page":20,"name":"Ability Boosts","entries":["An ability boost normally increases an ability score's value by 2. However, if the ability score to which you're applying an ability boost is already 18 or higher, its value increases by only 1. At 1st level, a character can never have any ability score that's higher than 18.","When your character receives an ability boost, the rules indicate whether it must be applied to a specific ability score or to one of two specific ability scores, or whether it is a \"free\" ability boost that can be applied to any ability score of your choice. However, when you gain multiple ability boosts at the same time, you must apply each one to a different score. Dwarves, for example, receive an ability boost to their Constitution score and their Wisdom score, as well as one free ability boost, which can be applied to any score other than Constitution or Wisdom."],"source":"CRB"},{"type":"pf2-h4","page":20,"name":"Ability Flaws","entries":["Ability flaws are not nearly as common in Pathfinder as ability boosts. If your character has an ability flaw—likely from their ancestry—you decrease that ability score by 2."],"source":"CRB"},{"type":"pf2-brown-box","page":20,"name":"ALTERNATIVE METHOD: ROLLING ABILITY SCORES","entries":["The standard method of generating ability scores that's described above works great if you want to create a perfectly customized, balanced character. But your GM may decide to add a little randomness to character creation and let the dice decide what kind of character the players are going to play. In that case, you can use this alternative method to generate your ability scores. Be warned—the same randomness that makes this system fun also allows it to sometimes create characters that are significantly more (or less) powerful than the standard ability score system and other Pathfinder rules assume.","If your GM opts for rolling ability scores, follow these alternative steps, ignoring all other instructions and guidelines about applying ability boosts and ability flaws throughout the character generation process.",{"type":"pf2-title","name":"STEP 1: ROLL AND ASSIGN SCORES"},"Roll four 6-sided dice (4d6) and discard the lowest die result.","Add the three remaining results together and record the sum.","(For example, if you rolled a 2, 4, 5, and 6, you would discard the 2 and your total would be 15.) Repeat this process until you've generated six such values. Decide which value you want for each of your ability scores.",{"type":"pf2-title","name":"STEP 2: ASSIGN ABILITY BOOSTS AND ABILITY FLAWS"},"Apply the ability boosts your character gains from their ancestry, but your character gets one fewer free ability boost than normal. If your character's ancestry has any ability flaws, apply those next. Finally, apply one ability boost to one of the ability scores specified in the character's background (you do not get the other free ability boost).","These ability boosts cannot raise a score above 18. If this would happen, you can put the ability boost into another ability score instead, as if it were a free ability boost, or you can put it into an ability score of 17 to reach 18 and lose the excess increase.",{"type":"pf2-title","name":"STEP 3: RECORD SCORES AND MODIFIERS"},"Record the final scores and assign the ability modifiers according to {@table ABILITY MODIFIERS||Table 1–1}. When your character receives additional ability boosts at higher levels, you assign them as any character would."],"source":"CRB"}],"source":"CRB"},{"type":"pf2-h3","page":20,"name":"Ability Modifiers","entries":["Once you've finalized your ability scores, you can use them to determine your ability modifiers, which are used in most other statistics in the game. Find the score in {@table ABILITY MODIFIERS||Table 1–1: Ability Modifiers} to determine its ability modifier.",{"type":"data","tag":"table","name":"Ability Modifiers","source":"CRB"}],"source":"CRB"},{"type":"pf2-h2","page":21,"name":"Create a Concept","entries":["What sort of hero do you want to play? The answer to this question might be as simple as \"a brave warrior,\" or as complicated as \"the child of elven wanderers, but raised in a city dominated by humans and devoted to Sarenrae, goddess of the sun.\" Consider your character's personality, sketch out a few details about their past, and think about how and why they adventure. You'll want to peruse Pathfinder's available ancestries, backgrounds, and classes. The summaries on pages 22 –23 might help you match your concept with some of these basic rule elements. Before a game begins, it's also a good idea for the players to discuss how their characters might know each other and how they'll work together throughout the course of their adventures.","There are many ways to approach your character concept.","Once you have a good idea of the character you'd like to play, move on to Step 2 to start building your character.",{"type":"pf2-h3","page":21,"name":"Ancestry, Background, Class, or Details","entries":["If one of Pathfinder's character ancestries, backgrounds, or classes particularly intrigues you, it's easy to build a character concept around these options. The summaries of ancestries and classes on pages 22 –23 give a brief overview of these options (full details appear in Chapters 2 and 3, respectively). Each ancestry also has several heritages that might refine your concept further, such as a human with an elf or orc parent, or an arctic or woodland elf. Additionally, the game has many backgrounds to choose from, representing your character's upbringing, their family's livelihood, or their earliest profession. Backgrounds are detailed later in Chapter 2, beginning on page 60.","Building a character around a specific ancestry, background, or class can be a fun way to interact with the world's lore. Would you like to build a typical member of your character's ancestry or class, as described in the relevant entry, or would you prefer to play a character who defies commonly held notions about their people?","For example, you could play a dwarf with a wide-eyed sense of wonder and a zest for change, or a performing rogue capable of amazing acrobatic feats but with little interest in sneaking about.","You can draw your concept from any aspect of a character's details. You can use roleplaying to challenge not only the norms of Pathfinder's fictional world, but even real-life societal norms. Your character might challenge gender notions, explore cultural identity, have a disability, or any combination of these suggestions. Your character can live any life you see fit."],"source":"CRB"},{"type":"pf2-h3","page":21,"name":"Faith","entries":["Perhaps you'd like to play a character who is a devout follower of a specific deity. Pathfinder is a rich world with myriad faiths and philosophies spanning a wide range, from Cayden Cailean, the Drunken Hero of good-hearted adventuring; to Desna, the Song of Spheres and goddess of dreaming and the stars; to Iomedae, the Inheritor, goddess of honor, justice, and rulership. Pathfinder's major deities appear on pages 437–440. Your character might be so drawn to a particular faith that you decide they should be a champion or cleric of that deity; they might instead be a lay worshipper who applies their faith's teachings to daily life, or simply the child of devout parents."],"source":"CRB"},{"type":"pf2-brown-box","page":21,"name":"ANCESTRIES AND CLASSES","entries":["Each player takes a different approach to creating a character. Some want a character who will fit well into the story, while others look for a combination of abilities that complement each other mechanically. You might combine these two approaches. There is no wrong way!","When you turn the page, you'll see a graphical representation of ancestries and classes that provide at-aglance information for players looking to make the most of their starting ability scores. In the ancestries overview on page 22, each entry lists which ability scores it boosts, and also indicates any ability flaws the ancestry might have.","You can find more about ability boosts and ability flaws in Ability Scores on page 20.","The summaries of the classes on pages 22 –23 list each class's key ability score—the ability score used to calculate the potency of many of their class abilities. Characters receive an ability boost in that ability score when you choose their class. This summary also lists one or more secondary ability scores important to members of that class.","Keep in mind a character's background also affects their ability scores, though there's more flexibility in the ability boosts from backgrounds than in those from classes. For descriptions of the available backgrounds, see pages 60–64."],"source":"CRB"},{"type":"pf2-h3","page":21,"name":"Your Allies","entries":["You might want to coordinate with other players when forming your character concept. Your characters could have something in common already; perhaps they are relatives, or travelers from the same village. You might discuss mechanical aspects with the other players, creating characters whose combat abilities complement each other. In the latter case, it can be helpful for a party to include characters who deal damage, characters who can absorb damage, and characters who can provide healing.","However, Pathfinder's classes include a lot of choices, and there are many options for building each type of character, so don't let these broad categories restrict your decisions."],"source":"CRB"},{"type":"pf2-tips-box","page":21,"name":"CHARACTER SHEET","entries":["Once you've developed your character's concept, jot down a few sentences summarizing your ideas under the Notes section on the third page of your character sheet. Record any of the details you've already decided, such as your character's name, on the appropriate lines on the first page."],"source":"CRB"}],"step":"1","source":"CRB"},{"type":"pf2-h2","page":21,"name":"Start Building Ability Scores","entries":["At this point, you need to start building your character's ability scores. See the overview of ability scores on pages 19 –20 for more information about these important aspects of your character and an overview of the process.","Your character's ability scores each start at 10, and as you select your ancestry, background, and class, you'll apply ability boosts, which increase a score by 2, and ability flaws, which decrease a score by 2. At this point, just note a 10 in each ability score and familiarize yourself with the rules for ability boosts and flaws on page 20. This is also a good time to identify which ability scores will be most important to your character. See The Six Ability Scores on page 19 and the class summaries on pages 22 –23 for more information."],"step":"2","source":"CRB"},{"type":"pf2-h2","page":21,"name":"Select an Ancestry","entries":["Select an ancestry for your character. The ancestry summaries on page 22 provide an overview of Pathfinder's core ancestry options, and each is fully detailed in Chapter 2. Ancestry determines your character's size, Speed, and languages, and contributes to their Hit Points.","Each also grants ability boosts and ability flaws to represent the ancestry's basic capabilities.","You'll make four decisions when you select your character's ancestry:",{"type":"list","items":["Pick the ancestry itself.","Assign any free ability boosts and decide if you are taking any voluntary flaws.","Select a heritage from those available within that ancestry, further defining the traits your character was born with.","Choose an ancestry feat, representing an ability your hero learned at an early age."]},{"type":"pf2-tips-box","page":21,"name":"CHARACTER SHEET","entries":["Write your character's ancestry and heritage in the appropriate space at the top of your character sheet's first page. Adjust your ability scores, adding 2 to an ability score if you gained an ability boost from your ancestry, and subtracting 2 from an ability score if you gained an ability flaw from your ancestry. Note the number of Hit Points your character gains from their ancestry—you'll add more to this number later. Finally, in the appropriate spaces, record your character's size, Speed, and languages. If your character's ancestry provides them with special abilities, write them in the appropriate spaces, such as {@ability darkvision} in the Senses"],"source":"CRB"}],"step":"3","source":"CRB"},{"type":"pf2-h2","page":21,"name":"Pick a Background","entries":["Your character's background might represent their upbringing, an aptitude they've been honing since their youth, or another aspect of their life before they became an adventurer. Character backgrounds appear in Chapter 2, starting on page 60. They typically provide two ability boosts (one that can be applied to either of two specific ability scores, and one that is free), training in a specific skill, training in a Lore skill, and a specific skill feat.",{"type":"pf2-tips-box","page":21,"name":"CHARACTER SHEET","entries":["Record your character's background in the space at the top of the first page of your character sheet. Adjust your ability scores, adding 2 to an ability score if you gained an ability boost from your background. Record the skill feat the background provides in the Skill Feat section of your character sheet's second page. On the first page, check the \"T\" box next to the name of the specific skill and for one Lore skill to indicate your character is trained, then write the name of the Lore skill granted by your background."],"source":"CRB"}],"step":"4","source":"CRB"},{"type":"pf2-h2","page":21,"name":"Choose a Class","entries":["At this point, you need to decide your character's class.","A class gives your character access to a suite of heroic abilities, determines how effectively they fight, and governs how easily they can shake off or avoid certain harmful effects. Each class is fully detailed in Chapter 3, but the summaries on pages 22 –23 provide an overview of each and tells you which ability scores are important when playing that class.","You don't need to write down all of your character's class features yet. You simply need to know which class you want to play, which determines the ability scores that will be most important for your character.",{"type":"pf2-tips-box","page":21,"name":"CHARACTER SHEET","entries":["Write your character's class in the space at the top of the first page of your character sheet, then write \"1\" in the Level box to indicate that your character is 1st level. Next to the ability scores, note the class's key ability score, and add 2 to that ability score from the ability boost the class provides. Don't worry about recording the rest of your character's class features and abilities yet—you'll handle that in Step 7."],"source":"CRB"}],"step":"5","source":"CRB"},{"type":"pf2-h2","page":26,"name":"Determine Ability Scores","entries":[{"type":"pf2-sidebar","page":26,"name":"OPTIONAL: VOLUNTARY FLAWS","entries":["Sometimes, it's fun to play a character with a major flaw even if you're not playing an ancestry that imposes one. You can elect to take two additional ability flaws when applying the ability boosts and ability flaws from your ancestry. If you do, you can also apply one additional free ability boost. These ability flaws can be assigned to any ability score you like, but you can't apply more than one ability flaw to the same ability score during this step unless you apply both of the additional ability flaws to a score that is already receiving an ability boost during this step. In this case, the first ability flaw cancels the ability boost, and the second ability flaw decreases the score by 2. Likewise, as an exception to the normal rules for ability boosts, you can apply two free ability boosts to an ability score receiving an ability flaw during this step; the first ability boost cancels the ability flaw, and the second ability boost increases the score by 2. For example, a dwarf normally gets an ability boost to Constitution and Wisdom, along with an ability flaw to Charisma.","You could apply one ability flaw each to Intelligence and Strength, or you could apply both ability flaws to Wisdom. You could not apply either additional ability flaw to Charisma, though, because it is already receiving dwarves' ability flaw during this step."],"source":"CRB"},"Now that you've made the main mechanical choices about your character, it's time to finalize their ability scores. Do these three things:",{"type":"list","items":["First, make sure you've applied all the ability boosts and ability flaws you've noted in previous steps (from your ancestry, background, and class).","Then, apply four more ability boosts to your character's ability scores, choosing a different ability score for each and increasing that ability score by 2.","Finally, record your starting ability scores and ability modifiers, as determined using {@table ABILITY MODIFIERS||Table 1–1: Ability Modifiers}."]},"Remember that each ability boost adds 2 to the base score of 10, and each ability flaw subtracts 2. You should have no ability score lower than 8 or higher than 18.",{"type":"pf2-tips-box","page":26,"name":"CHARACTER SHEET","entries":["Write your character's starting ability scores in the box provided for each. Record the ability modifier for each ability score in the box to the left of the ability's name."],"source":"CRB"}],"step":"6","source":"CRB"},{"type":"pf2-h2","page":26,"name":"Record Class Details","entries":["Now, record all the benefits and class features that your character receives from the class you've chosen. While you've already noted your key ability score, you'll want to be sure to record the following class features.",{"type":"pf2-sidebar","page":27,"name":"SPELLS AND SPELLCASTING","entries":["Most classes can learn to cast a few focus spells, but the bard, cleric, druid, sorcerer, and wizard all gain spellcasting—the ability to cast a wide variety of spells.","If your character's class grants spells, you should take time during Step 7 to learn about the spells they know and how to cast them. The fourth page of the character sheet provides space to note your character's magic tradition and their proficiency rank for spell attack rolls and spell DCs. It also gives ample space to record the spells in your character's repertoire or spellbook, or that you prepare frequently. Each class determines which spells a character can cast, how they are cast, and how many they can cast in a day, but the spells themselves and detailed rules for spellcasting are located in Chapter 7."],"source":"CRB"},{"type":"list","items":["To determine your character's total starting Hit Points, add together the number of Hit Points your character gains from their ancestry (chosen in Step 2) and the number of Hit Points they gain from their class.","The Initial Proficiencies section of your class entry indicates your character's starting proficiency ranks in a number of areas. Choose which skills your character is trained in and record those, along with the ones set by your class. If your class would make you trained in a skill you're already trained in (typically due to your background), you can select another skill to become trained in.","See the class advancement table in your class entry to learn the class features your character gains at 1st level—but remember, you already chose an ancestry and background. Some class features require you to make additional choices, such as selecting spells."]},{"type":"pf2-tips-box","page":26,"name":"CHARACTER SHEET","entries":["Write your character's total Hit Points on the first page of your character sheet. Use the proficiency fields (the boxes marked \"T,\" \"E,\" \"M,\" and \"L\") on your character sheet to record your character's initial proficiencies in Perception, saving throws, and the skills granted by their class; mark \"T\" if your character is trained, or \"E\" if your character is expert. Indicate which additional skills you chose for your character to be trained in by marking the \"T\" proficiency box for each skill you selected. Likewise, record your character's their armor proficiencies in the Armor Class section at the top of the first page and their weapon proficiencies at the bottom of the first page. Record all other class feats and abilities on the second page. Don't worry yet about finalizing any values for your character's statistics—you'll handle that in Step 9."],"source":"CRB"}],"step":"7","source":"CRB"},{"type":"pf2-h2","page":27,"name":"Buy Equipment","entries":["At 1st level, your character has 15 gold pieces (150 silver pieces) to spend on armor, weapons, and other basic equipment. Your character's class lists the types of weapons and armor with which they are trained (or better!). Their weapons determine how much damage they deal in combat, and their armor influences their Armor Class; these calculations are covered in more detail in Step 10. Don't forget essentials such as food and traveling gear! For more on the available equipment and how much it costs, see Chapter 6.",{"type":"pf2-tips-box","page":27,"name":"CHARACTER SHEET","entries":["Once you've spent your character's starting wealth, calculate any remaining gp, sp, and cp they might still have and write those amounts in Inventory on the second page. Record your character's weapons in the Melee {@action Strike||Strikes} and Ranged {@action Strike||Strikes} sections of the first page, depending on the weapon, and the rest of their equipment in the Inventory section on your character sheet's second page. You'll calculate specific numbers for melee {@action Strike||Strikes} and ranged {@action Strike||Strikes} with the weapons in Step 9 and for AC when wearing that armor in Step 10."],"source":"CRB"}],"step":"8","source":"CRB"},{"type":"pf2-h2","page":27,"name":"Calculate Modifiers","entries":["With most of the big decisions for your character made, it's time to calculate the modifiers for each of the following statistics. If your proficiency rank for a statistic is trained, expert, master, and legendary, your bonus equals your character's level plus another number based on the rank (2, 4, 6, and 8, respectively). If your character is untrained, your proficiency bonus is +0.",{"type":"pf2-h3","page":27,"name":"Perception","entries":["Your character's Perception modifier measures how alert they are. This modifier is equal to their proficiency bonus in Perception plus their Wisdom modifier. For more about Perception, see page 448."],"source":"CRB"},{"type":"pf2-h3","page":27,"name":"Saving Throws","entries":["For each kind of saving throw, add your character's Fortitude, Reflex, or Will proficiency bonus (as appropriate) plus the ability modifier associated with that kind of saving throw. For Fortitude saving throws, use your character's Constitution modifier. For Reflex saving throws, use your character's Dexterity modifier. For Will saving throws, use your character's Wisdom modifier. Then add in any bonuses or penalties from abilities, feats, or items that always apply (but not modifiers, bonuses, or penalties that apply only in certain situations). Record this number on the line for that saving throw."],"source":"CRB"},{"type":"pf2-h3","page":27,"name":"Melee Strikes and Ranged Strikes","entries":["Next to where you've written your character's melee and ranged weapons, calculate the modifier to Strike with each weapon and how much damage that Strike deals. The modifier for a Strike is equal to your character's proficiency bonus with the weapon plus an ability modifier (usually Strength for melee {@action Strike||Strikes} and Dexterity for ranged {@action Strike||Strikes}).","You also add any item bonus from the weapon and any other permanent bonuses or penalties. You also need to calculate how much damage each weapon's Strike deals.","Melee weapons usually add your character's Strength modifier to damage rolls, while ranged weapons might add some or all of your character's Strength modifier, depending on the weapon's traits. See the weapon entries in Chapter 6 for more information."],"source":"CRB"},{"type":"pf2-h3","page":28,"name":"Skills","entries":["In the second box to the right of each skill name on your character sheet, there's an abbreviation that reminds you of the ability score tied to that skill. For each skill in which your character is trained, add your proficiency bonus for that skill (typically +3 for a 1st-level character) to the indicated ability's modifier, as well as any other applicable bonuses and penalties, to determine the total modifier for that skill. For skills your character is untrained in, use the same method, but your proficiency bonus is +0."],"source":"CRB"},{"type":"pf2-tips-box","page":28,"name":"CHARACTER SHEET","entries":["For Perception and saving throws, write your proficiency bonus and the appropriate ability modifier in the boxes provided, then record the total modifier in the large space.","Record the proficiency bonuses, ability modifiers, and total modifiers for your melee {@action Strike||Strikes} and ranged {@action Strike||Strikes} in the box after the name of each weapon, and put the damage for each in the space below, along with the traits for that attack. For skills, record the relevant ability modifier and proficiency bonus in the appropriate box for each skill, and then write the total skill modifiers in the spaces to the left.","If your character has any modifiers, bonuses, or penalties from feats or abilities that always apply, add them into the total modifiers. For ones that apply only in certain situations, note them next to the total modifiers."],"source":"CRB"}],"step":"9","source":"CRB"},{"type":"pf2-h2","page":28,"name":"Finishing Details","entries":["Now add the following details to your character sheet in the appropriate spaces.",{"type":"pf2-h3","page":28,"name":"Alignment","entries":["Your character's alignment is an indicator of their morality and personality. There are nine possible alignments in Pathfinder, as shown on Table 1 –2: The Nine Alignments. If your alignment has any components other than neutral, your character gains the traits of those alignment components. This might affect the way various spells, items, and creatures interact with your character.","Your character's alignment is measured by two pairs of opposed values: the axis of good and evil and the axis of law and chaos. A character who isn't committed strongly to either side is neutral on that axis. Keep in mind that alignment is a complicated subject, and even acts that might be considered good can be used for nefarious purposes, and vice versa. The GM is the arbiter of questions about how specific actions might affect your character's alignment.","If you play a champion, your character's alignment must be one allowed for their deity and cause (pages 437–440 and 106–107), and if you play a cleric, your character's alignment must be one allowed for their deity (pages 437–440).",{"type":"pf2-h4","page":29,"name":"Good and Evil","entries":["Your character has a good alignment if they consider the happiness of others above their own and work selflessly to assist others, even those who aren't friends and family. They are also good if they value protecting others from harm, even if doing so puts the character in danger. Your character has an evil alignment if they're willing to victimize others for their own selfish gain, and even more so if they enjoy inflicting harm. If your character falls somewhere in the middle, they're likely neutral on this axis."],"source":"CRB"},{"type":"pf2-h4","page":29,"name":"Law and Chaos","entries":["Your character has a lawful alignment if they value consistency, stability, and predictability over flexibility.","Lawful characters have a set system in life, whether it's meticulously planning day-to-day activities, carefully following a set of official or unofficial laws, or strictly adhering to a code of honor. On the other hand, if your character values flexibility, creativity, and spontaneity over consistency, they have a chaotic alignment—though this doesn't mean they make decisions by choosing randomly.","Chaotic characters believe that lawful characters are too inflexible to judge each situation by its own merits or take advantage of opportunities, while lawful characters believe that chaotic characters are irresponsible and flighty.","Many characters are in the middle, obeying the law or following a code of conduct in many situations, but bending the rules when the situation requires it. If your character is in the middle, they are neutral on this axis."],"source":"CRB"},{"type":"pf2-h4","page":29,"name":"Changing Alignment","entries":["Alignment can change during play as a character's beliefs change, or as you realize that your character's actions reflect a different alignment than the one on your character sheet. In most cases, you can just change their alignment and continue playing. However, if you play a cleric or champion and your character's alignment changes to one not allowed for their deity (or cause, for champions), your character loses some of their class abilities until they atone (as described in the class)."],"source":"CRB"}],"source":"CRB"},{"type":"pf2-h3","page":29,"name":"Deity","entries":["Write down the deity your character worships, if any.","Champions and clerics must worship a deity. See pages 437–440 for more about Pathfinder's deities."],"source":"CRB"},{"type":"pf2-h3","page":29,"name":"Age","entries":["Decide your character's age and note it on the third page of the character sheet. The description for your character's ancestry in Chapter 2 gives some guidance on the age ranges of members of that ancestry. Beyond that, you can play a character of whatever age you like. There aren't any mechanical adjustments to your character for being particularly old, but you might want to take it into account when considering your starting ability scores and future advancement. Particularly young characters can change the tone of some of the game's threats, so it's recommended that characters are at least young adults."],"source":"CRB"},{"type":"pf2-h3","page":29,"name":"Gender and Pronouns","entries":["Characters of all genders are equally likely to become adventurers. Record your character's gender, if applicable, and their pronouns on the third page of the character sheet."],"source":"CRB"},{"type":"pf2-h3","page":29,"name":"Class DC","entries":["A class DC sets the difficulty for certain abilities granted by your character's class. This DC equals 10 plus their proficiency bonus for their class DC (+3 for most 1st-level characters) plus the modifier for the class's key ability score."],"source":"CRB"},{"type":"pf2-h3","page":29,"name":"Hero Points","entries":["Your character usually begins each game session with 1 Hero Point, and you can gain additional Hero Points during sessions by performing heroic deeds or devising clever strategies. Your character can use Hero Points to gain certain benefits, such as staving off death or rerolling a d20. See page 467 for more about Hero Points."],"source":"CRB"},{"type":"pf2-h3","page":29,"name":"Armor Class (AC)","entries":["Your character's Armor Class represents how difficult they are to hit in combat. To calculate your AC, add 10 plus your character's Dexterity modifier (up to their armor's Dexterity modifier cap; page 274), plus their proficiency bonus with their armor, plus their armor's item bonus to AC and any other permanent bonuses and penalties."],"source":"CRB"},{"type":"pf2-h3","page":29,"name":"Bulk","entries":["Your character's maximum Bulk determines how much weight they can comfortably carry. If they're carrying a total amount of Bulk that exceeds 5 plus their Strength modifier, they are encumbered. A character can't carry a total amount of Bulk that exceeds 10 plus their Strength modifier. The Bulk your character is carrying equals the sum of all of their items; keep in mind that 10 light items make up 1 Bulk. You can find out more about Bulk in Chapter 6: Equipment."],"source":"CRB"}],"step":"10","source":"CRB"}],"data":{"quickref":1},"source":"CRB"},{"type":"section","page":487,"name":"Characters With Disabilities","entries":["A player might want to create a character with a disability, or their character might end up with a disability over the course of play. Work with the player to find ways to respectfully represent the disability. Conditions such as blinded and deafened aren't a good fit for a character who has been living with a disability long-term. Here are suggestions for rules you might use for PCs with disabilities.",{"type":"pf2-h3","name":"Blindness or Impaired Vision"},"A blind character can't detect anything using vision, critically fails {@skill Perception} checks requiring sight, is immune to {@trait visual} effects, and can't be {@condition blinded} or {@condition dazzled}. You might give this character the {@feat Blind-Fight (Fighter)||Blind-Fight} feat for free.","A character with impaired vision might take a –2 to –4 penalty to vision-based {@skill Perception} checks. {@item Basic Corrective Lenses|LOTGB|Spectacles} or {@filter other corrective devices|items||source=|type=|Subcategory=Vision} might reduce or remove this.",{"type":"pf2-h3","name":"Deafness or Being Hard of Hearing"},"A deaf character can't detect anything using hearing, critically fails {@skill Perception} checks that require hearing, and is immune to {@trait auditory} effects. They have enough practice to supply verbal components for casting spells and command components for activating magic items, but if they perform an action they're not accustomed to that involves auditory elements, they must succeed at a DC {@flatDC 5} flat check or the action is lost. It's best to give them the {@feat Sign Language} feat for free, and you might give them {@feat Read Lips} as well. You might give one or more other characters in the group {@feat Sign Language} for free as well.","A hard-of-hearing character might take a –2 to –4 penalty to {@skill Perception} checks that are hearing-based. {@filter Corrective devices for hearing|items||Subcategory=Hearing} are less common than spectacles are in a typical Pathfinder world.",{"type":"pf2-h3","name":"Missing Limb"},"Some magic items require certain limbs or other body parts. It's fine to allow an alternative form of the item, turning boots into bracers for a character without legs, for example.","A character with a missing hand or arm might need to spend 2 actions to {@action Interact} with an item that requires two hands, or otherwise compensate. Using a two-handed weapon is not possible. A character can acquire a {@filter prosthetic hand or arm|items||source=|type=|subcategory=prosthesis} to compensate.","Someone missing a foot or leg might take a small penalty to Speed, but can typically acquire a prosthetic to compensate. If they have no legs, they might use a {@filter wheelchair|items||source=|type=|subcategory=wheelchair}, a dependable mount, or levitation or flight magic.",{"type":"pf2-h3","name":"Mental Illness and Chronic Illness"},"Some disabilities, such as mental illness and chronic illnesses, are best left to the player to roleplay. Mental illness is an especially fraught topic, with a history of insensitive portrayal. Be careful about the intentions of the player and the impact the presentation might have on other players."],"data":{"quickref":1},"source":"CRB"},{"type":"section","page":217,"name":"Familiars","entries":["Familiars are mystically bonded creatures tied to your magic. Most familiars were originally animals, though the ritual of becoming a familiar makes them something more. You can choose a Tiny animal you want as your familiar, such as a bat, cat, raven, or snake. Some familiars are different, usually described in the ability that granted you a familiar; for example, a druid's leshy familiar is a Tiny plant instead of an animal, formed from a minor nature spirit.","Familiars have the minion trait (page 634), so during an encounter, they gain 2 actions in a round if you spend an action to command them. If your familiar dies, you can spend a week of downtime to replace it at no cost.","You can have only one familiar at a time.",{"type":"pf2-h3","page":217,"name":"Modifiers and AC","entries":["Your familiar's save modifiers and AC are equal to yours before applying circumstance or status bonuses or penalties. Its Perception, {@skill Acrobatics}, and {@skill Stealth} modifiers are equal to your level plus your spellcasting ability modifier (Charisma if you don't have one, unless otherwise specified). If it attempts an attack roll or other skill check, it uses your level as its modifier. It doesn't have or use its own ability modifiers and can never benefit from item bonuses."],"source":"CRB"},{"type":"pf2-h3","page":217,"name":"Hit Points","entries":["Your familiar has 5 Hit Points for each of your levels."],"source":"CRB"},{"type":"pf2-h3","page":218,"name":"Size","entries":["Your familiar is Tiny."],"source":"CRB"},{"type":"pf2-h3","page":218,"name":"Senses","entries":["Your familiar has {@ability low-light vision} and can gain additional senses from familiar abilities. It can communicate empathically with you as long as it's within 1 mile of you, sharing emotions. It doesn't understand or speak languages normally, but it can gain speech from a familiar ability."],"source":"CRB"},{"type":"pf2-h3","page":218,"name":"Movement","entries":["Your familiar has either a Speed of 25 feet or a swim Speed of 25 feet (choose one upon gaining the familiar).","It can gain other movement types from familiar abilities."],"source":"CRB"},{"type":"pf2-h3","page":218,"name":"Familiar and Master Abilities","entries":["Each day, you channel your magic into two abilities, which can be either familiar or master abilities. If your familiar is an animal that naturally has one of these abilities (for instance, an owl has a fly Speed), you must select that ability. Your familiar can't be an animal that naturally has more familiar abilities than your daily maximum familiar abilities.",{"type":"pf2-h4","page":218,"name":"Familiar Abilities","entries":[{"type":"pf2-options","style":"pf2-p text-indent-subsequent block","items":[{"name":"Amphibious","entries":["It gains a swim Speed of 25 feet (or Speed of 25 feet if it already has a swim Speed)."]},{"name":"Burrower","entries":["It gains a burrow Speed of 5 feet, allowing it to dig Tiny holes."]},{"name":"Climber","entries":["It gains a climb Speed of 25 feet."]},{"name":"Damage Avoidance","entries":["Choose one type of save. It takes no damage when it succeeds at that type of save; this doesn't prevent effects other than damage."]},{"name":"Darkvision","entries":["It gains {@ability darkvision}."]},{"name":"Fast Movement","entries":["Increase one of the familiar's Speeds from 25 feet to 40 feet."]},{"name":"Flier","entries":["It gains a fly Speed of 25 feet."]},{"name":"Kinspeech","entries":["It can understand and speak with animals of the same species. To select this, your familiar must be an animal, it must have the speech ability, and you must be at least 6th level."]},{"name":"Lab Assistant","entries":["It can use your Quick Alchemy action. You must have Quick Alchemy, and your familiar must be in your space. This has the same cost and requirement as if you used it. It must have the manual dexterity ability to select this."]},{"name":"Manual Dexterity","entries":["It can use up to two of its limbs as if they were hands to use manipulate actions."]},{"name":"Scent","entries":["It gains {@ability scent} (imprecise, 30 feet)."]},{"name":"Speech","entries":["It understands and speaks a language you know."]}]}],"source":"CRB"},{"type":"pf2-h4","page":218,"name":"Master Abilities","entries":[{"type":"pf2-options","style":"pf2-p text-indent-subsequent block","items":[{"name":"Cantrip Connection","entries":["You can prepare an additional cantrip, or if you have a repertoire, instead designate a cantrip to add to your repertoire every time you select this ability; you can retrain it but can't otherwise change it. You must be able to prepare cantrips or add them to your repertoire to select this."]},{"name":"Extra Reagents","entries":["Your familiar grows extra infused reagents on or in its body. You gain an additional batch of infused reagents. You must have the infused reagents ability to select this ability."]},{"name":"Familiar Focus","entries":["Once per day, your familiar can use 2 actions with the {@trait concentrate} to regain 1 Focus Point, up to your usual maximum You must have a focus pool to select this."]},{"name":"Lifelink","entries":["If your familiar would be reduced to 0 HP by damage, as a reaction with the {@trait concentrate}, you can take the damage. If you do, you take all the damage and your familiar takes none. However, if special effects when a hit damages your familiar (such as snake venom) still apply to your familiar."]},{"name":"Spell Battery","entries":["You gain one additional spell slot at least 3 levels lower than your highest-level spell slot; you must be able to cast 4th-level spells using spell slots to select this master ability."]},{"name":"Spell Delivery","entries":["If your familiar is in your space, you can cast a spell with a range of touch, transfer its power to your familiar, and command the familiar to deliver the spell. If you do, the familiar uses its 2 actions for the round to move to a target of your choice and touch that target. If it doesn't reach the target to touch it this turn, the spell has no effect."]}]}],"source":"CRB"}],"source":"CRB"}],"data":{"quickref":1},"source":"CRB"},{"type":"section","page":31,"name":"Leveling Up","entries":["The world of Pathfinder is a dangerous place, and your character will face terrifying beasts and deadly traps on their journey into legend. With each challenge resolved, a character earns Experience Points (XP) that allow them to increase in level. Each level grants greater skill, increased resiliency, and new capabilities, allowing your character to face even greater challenges and go on to earn even more impressive rewards.","Each time your character reaches 1,000 Experience Points, their level increases by 1. On your character sheet, indicate your character's new level beside the name of their class, and deduct 1,000 XP from their XP total. If you have any Experience Points left after this, record them—they count toward your next level, so your character is already on their way to advancing yet again!","Next, return to your character's class entry. Increase your character's total Hit Points by the number indicated for your class. Then, take a look at the class advancement table and find the row for your character's new level.","Your character gains all the abilities listed for that level, including new abilities specific to your class and additional benefits all characters gain as they level up.","For example, all characters gain four ability boosts at 5th level and every 5 levels thereafter.","You can find all the new abilities specific to your class, including class feats, right in your class entry, though you can also use class feats to take an archetype (page 219).","Your character's class entry also explains how to apply any ability boosts and skill increases your character gains.","If they gain an ancestry feat, head back to the entry for your character's ancestry in Chapter 2 and select another ancestry feat from the list of options. If they gain a skill increase, refer to Chapter 4 when deciding which skill to apply it to. If they gain a general feat or a skill feat, you can choose from the feats listed in Chapter 5. If they can cast spells, see the class entry for details on adding spell slots and spells. It's also a good idea to review your character's spells in Chapter 7 and see if there are heightened versions they can now cast.","Once you've made all your choices for your character's new level, be sure to go over your character sheet and adjust any values that have changed. At a bare minimum, your proficiency bonuses all increase by 1 because you've gained a level, so your AC, attack rolls, Perception, saving throws, skill modifiers, spell attack rolls, and class DC all increase by at least 1. You might need to change other values because of skill increases, ability boosts, or class features that either increase your proficiency rank or increase other statistics at certain levels. If an ability boost increases your character's Constitution modifier, recalculate their maximum Hit Points using their new Constitution modifier (typically this adds 1 Hit Point per level). If an ability boost increases your character's Intelligence modifier, they become trained in an additional skill and language.","Some feats grant a benefit based on your level, such as Toughness, and these benefits are adjusted whenever you gain a level as well.","You can perform the steps in the leveling-up process in whichever order you want. For example, if you wanted to take the skill feat Intimidating Prowess as your skill feat at 10th level, but your character's Strength score was only 14, you could first increase their Strength score to 16 using the ability boosts gained at 10th level, and then take Intimidating Prowess as a skill feat at the same level.",{"type":"pf2-h3","page":31,"name":"Leveling-Up Checklist","entries":["Every time you gain a level, make sure you do each of the following:",{"type":"list","items":["Increase your level by 1 and subtract 1,000 XP from your XP total.","Increase your maximum Hit Points by the amount listed in your class entry in Chapter 3.","Add class features from your class advancement table, including ability boosts and skill increases.","Select feats as indicated on your class advancement table. For ancestry feats, see Chapter 2. For class feats, see your class entry in Chapter 3. For general feats and skill feats, see Chapter 5.","Add spells and spell slots if your class grants spellcasting. See Chapter 7 for spells.","Increase all of your proficiency bonuses by 1 from your new level, and make other increases to your proficiency bonuses as necessary from skill increases or other class features. Increase any other statistics that changed as a result of ability boosts or other abilities.","Adjust bonuses from feats and other abilities that are based on your level."]}],"source":"CRB"}],"data":{"quickref":1},"source":"CRB"}]},{"type":"entries","entries":[{"type":"section","page":532,"name":"Activating Items","entries":["Some items produce their effects only when used properly in the moment. Others always offer the same benefits as their mundane counterparts when worn, but have magical abilities you can gain by further spending actions. Either case requires you to use the Activate an Item activity. {@action Activate an Item||Activating an Item} works much like {@action Cast a Spell||Casting a Spell}, in that the activity takes a variable number of actions and can have different components depending on how you Activate the Item. This information appears in the item's Activate entry.","If an item is used up when activated, as is the case for consumable items, its Activate entry appears toward the top of the stat block. For permanent items with activated abilities, the Activate entry is a paragraph in the description. Activations are not necessarily magical—for instance, drinking an alchemical elixir isn't usually a magical effect.",{"type":"data","tag":"action","name":"Activate an Item","source":"CRB"},{"type":"pf2-brown-box","page":532,"name":"DISRUPTING ACTIVATIONS","entries":["Some abilities and effects can disrupt the process of {@action Activate an Item||Activating an Item}. If something disrupts your item activation, you fail to Activate the Item and lose the actions you committed. If the item can be activated only a certain number of times per day, the failed activation still counts against that limit. If an item requires you to spend actions to Sustain an Activation and one of those actions is disrupted, the item's effect ends."],"source":"CRB"},{"type":"pf2-h3","page":533,"name":"Activation Components","entries":["An item's activate entry lists the components required to activate its abilities. Each component adds certain traits to the Activate an Item activity, and some components have special requirements. The components that appear in this book are listed below.",{"type":"pf2-h4","page":533,"name":"Command","entries":["This component is a specific utterance you must make in a loud and strong voice. Activate an Item gains the auditory and {@trait concentrate}s. You must be able to speak to provide this component."],"source":"CRB"},{"type":"pf2-h4","page":533,"name":"Envision","entries":["This component is a specific image or phenomenon you need to imagine. Activate an Item gains the {@trait concentrate}."],"source":"CRB"},{"type":"pf2-h4","page":533,"name":"Interact","entries":["This component works like the Interact basic action.","Activate an Item gains the manipulate trait and requires you to use your hands, just like with any Interact action."],"source":"CRB"},{"type":"pf2-h4","page":533,"name":"Cast a Spell","entries":["If an item lists \"{@action Cast a Spell}\" after \"Activate,\" the activation requires you to use the {@action Cast a Spell} activity (described on page 302) to Activate the Item. This happens when the item replicates a spell. You must have a spellcasting class feature to Activate an Item with this activation component.","If the item can be used for a specific spell, the action icon for that spell is provided. If it's an item like a staff, which can be used for many spells, the icon is omitted, and you must refer to each spell to determine which actions you must spend to Activate the Item to cast it.","In this case, Activate an Item gains all the traits from the relevant components of the {@action Cast a Spell} activity."],"source":"CRB"}],"source":"CRB"},{"type":"pf2-h3","page":533,"name":"Limited Activations","entries":["Some items can be activated only a limited number of times per day, as described in the items. This limit is independent of any costs for activating the item. The limit resets during your daily preparations. The limit is inherent to the item, so if an ability that can be used only once per day is used, it doesn't refresh if another creature later invests or tries to activate the item."],"source":"CRB"},{"type":"pf2-brown-box","page":533,"name":"ITEM CATEGORIES","entries":["Items are grouped into the following categories, shown here with the page number where those items appear and a brief description of the category.",{"type":"list","items":["{@b {@filter Alchemical Items|items||source=CRB|category=Bomb;Poison;Elixir}} are powered by the reactions of alchemical reagents. Almost all alchemical items are consumable items that are used up when you activate them. This category includes bombs, elixirs (including mutagens), poisons, and alchemical tools.","{@b {@filter Ammunition|items||source=CRB|category=Ammunition}}, in Consumables, includes different types of magical arrows, crossbow bolts, and other types of ammunition.","{@b {@filter Apex Items|items||source=CRB|category=Apex}} are a subcategory of worn items of a high level that increase an ability score.","{@b {@filter Armor|items||source=CRB|category=armor}} includes the rules for basic magical armor as well as special suits of armor.","{@b {@filter Companion Items|items||source=CRB|category=companion}} are a category of worn items meant for animal companions and mounts.","{@b {@filter Consumables|items||source=CRB|category=consumable}} are used up when you activate them, and include ammunition, oils, potions, scrolls, and talismans, among others. Categories of items that are consumables but have specific rules, such as alchemical items, are presented separately.","{@b {@filter Held Items|items||source=CRB|category=held}} include a wide variety of items you use with your hands. This doesn't include more narrow categories of held items, such as weapons.","{@b {@filter Materials|items||source=CRB|category=material}} can be used to make items with unique properties and other advantages.","{@b {@filter Oils|items||source=CRB|category=oil}} are consumables applied to the surface of an object or person.","{@b {@filter Potions|items||source=CRB|category=potion}} are consumable magical liquids you drink to activate.","{@b {@filter Runes|items||source=CRB|category=rune}} modify armor and weapons when etched onto them. This section includes fundamental runes for weapons ({@item weapon potency (generic)||weapon potency} and {@item striking (generic)||striking}) and armor ({@item armor potency (generic)||armor potency} and {@item resilient (generic)||resilient}).","{@b {@filter Scrolls|items||source=CRB|category=scroll}} are consumables that allow spellcasters to cast more spells.","{@b {@filter Shields|items||source=CRB|category=shield}} include more durable shields and ones with special magical powers.","{@b {@filter Snares|items||source=CRB|category=snare}} are single-use traps typically made by rangers.","{@b {@filter Staves|items||source=CRB|category=staff}} provide flexible spellcasting options.","{@b {@filter Structures|items||source=CRB|category=structure}} include buildings, tents, and other larger items.","{@b {@filter Talismans|items||source=CRB|category=talisman}} are consumables that are affixed to items and then activated for a one-time combat or physical benefit.","{@b {@filter Wands|items||source=CRB|category=wand}} hold a spell of the crafter's choice, and can be used to repeatedly cast that spell.","{@b {@filter Weapons|items||source=CRB|category=weapon}} include the rules for basic magical weapons, weapons made from precious materials, and specific magic weapons.","{@b {@filter Worn Items|items||source=CRB|category=worn}} consist of a vast collection of clothing and other items you wear on your body."]}],"source":"CRB"},{"type":"pf2-h3","page":533,"name":"Sustaining Activations","entries":["Some items, once activated, have effects that can be sustained if you concentrate on them. This works much like the Sustain a Spell action (found on page 304). If an item's description states that you can sustain the effect, that effect lasts until the end of your turn in the round after you Activated the Item. You can use a Sustain an Activation action on that turn to extend the duration.",{"type":"data","tag":"action","name":"Sustain an Activation","source":"CRB"}],"source":"CRB"},{"type":"pf2-h3","page":534,"name":"Dismissing Activations","entries":["Some item effects can be dismissed, ending the duration early due to you or the target taking action. Dismissing an activation requires using the Dismiss action.",{"type":"data","tag":"action","name":"Dismiss","source":"CRB"}],"source":"CRB"}],"data":{"quickref":2},"source":"CRB"},{"type":"section","page":294,"name":"Animals","entries":["The Prices for animals are listed both for renting and for purchasing them outright. You usually need to pay for animal rentals up front, and if the vendor believes the animal might be put in danger, they typically require a deposit equal to the purchase Price. Most animals panic in battle. When combat begins, they become {@condition frightened||frightened 4} and {@condition fleeing} as long as they're {@condition frightened}. If you successfully {@action Command your Animal} using {@skill Nature}, you can keep it from fleeing, though this doesn't remove its frightened condition. If the animal is attacked or damaged, it returns to {@condition frightened||frightened 4} and {@condition fleeing}, with the same exceptions.","Warhorses and warponies are combat trained. They don't become {@condition frightened} or {@condition fleeing} during encounters in this way.",{"type":"data","tag":"table","name":"Animals","source":"CRB"},{"type":"pf2-h3","page":295,"name":"Barding","entries":["You can purchase special armor for animals, called barding (shown on {@table Barding||Table 6–18}). All animals have a trained proficiency rank in light barding, and combat-trained animals are trained in heavy barding. Barding uses the same rules as armor except for the following. The Price and Bulk of barding depend on the animal's size. Unlike for a suit of armor, barding's Strength entry is listed as a modifier, not a score. Barding can't be etched with magic runes, though special magical barding might be available.",{"type":"data","tag":"table","name":"Barding","source":"CRB"}],"source":"CRB"}],"data":{"quickref":2},"source":"CRB"},{"type":"section","page":274,"name":"Armor","entries":[{"type":"pf2-h2","page":274,"name":"Armor Class","entries":["Your {@b Armor Class} ({@b AC}) measures how well you can defend against attacks. When a creature attacks you, your Armor Class is the DC for that attack roll.",{"type":"pf2-inset","page":274,"entries":["Armor Class = 10 + Dexterity modifier (up to your armor's Dex Cap) + proficiency bonus + armor's item bonus to AC + other bonuses + penalties"],"source":"CRB"},"Use your proficiency bonus for the category (light, medium, or heavy) or the specific type of armor you're wearing. If you're not wearing armor, use your proficiency in unarmored defense."],"source":"CRB"},{"type":"pf2-h2","page":274,"name":"Donning and Removing Armor","entries":["Getting in and out of armor is time consuming—so make sure you're wearing it when you need it! Donning and removing armor are both activities involving many Interact actions. It takes 1 minute to don light armor, 5 minutes to don medium or heavy armor, and 1 minute to remove any armor."],"source":"CRB"},{"type":"pf2-h2","page":274,"name":"Armor Statistics","entries":["{@table Unarmored Defense||Table 6–3: Unarmored Defense} provides the statistics for the various forms of protection without wearing armor. {@table Armor||Table 6–4: Armor} provides the statistics for suits of armor that can be purchased and worn, organized by category. The columns in both tables provide the following statistics.",{"type":"pf2-h3","page":274,"name":"Category","entries":["The armor's category—unarmored, light armor, medium armor, or heavy armor—indicates which proficiency bonus you use while wearing the armor."],"source":"CRB"},{"type":"pf2-h3","page":274,"name":"AC Bonus","entries":["This number is the item bonus you add for the armor when determining Armor Class."],"source":"CRB"},{"type":"pf2-h3","page":274,"name":"Dexterity Modifier Cap (Dex Cap)","entries":["This number is the maximum amount of your Dexterity modifier that can apply to your AC while you are wearing a given suit of armor. For example, if you have a Dexterity modifier of +4 and you are wearing a suit of half plate, you apply only a +1 bonus from your Dexterity modifier to your AC while wearing that armor."],"source":"CRB"},{"type":"pf2-h3","page":274,"name":"Check Penalty","entries":["While wearing your armor, you take this penalty to Strength- and Dexterity-based skill checks, except for those that have the attack trait. If you meet the armor's Strength threshold (see Strength below), you don't take this penalty."],"source":"CRB"},{"type":"pf2-h3","page":274,"name":"Speed Penalty","entries":["While wearing a suit of armor, you take the penalty listed in this entry to your Speed, as well as to any other movement types you have, such as a climb Speed or swim Speed, to a minimum Speed of 5 feet. If you meet the armor's Strength threshold (see below), you reduce the penalty by 5 feet."],"source":"CRB"},{"type":"pf2-h3","page":274,"name":"Strength","entries":["This entry indicates the Strength score at which you are strong enough to overcome some of the armor's penalties. If your Strength is equal to or greater than this value, you no longer take the armor's check penalty, and you decrease the Speed penalty by 5 feet (to no penalty if the penalty was –5 feet, or to a –5-foot penalty if the penalty was –10 feet)."],"source":"CRB"},{"type":"pf2-h3","page":274,"name":"Bulk","entries":["This entry gives the armor's Bulk, assuming you're wearing the armor and distributing its weight across your body. A suit of armor that's carried or worn usually has 1 more Bulk than what's listed here (or 1 Bulk total for armor of light Bulk). An armor's Bulk is increased or decreased if it's sized for creatures that aren't Small or Medium in size, following the rules on page 295."],"source":"CRB"},{"type":"pf2-h3","page":274,"name":"Group","entries":["Each type of medium and heavy armor belongs to an armor group, which classifies it with similar types of armor. Some abilities reference armor groups, typically to grant armor specialization effects, which are described on page 275."],"source":"CRB"},{"type":"pf2-h3","page":274,"name":"Armor Traits","entries":["The traits for each suit of armor appear in this entry.","Armor can have the following traits.","{@b {@trait Bulwark}:} The armor covers you so completely that it provides benefits against some damaging effects. On Reflex saves to avoid a damaging effect, such as a {@spell fireball}, you add a +3 modifier instead of your Dexterity modifier.","{@b {@trait Comfort}:} The armor is so comfortable that you can rest normally while wearing it.","{@b {@trait Flexible}:} The armor is flexible enough that it doesn't hinder most actions. You don't apply its check penalty to {@skill Acrobatics} or {@skill Athletics} checks.","{@b {@trait Noisy}:} This armor is loud and likely to alert others to your presence when you're using the {@action Avoid Notice} exploration activity."],"source":"CRB"},{"type":"pf2-h3","page":275,"name":"Armor Specialization Effects","entries":["Certain class features can grant you additional benefits with certain armors. This is called an armor specialization effect. The exact effect depends on which armor group your armor belongs to, as listed below. Only medium and heavy armors have armor specialization effects.","{@b {@group Chain}:} The armor is so flexible it can bend with a critical hit and absorb some of the blow. Reduce the damage from critical hits by either 4 + the value of the armor's potency rune for medium armor, or 6 + the value of the armor's potency rune for heavy armor. This can't reduce the damage to less than the damage rolled for the hit before doubling for a critical hit.","{@b {@group Composite}:} The numerous overlapping pieces of this armor protect you from piercing attacks. You gain resistance to piercing damage equal to 1 + the value of the armor's potency rune for medium armor, or 2 + the value of the armor's potency rune for heavy armor.","{@b {@group Leather}:} The thick second skin of the armor disperses blunt force to reduce bludgeoning damage. You gain resistance to bludgeoning damage equal to 1 + the value of the armor's potency rune for medium armor, or 2 + the value of the armor's potency rune for heavy armor.","{@b {@group Plate}:} The sturdy plate provides no purchase for a cutting edge. You gain resistance to slashing damage equal to 1 + the value of the armor's potency rune for medium armor, or 2 + the value of the armor's potency rune for heavy armor."],"source":"CRB"},{"type":"data","tag":"table","name":"Unarmored Defense","source":"CRB"},{"type":"data","tag":"table","name":"Armor","source":"CRB"},{"type":"pf2-brown-box","page":275,"name":"MATERIALS","entries":["Most suits of armor and weapons are made from ordinary, commonly available materials like iron, leather, steel, and wood. If you're not sure what a suit of armor is made of, the GM determines the details.","Some armor, shields, and weapons are instead made of precious materials. These often have inherent supernatural properties. Cold iron, for example, which harms fey, and silver can damage werecreatures. These materials are detailed beginning on page 577."],"source":"CRB"}],"source":"CRB"},{"type":"pf2-h2","page":275,"name":"Armor Descriptions","entries":["Each type of armor is described in more detail below.","{@b {@item Breastplate}:} Though referred to as a breastplate, this type of armor consists of several pieces of plate or half-plate armor (page 276) that protect the torso, chest, neck, and sometimes the hips and lower legs. It strategically grants some of the protection of plate while allowing greater flexibility and speed.","{@b {@item Chain Mail}:} 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.","{@b {@item Chain Shirt}:} Sometimes called a hauberk, this is a long shirt constructed of the same metal rings as chainmail. However, it is much lighter than chainmail and protects only the torso, upper arms, and upper legs of its wearer.","{@b {@item Explorer's Clothing}:} Adventurers who don't wear armor travel in durable clothing. Though it's not armor and uses your unarmored defense proficiency, it still has a Dex Cap and can grant an item bonus to AC if etched with potency runes (as described on page 581).","{@b {@item Full Plate}:} Plate mail consists of interlocking plates that encase nearly the entire body in a carapace of steel. It is costly and heavy, and the wearer often requires help to don it correctly, but it provides some of the best defense armor can supply. A suit of this armor comes with an undercoat of padded armor (see below) and a pair of gauntlets (page 285).","{@b {@item Half Plate}:} Half plate consists of most of the upper body plates used in full plate, with lighter or sparser steel plate protection for the arms and legs. This provides some of the protection of full plate with greater flexibility and speed. A suit of this armor comes with an undercoat of padded armor (see below) and a pair of gauntlets (page 285).","{@b {@item Hide}:} A mix of furs, sturdy hide, and sometimes molded boiled leather, this armor provides protection due to its layers of leather, though its bulkiness slows the wearer down and decreases mobility.","{@b {@item Leather}:} A mix of flexible and molded boiled leather, a suit of this type of armor provides some protection with maximum flexibility.","{@b {@item Padded Armor}:} This armor is simply a layer of heavy, quilted cloth, but it is sometimes used because it's so inexpensive. Padded armor is easier to damage and destroy than other types of armor. Heavy armor comes with a padded armor undercoat included in its Price, though it loses the comfort trait when worn under heavy armor. You can wear just that padded armor undercoat to sleep in, if your heavy armor is destroyed, or when otherwise not wearing the full heavy armor. This allows you to keep the armor invested and benefit from the power of any runes on the associated heavy armor, but no one else can wear your heavy armor without the padded undercoat.","{@b {@item Scale Mail}:} Scale mail consists of many metal scales sewn onto a reinforced leather backing, often in the form of a long shirt that protects the torso, arms, and legs.","{@b {@item Splint Mail}:} This type of armor is chain mail reinforced with flexible, interlocking metal plates, typically located on the wearer's torso, upper arms, and legs. A suit of this armor comes with an undercoat of padded armor (see above) and a pair of gauntlets (page 285).","{@b {@item Studded Leather}:} This leather armor is reinforced with metal studs and sometimes small metal plates, providing most of the flexibility of leather armor with more robust protection.",{"type":"data","tag":"table","name":"Damaging Armor","source":"CRB"}],"source":"CRB"}],"data":{"quickref":2},"source":"CRB"},{"type":"section","page":271,"name":"Carrying and Using Items","entries":["A character carries items in three ways: held, worn, and stowed. Held items are in your hands; a character typically has two hands, allowing them to hold an item in each hand or a single two-handed item using both hands. Worn items are tucked into pockets, belt pouches, bandoliers, weapon sheaths, and so forth, and they can be retrieved and returned relatively quickly. Stowed items are in a backpack or a similar container, and they are more difficult to access.","Drawing a worn item or changing how you're carrying an item usually requires you to use an {@action Interact} action (though to drop an item, you use the {@action Release} action instead). {@table Changing Equipment||Table 6–2: Changing Equipment} lists some ways that you might change the items you're holding or carrying, and the number of hands you need to do so.","Many ways of using items require you to spend multiple actions. For example, drinking a potion stowed in your belt pouch requires using an {@action Interact} action to draw it and then using a second action to drink it as described in its {@action Activate an Item||Activate} entry.",{"type":"pf2-h3","page":271,"name":"Bulk","entries":["Carrying especially heavy or unwieldy items can make it more difficult for you to move, as can overloading yourself with too much gear. The Bulk value of an item reflects how difficult the item is to handle, representing its size, weight, and general awkwardness. If you have a high Strength score, you usually don't need to worry about Bulk unless you're carrying numerous substantial items.",{"type":"pf2-h4","page":272,"name":"Bulk Limits","entries":["You can carry an amount of Bulk equal to 5 plus your Strength modifier without penalty; if you carry more, you gain the encumbered condition. You can't hold or carry more Bulk than 10 plus your Strength modifier.",{"type":"pf2-beige-box","page":272,"name":"Encumbered","entries":["You are carrying more weight than you can manage. While you're {@condition encumbered}, you're {@condition clumsy} 1 and take a –10-foot penalty to all your Speeds. As with all penalties to your Speed, this can't reduce your Speed below 5 feet."],"source":"CRB"}],"source":"CRB"},{"type":"pf2-h4","page":272,"name":"Bulk Values","entries":["Items can have a number to indicate their Bulk value, or they can be light (indicated by an L) or negligible (indicated by a—) for the purpose of determining Bulk. For instance, {@item full plate} armor is 4 Bulk, a {@item longsword} is 1 Bulk, a dagger or scroll is light, and a piece of chalk is negligible. Ten light items count as 1 Bulk, and you round down fractions (so 9 light items count as 0 Bulk, and 11 light items count as 1 Bulk). Items of negligible Bulk don't count toward Bulk unless you try to carry vast numbers of them, as determined by the GM."],"source":"CRB"},{"type":"pf2-h4","page":272,"name":"Estimating an Item's Bulk","entries":["As a general rule, an item that weighs 5 to 10 pounds is 1 Bulk, an item weighing less than a few ounces is negligible, and anything in between is light. Particularly awkward or unwieldy items might have higher Bulk values. For example, a 10-foot pole isn't heavy, but its length makes it difficult for you to move while you have one on your person, so its Bulk is 1. Items made for larger or smaller creatures have greater or lesser Bulk, as described on page 295."],"source":"CRB"},{"type":"pf2-h4","page":272,"name":"Bulk of Coins","entries":["Coins are a popular means of exchange due to their portability, but they can still add up. A thousand coins of any denomination or combination of denominations count as 1 Bulk. It's not usually necessary to determine the Bulk of coins in fractions of 1,000; simply round down fractions of 1,000. In other words, 100 coins don't count as a light item, and 1,999 coins are 1 Bulk, not 2."],"source":"CRB"},{"type":"pf2-h4","page":272,"name":"Bulk of Creatures","entries":["You might need to know the Bulk of a creature, especially if you need to carry someone off the battlefield. The table that follows lists the typical Bulk of a creature based on its size, but the GM might adjust this number.",{"type":"table","page":272,"colStyles":["text-center","text-center"],"rows":[["Size of Creature","Bulk"],["{@trait Tiny}","1"],["{@trait Small}","3"],["{@trait Medium}","6"],["{@trait Large}","12"],["{@trait Huge}","24"],["{@trait Gargantuan}","48"]],"source":"CRB"}],"source":"CRB"},{"type":"pf2-h4","page":272,"name":"Dragging","entries":["In some situations, you might drag an object or creature rather than carry it. If you're dragging something, treat its Bulk as half. Typically, you can drag one thing at a time, you must use both hands to do so, and you drag slowly—roughly 50 feet per minute unless you have some means to speed it up. Use the total Bulk of what you're dragging, so if you have a sack laden with goods, use the sum of all the Bulk it carries instead of an individual item within."],"source":"CRB"}],"source":"CRB"},{"type":"pf2-h3","page":272,"name":"Wielding Items","entries":["Some abilities require you to wield an item, typically a weapon. You're wielding an item any time you're holding it in the number of hands needed to use it effectively. When wielding an item, you're not just carrying it around—you're ready to use it. Other abilities might require you to merely carry or have an item. These apply as long as you have the item on your person; you don't have to wield it."],"source":"CRB"},{"type":"data","tag":"table","name":"Changing Equipment","source":"CRB"}],"data":{"quickref":2},"source":"CRB"},{"type":"section","page":271,"name":"Coins and Currency","entries":["Though you might be able to barter valuable items in some areas, currency is the most versatile way to make transactions when you head to market. The most common currency is coins. For most commoners and beginning adventurers, the standard unit is the {@b silver piece} ({@b sp}). Each silver piece is a standard weight of silver and is typically accepted by any merchant or kingdom no matter where it was minted. There are three other common types of coins, each likewise standardized in weight and value. The first is the {@b copper piece} ({@b cp}). Each copper piece is worth one-tenth of a silver piece. The {@b gold piece} ({@b gp}) is often used for purchasing magic items and other expensive items, as 1 gold piece is worth 10 silver pieces or 100 copper pieces. The {@b platinum piece} ({@b pp}) is used by nobles to demonstrate their wealth, for the purchase of very expensive items, or simply as a way to easily transport large sums of currency. A platinum piece is worth 10 gold pieces, 100 silver pieces, or 1,000 copper pieces. See {@table Coin Values||Table 6–1: Coin Values} for the exchange rates of common types of coins.",{"type":"pf2-h3","page":271,"name":"Other Currency","entries":["Art objects, gems, and raw materials (such as those used for the {@action Craft} activity) can be used much like currency: you can sell them for the same Price you can buy them."],"source":"CRB"}],"data":{"quickref":2},"source":"CRB"},{"type":"section","page":531,"name":"Constant Abilities","entries":["Some magic items have abilities that always function. You don't have to use any actions to do anything special (beyond wearing and investing a worn item or wielding a held item) to make these abilities work. For example, an {@item everburning torch} always sheds light, and a {@item flaming} weapon deals fire damage every time it deals damage."],"data":{"quickref":2},"source":"CRB"},{"type":"section","name":"Creating a Personal Staff","source":"SoM","page":166,"entries":["Establishing magical pathways to turn a simple piece of wood or metal into a staff is no simple matter. Without some structure to bind multiple disparate spells to a single staff, the magic would surely fail. Thus, a custom staff must always be created around a single trait. For example, an elemental trait (air, earth, fire, or water), energy trait (acid, cold, electricity, fire, sonic, positive, negative, or force), alignment trait, the detection trait, the light trait, and so on. The staff and its spells must have the trait. A few traits are too broad to use, including incapacitation and the traits for spell schools and traditions. The GM might add others to this list.",{"type":"pf2-h3","name":"Determining Level And Price","source":"SoM","page":166,"entries":["Your level sets a personal staff's maximum item level, which determines the Price and the number and level of spells the staff can have, as shown on the table below.",{"type":"data","name":"Personal Staves","tag":"table","source":"SoM"}]},{"type":"pf2-h3","name":"Picking Your Spells","source":"SoM","page":166,"entries":["Once you've decided the trait, choose the spells to inscribe. They must share the trait you chose for the staff. For instance, your {@class sorcerer|crb|undine|undine} {@class sorcerer} might create a {@i deep sea staff} themed around the {@trait water} trait, inscribing it with spells such as {@spell create water} and {@spell hydraulic push}.","You can inscribe a number of common spells on the staff depending on its level, as shown on the table below. You can place the same spell into the staff at multiple levels to provide heightened versions, though doing so uses up one of your picks for that spell level. You can add a spell you can't cast to a staff by supplying a casting of it via another caster or by using {@feat Trick Magic Item}; however, since you can cast a spell from a staff only if it's on your spell list, this option isn't useful for most characters."]},{"type":"pf2-h4","name":"Example","source":"SoM","page":166,"entries":["Lini, a 15th-level druid, wants to create a staff to interact with the plants she encounters. She chooses the plant trait to represent that theme. Next, she selects some common spells for the staff, starting with one cantrip and adding one or two spells at each level, up to the staff's maximum spell level. To build a 15th-level staff with 6th-level spells, she selects the following combination of spells:",{"type":"list","style":"list-hang","items":["Cantrip: {@spell tanglefoot}","1st: {@spell protector tree}, {@spell shillelagh}","2nd: {@spell entangle}, {@spell shape wood}","3rd: {@spell tree shape}, {@spell wall of thorns}","4th: {@spell barkskin}, {@spell speak with plants}","5th: {@spell plant form}, {@spell wall of thorns}","6th: {@spell nature's reprisal}, {@spell plant form}"]},"Note that some of these spells are duplicates of lower-level spells, which can be a great way to fill in levels if new spells don't appeal to you. It's usually best to choose a spell for one of these slots that has an extra benefit when heightened (such as plant form giving you better statistics), but even if you don't find a spell with such a benefit, it's worth filling every open slot."]},{"type":"pf2-h3","name":"Crafting the Staff","source":"SoM","page":166,"entries":[{"type":"pf2-sidebar","name":"Staff of Nature's Cunning","source":"SoM","page":167,"entries":["You might want to take a version of the {@item Lini's Leafstick} for your own character or to give out as treasure in a campaign. To make that easier, here's a non-unique version with multiple types for different levels.","{@item Staff of Nature's Cunning|SoM}"]},"Once you've themed and designed your staff, you can craft it with the following the guidelines, along with previously established rules for crafting magical items.","As with normal staves, one casting of all listed levels of all spells in the staff must be provided during {@action Craft||Crafting}.","Choose a magical school for your staff from among the schools the spells on it have. Pick the one that best reflects the spells, usually the one most shared among them. You can optionally give your staff a trait for one magic tradition, instead of the {@trait magical} trait, if the staff is fully steeped in that tradition and contains spells only from that tradition's spell list.","You still need to {@action Craft} the staff. If you're not good at {@skill Crafting}, you can have somebody use the {@skill Craft} activity for you, but you must be present the whole time. Since the creation of a custom staff is {@trait rare}, you and the GM might decide to have a special quest for esoteric ingredients and methods as part of the story.",{"type":"pf2-h4","name":"Example","source":"SoM","page":167,"entries":["Lini selected mostly transmutation spells for her staff, so she chooses the {@trait transmutation} trait. She could give it the primal trait, but choses to keep it open with the {@trait magical} trait, much like the {@item verdant staff} in the Core Rulebook.","To Craft the staff, Lini follows the normal rules. She provides 3,250 gp in raw materials, spends 4 days at work, and attempts a {@skill Crafting} check. Each day she works on it, she prepares the spells she needs to put into the staff given its Craft Requirements."]}]},{"type":"pf2-h3","name":"Naming The Staff","source":"SoM","page":167,"entries":["When your staff is complete, give it a name—though skeptics might sneer, spellcasters believe that naming a staff upon creation will help it attune to its new master.",{"type":"pf2-h4","name":"Example","source":"SoM","page":167,"entries":["Lini christens her new creation {@i Lini's Leafstick}!",{"type":"data","tag":"item","name":"Lini's Leafstick","source":"SoM"}]}]}],"data":{"quickref":2}},{"type":"section","page":293,"name":"Formulas","entries":["Formulas are instructions for making items with the {@action Craft} activity. You can usually read a formula as long as you can read the language it's written in, though you might lack the skill to {@action Craft} the item. Often, alchemists and crafting guilds use obscure languages or create codes to protect their formulas from rivals.","You can buy common formulas at the Price listed on {@table formulas||Table 6–13}, or you can hire an NPC to let you copy their formula for the same Price. A purchased formula is typically a schematic on rolled-up parchment of light Bulk. You can copy a formula into your formula book in 1 hour, either from a schematic or directly from someone else's formula book. If you have a formula, you can {@action Craft} a copy of it using the {@skill Crafting} skill. Formulas for uncommon items and rare items are usually significantly more valuable—if you can find them at all!","If you have an item, you can try to reverse-engineer its formula. This uses the Craft activity and takes the same amount of time as creating the item from a formula would. You must first disassemble the item. After the base downtime, you attempt a {@skill Crafting} check against the same DC it would take to {@action Craft} the item. If you succeed, you {@action Craft} the formula at its full Price, and you can keep working to reduce the Price as normal. If you fail, you're left with raw materials and no formula. If you critically fail, you also waste 10% of the raw materials you'd normally be able to salvage.","The item's disassembled parts are worth half its Price in raw materials and can't be reassembled unless you successfully reverse-engineer the formula or acquire the formula another way. Reassembling the item from the formula works just like {@action Craft||Crafting} it from scratch; you use the disassembled parts as the necessary raw materials.",{"type":"data","tag":"table","name":"Formulas","source":"CRB"},{"type":"pf2-h3","page":293,"name":"Items with Multiple Types","entries":["If an item has multiple types of different levels, each type has its own formula, and you need the formula for the specific type of item you want to Craft. For example, {@i if you have a formula for a type I bag of holding but not for a type II bag of holding, you must acquire a separate formula to Craft a type II bag of holding.}"],"source":"CRB"}],"data":{"quickref":2},"source":"CRB"},{"type":"section","page":531,"name":"Investing Magic Items","entries":["Certain magic items convey their magical benefits only when worn and invested using the Invest an Item activity, tying them to your inner potential. These items have the invested trait. Many invested items have constant abilities that function all the time or that always trigger when you use the item—but only when they're invested. If you don't have an item invested, these abilities don't work. If an invested item can be activated, you must have invested the item to activate it.","You can benefit from no more than 10 invested magic items each day. Because this limit is fairly high, and because it matters only for worn items, you probably won't need to worry about reaching the limit until higher levels, when you've acquired many useful magic items to wear.","You can still gain the mundane benefits of an item if you don't invest it. A suit of {@i +1 resilient armor} still gives you its item bonus to AC when not invested, but it doesn't give its magical bonus to saving throws, and {@item winged boots} still protect your feet even though you can't activate them to fly. Entirely non-magical items don't need to be invested.",{"type":"data","tag":"action","name":"Invest an Item","source":"CRB"}],"data":{"quickref":2},"source":"CRB"},{"type":"section","page":272,"name":"Item Damage","entries":["An item can be broken or destroyed if it takes enough damage. Every item has a {@b Hardness} value. Each time an item takes damage, reduce any damage the item takes by its Hardness. The rest of the damage reduces the item's Hit Points. Normally an item takes damage only when a creature is directly attacking it—commonly targeted items include doors and traps. A creature that attacks you doesn't normally damage your armor or other gear, even if it hits you. However, the {@feat Shield Block} reaction can cause your shield to take damage as you use it to prevent damage to yourself, and some monsters have exceptional abilities that can damage your items.","An item that takes damage can become and eventually destroyed. It becomes broken when its Hit Points are equal to or lower than its {@b Broken Threshold} ({@b BT}); once its Hit Points are reduced to 0, it is {@b destroyed}. A broken item has the broken condition until Repaired above its Broken Threshold. Anything that automatically makes an item broken immediately reduces its Hit Points to its Broken Threshold if the item had more Hit Points than that when the effect occurred. If an item has no {@condition Broken} Threshold, then it has no relevant changes to its function due to being broken, but it's still destroyed at 0 Hit Points. (See the broken condition definition on page 273 for more information.) A destroyed item can't be Repaired.","An item's Hardness, Hit Points, and {@condition Broken} Threshold usually depend on the material the item is made of. This information appears in the {@book Materials|CRB|11|Materials} section of {@book Chapter 11: Crafting & Treasure|CRB|11|Chapter 11: Crafting & Treasure}.",{"type":"pf2-beige-box","page":273,"name":"Broken","entries":["Broken is a condition that affects objects. An object is broken when damage has reduced its Hit Points to equal or less than its Broken Threshold. A broken object can't be used for its normal function, nor does it grant bonuses— with the exception of armor. Broken armor still grants its item bonus to AC, but it also imparts a status penalty to AC depending on its category: –1 for broken light armor, –2 for broken medium armor, or –3 for broken heavy armor.","A broken item still imposes penalties and limitations normally incurred by carrying, holding, or wearing it. For example, broken armor would still impose its Dexterity modifier cap, check penalty, and so forth.","If an effect makes an item broken automatically and the item has more HP than its Broken Threshold, that effect also reduces the item's current HP to the Broken Threshold."],"source":"CRB"},{"type":"pf2-h3","page":273,"name":"Object Immunities","entries":["Inanimate objects and hazards are immune to bleed, death effects, disease, healing, mental effects, necromancy, nonlethal attacks, and poison, as well as the doomed, drained, fatigued, paralyzed, sickened, and unconscious conditions. An item that has a mind is not immune to mental effects. Many objects are immune to other conditions, at the GM's discretion. For instance, a sword has no Speed, so it can't take a penalty to its Speed, but an effect that causes a Speed penalty might work on a moving blade trap."],"source":"CRB"}],"data":{"quickref":2},"source":"CRB"},{"type":"section","page":271,"name":"Item Level","entries":["Each item has an item level, which represents the item's complexity and any magic used in its construction. Simpler items with a lower level are easier to construct, and you can't Craft items that have a higher level than your own (page 243). If an item's level isn't listed, its level is 0. While characters can use items of any level, GMs should keep in mind that allowing characters access to items far above their current level may have a negative impact on the game."],"data":{"quickref":2},"source":"CRB"},{"type":"section","page":295,"name":"Items and Sizes","entries":["The Bulk rules in this chapter are for {@trait Small} and {@trait Medium} creatures, as the items are made for creatures of those sizes. Large creatures can carry more, and smaller creatures can carry less, as noted on {@table Bulk Conversions||Table 6–19}.","These rules for Bulk limits come up most often when a group tries to load up a mount or animal companion. The rules for items of different sizes tend to come into play when the characters defeat a big creature that has gear, since in most cases, the only creatures of other sizes are creatures under the GM's control. In most cases, Small or Medium creatures can wield a Large weapon, though it's unwieldy, giving them the clumsy 1 condition, and the larger size is canceled by the difficulty of swinging the weapon, so it grants no special benefit. Large armor is simply too large for Small and Medium creatures.",{"type":"pf2-h3","page":295,"name":"Bulk Conversions for Different Sizes","entries":["As shown in {@table Bulk Conversions||Table 6–19}, {@trait Large} or larger creatures are less encumbered by bulky items than {@trait Small} or {@trait Medium} creatures, while {@trait Tiny} creatures become overburdened more quickly. A {@trait Large} creature treats 10 items of 1 Bulk as 1 Bulk, a {@trait Huge} creature treats 10 items of 2 Bulk as 1 Bulk, and so on. A {@trait Tiny} creature treats 10 items of negligible Bulk as 1 Bulk. Negligible items work in a similar way—a {@trait Huge} creature treats items of 1 Bulk as negligible, so it can carry any number of items of 1 Bulk. A {@trait Tiny} creature doesn't treat any items as having negligible Bulk.",{"type":"data","tag":"table","name":"Bulk conversions","source":"CRB"}],"source":"CRB"},{"type":"pf2-h3","page":295,"name":"Items of Different Sizes","entries":["Creatures of sizes other than {@trait Small} or {@trait Medium} need items appropriate to their size. These items have different Bulk and possibly a different Price. {@table Differently Sized Items||Table 6 –20} provides the Price and Bulk conversion for such items.",{"type":"data","tag":"table","name":"Differently Sized Items","source":"CRB"},"For example, a {@item morningstar} sized for a {@trait Medium} creature has a Price of 1 gp and 1 Bulk, so one made for a {@trait Huge} creature has a Price of 4 gp and 4 Bulk. One made for a {@trait Tiny} creature still costs 1 gp (due to its intricacy) and has 1/2 Bulk, which rounds down to light Bulk.","Because the way that a creature treats Bulk and the Bulk of gear sized for it scale the same way, {@trait Tiny} or {@trait Large} (or larger) creatures can usually wear and carry about the same amount of appropriately sized gear as a {@trait Medium} creature.","Higher-level magic items that cost significantly more than 8 times the cost of a mundane item can use their listed Price regardless of size. Precious materials, however, have a Price based on the Bulk of the item, so multiply the Bulk value as described on {@table Differently Sized Items||Table 6 –20}, then use the formula in the precious material's entry to determine the item's Price. See page 578 for more information."],"source":"CRB"}],"data":{"quickref":2},"source":"CRB"},{"type":"section","page":271,"name":"Price","entries":["Most items in the following tables have a Price, which is the amount of currency it typically takes to purchase that item. An item with a Price of \"—\" can't be purchased. An item with a Price of 0 is normally free, but its value could be higher based on the materials used to create it. Most items can be sold for half their Price, but coins, gems, art objects, and raw materials (such as components for the Craft activity) can be exchanged for their full Price.",{"type":"pf2-key-box","page":271,"name":"STARTING MONEY","entries":[{"type":"pf2-title","name":"15 GP (150 SP)"}],"source":"CRB"},{"type":"data","tag":"table","name":"Coin Values","source":"CRB"}],"data":{"quickref":2},"source":"CRB"},{"type":"section","page":580,"name":"Runes","entries":["Most magic weapons and armor gain their enhancements from potent eldritch runes etched into them. These runes allow for in-depth customization of items.","Runes must be physically engraved on items through a special process to convey their effects. They take two forms:","fundamental runes and property runes. Fundamental runes offer the most basic and essential benefits: a {@item weapon potency (generic)||weapon potency} rune adds a bonus to a weapon's attack rolls, and the {@item striking (generic)||striking} rune adds extra weapon damage dice. An {@item armor potency (generic)||armor potency} rune increases the armor's item bonus to AC, and the {@item resilient (generic)||resilient} rune grants a bonus to the wearer's saving throws. Property runes, by contrast, grant more varied effects—typically powers that are constant while the armor is worn or that take effect each time the weapon is used, such as a rune that grants energy resistance or one that adds fire damage to a weapon's attacks.","The number of property runes a weapon or armor can have is equal to the value of its potency rune. A +1 weapon can have one property rune, but it could hold another if the {@item +1 weapon potency} rune were upgraded to a {@item +2 weapon potency} rune. Since the {@item striking (generic)||striking} and {@item resilient (generic)||resilient} runes are fundamental runes, they don't count against this limit.","An item with runes is typically referred to by the value of its potency rune, followed by any other fundamental runes, then the names of any property runes, and ends with the name of the base item. For example, you might have a {@runeItem longsword||+1 weapon potency|} or {@runeItem chain mail||+2 armor potency||greater resilient||fire-resistant|}.","Rune-etched armor and weapons have the same Bulk and general characteristics as the non-magical version unless noted otherwise. The level of an item with runes etched onto it is equal to the highest level among the base item and all runes etched on it; therefore, a {@runeItem mace||+1 weapon potency||striking|} (a 4th-level item) with a {@item disrupting} rune (a 5th-level rune) would be a 5th-level item.","Each rune can be etched into a specific type of armor or weapon, as indicated in the Usage entry of the rune's stat block. Explorer's clothing can have armor runes etched on it even though it's not armor, but because it's not in the light, medium, or heavy armor category, it can't have runes requiring any of those categories.",{"type":"pf2-h3","page":580,"name":"Investiture","entries":["If a suit of armor has any runes, it has the {@trait invested} trait, requiring you to invest it to get its magical benefits."],"source":"CRB"},{"type":"pf2-h3","page":580,"name":"Rune Formulas","entries":["The Price of a rune's formula is the same as the Price of a formula for an item of the same level; it can be acquired in the same way as an {@quickref item formula||1|formulas}."],"source":"CRB"},{"type":"pf2-h3","page":580,"name":"The Etching Process","entries":["Etching a rune on an item follows the same process as using the {@action Craft} activity to make an item. You must have the formula for the rune, the item you're adding the rune to must be in your possession throughout the etching process, and you must meet any special Craft Requirements of the rune. The rune has no effect until you complete the {@action Craft} activity. You can etch only one rune at a time.",{"type":"pf2-h4","page":580,"name":"Transferring Runes","entries":["You can transfer runes between one item and another, including a {@item runestone}. This also uses the {@action Craft} activity. This lets you either move one rune from one item to another or swap a rune on one item with a rune on the other item. To swap, the runes must be of the same form (fundamental or property).","If an item can have two or more property runes, you decide which runes to swap and which to leave when transferring. If you attempt to transfer a rune to an item that can't accept it, such as transferring a melee weapon rune to a ranged weapon, you get an automatic critical failure on your {@action craft||Crafting} check. If you transfer a potency rune, you might end up with property runes on an item that can't benefit from them. These property runes go dormant until transferred to an item with the necessary potency rune or until you etch the appropriate potency rune on the item bearing them.","The DC of the {@skill Crafting} check to transfer a rune is determined by the item level of the rune being transferred, and the Price of the transfer is 10% of the rune's Price, unless transferring from a {@item runestone}, which is free. If you're swapping, use the higher level and higher Price between the two runes to determine these values. It takes 1 day (instead of the 4 days usually needed to Craft) to transfer a rune or swap a pair of runes, and you can continue to work over additional days to get a discount, as usual with Craft."],"data":{"quickrefIndex":true},"source":"CRB"}],"source":"CRB"},{"type":"pf2-h3","page":580,"name":"Fundamental Runes","entries":["Four fundamental runes produce the most essential magic of protection and destruction: {@item armor potency (generic)||armor potency} and {@item resilient (generic)||resilient} runes for armor, and {@item weapon potency (generic)||weapon potency} and {@item striking (generic)||striking} runes for weapons. A potency rune is what makes a weapon a magic weapon (page 599) or armor magic armor (page 556).","An item can have only one fundamental rune of each type, though etching a stronger rune can upgrade an existing rune to the more powerful version (as described in each rune's entry). As you level up, you typically alternate between increasing an item's potency rune and its {@item striking (generic)||striking} or {@item resilient (generic)||resilient} rune when you can afford to.",{"type":"data","tag":"table","name":"Fundamental Runes","source":"CRB"}],"source":"CRB"},{"type":"pf2-brown-box","page":581,"name":"SPECIFIC ARMOR AND WEAPONS","entries":["Unlike armor and weapons enhanced with runes, specific armor and weapons (such as {@item ghoul hide} or a {@item holy avenger}) are created for a specific purpose and can work quite differently from other items of their type. Specific magic armor and weapons can't gain property runes, but you can add or improve their fundamental runes."],"source":"CRB"},{"type":"pf2-brown-box","page":581,"name":"RUNE TRANSFER EXAMPLES","entries":["You could transfer a {@item flaming} rune from a {@runeItem greatsword||+1 weapon potency||striking||flaming|} to a {@runeItem longsword||+2 weapon potency||striking|}, resulting in a {@runeItem longsword||+2 weapon potency||striking||flaming|} and a {@runeItem greatsword||+1 weapon potency||striking|}. You could swap the weapon potency runes from a {@runeItem longsword||+1 weapon potency} and a {@runeItem greatsword||+2 weapon potency}, resulting in a {@runeItem longsword||+2 weapon potency} and a {@runeItem greatsword||+1 weapon potency}. However, you couldn't swap a {@item +1 weapon potency} rune from one weapon with a {@item flaming} property rune from another weapon, as the two runes don't have the same form.","When transferring a rune to an item that can hold multiple property runes, you can decide whether you transfer a single rune or swap runes between the items.","For example, a +2 weapon can hold two property runes. If you transferred a {@item flaming} rune from a {@runeItem rapier||+1 weapon potency||striking||flaming|} to a {@runeItem warhammer||+2 weapon potency||striking||frost|}, you would decide whether you wanted to end up with a {@runeItem rapier||+1 weapon potency||striking|} and a {@runeItem warhammer||+2 weapon potency||striking||flaming||frost|} or a {@runeItem rapier||+1 weapon potency||striking||frost|} and a {@runeItem warhammer||+2 weapon potency||striking||flaming|}."],"source":"CRB"},{"type":"pf2-brown-box","page":582,"name":"UPGRADING ARMOR AND WEAPON RUNES","entries":["You'll often want to upgrade the fundamental runes of magic armor or a magic weapon you already have. This requires upgrading each rune separately. Tables 11–5 and 11–6 summarize the Price of each step, with a number in parentheses indicating the item's level for the Craft activity. This also indicates the typical progression for an adventurer to follow when upgrading their armor and weapons. The tables here don't include progressions that aren't as likely to come up, like turning a +1 weapon directly into a +1 greater striking weapon.",{"type":"data","tag":"table","name":"Armor Upgrade Prices","source":"CRB"},{"type":"data","tag":"table","name":"Weapon Upgrade Price","source":"CRB"}],"source":"CRB"},{"type":"pf2-h3","page":582,"name":"Property Runes","entries":["Property runes add special abilities to armor or a weapon in addition to the item's fundamental runes. If a suit of armor or a weapon has multiple etchings of the same rune, only the highest-level one applies. You can upgrade a property rune to a higher-level type of that rune in the same way you would upgrade a fundamental rune.","Rune abilities that must be activated follow the rules for activating magic items on page 532."],"source":"CRB"}],"data":{"quickref":2},"source":"CRB"},{"type":"section","page":564,"name":"Scrolls","entries":["A scroll contains a single spell that you can cast without having to expend a spell slot. A scroll can be Crafted to contain nearly any spell, so the types of scrolls available are limited only by the number of spells in the game. The exceptions are cantrips, focus spells, and rituals, none of which can be put on scrolls. The spell on a scroll can be cast only once, and the scroll is destroyed as part of the casting. The spell on the scroll is cast at a particular spell level, as determined by the scroll. For instance, a scroll of {@spell magic missile} (1st level) can be used to cast the 1st-level version of magic missile, but not a magic missile heightened to 2nd level. If no level is listed, the scroll can be used to cast the spell at its lowest level.","If you find a scroll, you can try to figure out what spell it contains. If the spell is a common spell from your spell list or a spell you know, you can spend a single {@action Recall Knowledge} action and automatically succeed at identifying the scroll's spell. If it's not, you must use {@action Identify Magic} to learn what spell the scroll holds.",{"type":"pf2-h4","page":564,"name":"Casting a Spell from a Scroll","entries":["{@action Cast a Spell||Casting a Spell} from a scroll requires holding the scroll in one hand and activating it with a {@action Cast a Spell} activity using the normal number of actions for that spell.","To {@action Cast a Spell} from a scroll, the spell must appear on your spell list. Because you're the one {@action Cast a Spell||Casting the Spell}, use your spell attack roll and spell DC. The spell also gains the appropriate trait for your tradition (arcane, divine, occult, or primal).","Any physical material components and costs are provided when a scroll is created, so you don't need to provide them when {@action Cast a Spell||Casting a Spell} from a scroll. You must replace any required material component for that spell with a somatic component. If the spell requires a focus, you must have that focus to {@action Cast a Spell||Cast the Spell} from a scroll."],"source":"CRB"},{"type":"pf2-h4","page":564,"name":"Scroll Statistics","entries":["All scrolls have the same base statistics unless noted otherwise. A scroll has light Bulk, and it must be held in one hand to be activated."],"source":"CRB"},{"type":"pf2-h4","page":565,"name":"Varying Statistics","entries":["Table 11–3 indicates the item level and Price of a scroll, both of which are based on the level of the spell contained on the scroll. Any costs to {@action Cast a Spell||Cast the Spell} are added to the scroll's Price when the scroll is crafted, so a scroll containing a spell with a Cost entry will have a higher Price than what appears on the table. The scroll's rarity matches the spell's rarity.","The traits for a scroll vary based on the spell it contains.","A scroll always has the consumable, magical, and scroll traits, plus the traits of the spell stored on it."],"source":"CRB"},{"type":"data","tag":"table","name":"Scroll Statistics","source":"CRB"},{"type":"pf2-h4","page":565,"name":"Crafting a Scroll","entries":["The process to {@action Craft} a scroll is much like that to {@action Craft} any other magic item. When you begin the crafting process, choose a spell to put into the scroll. You have to either {@action Cast a Spell||Cast that Spell} during the crafting process, or someone else must do so in your presence. {@action Cast a Spell||Casting that Spell} doesn't produce its normal effects; instead, the magic is trapped inside the scroll. The casting must come from a spellcaster expending a spell slot.","You can't {@action Craft} a scroll from a spell produced from another magic item, for example. The caster has to provide any cost of the spell. You need to learn only a single 1st-level formula to {@spell Craft} scrolls.","Like other {@trait consumable||consumables}, scrolls can be crafted in batches of four. All scrolls of one batch must contain the same spell at the same level, and you must provide one casting for each scroll crafted."],"data":{"quickrefIndex":true},"source":"CRB"},{"type":"pf2-h4","page":565,"name":"Sample Scrolls","entries":["A wide variety of spells can appear on scrolls. The following specific scrolls are just examples.",{"type":"data","tag":"item","data":{"name":"Scroll of Illusory Disguise","source":"CRB","page":565,"type":"Item","level":1,"traits":["consumable","illusion","magical","scroll"],"price":{"coin":"gp","amount":3},"usage":"held in 1 hand","bulk":"L","activate":{"activity":{"number":2,"unit":"action"},"components":"{@action Cast a Spell}"},"category":"Scroll","entries":["This scroll can cast {@spell illusory disguise} as a 1st-level spell."],"craftReq":["Supply one casting of illusory disguise."]}},{"type":"data","tag":"item","data":{"name":"Scroll of Glitterdust","source":"CRB","page":565,"type":"Item","level":3,"traits":["consumable","evocation","magical","scroll"],"price":{"coin":"gp","amount":12},"usage":"held in 1 hand","bulk":"L","activate":{"activity":{"number":2,"unit":"action"},"components":"{@action Cast a Spell}"},"category":"Scroll","entries":["This scroll can be used to cast {@spell glitterdust} as a 2nd-level spell."],"craftReq":["Supply one casting of glitterdust."]}}],"source":"CRB"}],"data":{"quickref":2},"source":"CRB"},{"type":"section","page":294,"name":"Services","entries":["The services listed on {@table Basic Services and Consumables||Table 6–14} describe expenditures for common services and consumables.",{"type":"data","tag":"table","name":"Basic Services and Consumables","source":"CRB"},{"type":"pf2-h3","page":294,"name":"Hirelings","entries":["Paid laborers can provide services for you. Unskilled hirelings can perform simple manual labor and are untrained at most skills. Skilled hirelings have expert proficiency in a particular skill. Hirelings are level 0. If a skill check is needed, an untrained hireling has a +0 modifier, while a skilled hireling has a +4 modifier in their area of expertise and +0 for other skill checks. Hirelings' rates double if they're going adventuring with you."],"source":"CRB"},{"type":"pf2-h3","page":294,"name":"Transportation","entries":["The cost to hire transportation includes standard travel with no amenities. Most transit services provide basic sleeping arrangements, and some provide meals at the rates listed on Table 6–14. Arranging transportation into dangerous lands can be more expensive or impossible."],"source":"CRB"},{"type":"pf2-h3","page":294,"name":"Spellcasting","entries":["Spellcasting services, listed on {@table Spellcasting Services||Table 6–15}, are uncommon. Having a spell cast for you requires finding a spellcaster who knows and is willing to cast it. It's hard to find someone who can cast higher-level spells, and uncommon spells typically cost at least 100% more, if you can find someone who knows them at all. Spells that take a long time to cast (over 1 minute) usually cost 25% more. You must pay any cost listed in the spell in addition to the Price on the table.",{"type":"data","tag":"table","name":"Spellcasting Services","source":"CRB"}],"source":"CRB"}],"data":{"quickref":2},"source":"CRB"},{"type":"section","page":277,"name":"Shields","entries":["{@action Raise a Shield} is the action most commonly used with shields. Most shields must be held in one hand, so you can't hold anything with that hand and {@action Raise a Shield}. A {@item buckler}, however, doesn't take up your hand, so you can {@action Raise a Shield} with a {@item buckler} if the hand is free (or, at the GM's discretion, if it's holding a simple, lightweight object that's not a weapon). You lose the benefits of {@action Raise a Shield} if that hand is no longer free.","When you have a {@item tower shield} raised, you can use the {@action Take Cover} action to increase the circumstance bonus to AC to +4. This lasts until the shield is no longer raised. If you would normally provide {@quickref lesser cover||3|cover} against an attack, having your tower shield raised provides {@quickref standard cover||3|cover} against it (and other creatures can {@action Take Cover} as normal using the cover from your shield).","If you have access to the {@feat Shield Block} reaction (from your class or from a feat), you can use it while {@action Raise a Shield||Raising your Shield} to reduce the damage you take by an amount equal to the shield's Hardness. Both you and the shield then take any remaining damage.",{"type":"pf2-h2","page":277,"name":"Shield Statistics","entries":["Shields have statistics that follow the same rules as armor:","Price, Speed Penalty, and Bulk. See page 274 for the rules for those statistics. Their other statistics are described here.",{"type":"pf2-h3","page":277,"name":"AC Bonus","entries":["A shield grants a circumstance bonus to AC, but only when the shield is raised. This requires using the Raise a Shield action, found on page 472."],"source":"CRB"},{"type":"pf2-h3","page":277,"name":"Hardness","entries":["Whenever a shield takes damage, the amount of damage it takes is reduced by this amount. This number is particularly relevant for shields because of the {@feat Shield Block} feat (page 266). The rules for Hardness appear on page 272."],"source":"CRB"},{"type":"pf2-h3","page":277,"name":"HP (BT)","entries":["This column lists the shield's Hit Points (HP) and Broken Threshold (BT). These measure how much damage the shield can take before it's destroyed (its total HP) and how much it can take before being broken and unusable (its BT). These matter primarily for the {@feat Shield Block} reaction."],"source":"CRB"},{"type":"data","tag":"table","name":"Shields","source":"CRB"}],"source":"CRB"},{"type":"pf2-h2","page":277,"name":"Attacking with a Shield","entries":["A shield can be used as a martial weapon for attacks, using the statistics listed for a shield bash on {@table Melee Weapons||Table 6–7: Melee Weapons}. The shield bash is an option only for shields that weren't designed to be used as weapons. A shield can't have runes added to it. You can also buy and attach a {@item shield boss} or {@item shield spikes} to a shield to make it a more practical weapon. These can be found on {@table Melee Weapons||Table 6–7}. These work like other weapons and can even be etched with runes."],"source":"CRB"},{"type":"pf2-h2","page":277,"name":"Shield Descriptions","entries":["Each type of shield is described in more detail below.","{@b {@item Buckler}:} This very small shield is a favorite of duelists and quick, lightly armored warriors. It's typically made of steel and strapped to your forearm. You can Raise a Shield with your buckler as long as you have that hand free or are holding a light object that's not a weapon in that hand.","{@b {@item Wooden Shield}:} Though they come in a variety of shapes and sizes, the protection offered by wooden shields comes from the stoutness of their materials. While wooden shields are less expensive than steel shields, they break more easily.","{@b {@item Steel Shield}:} Like wooden shields, steel shields come in a variety of shapes and sizes. Though more expensive than wooden shields, they are much more durable.","{@b {@item Tower Shield}:} These massive shields can be used to provide cover to nearly the entire body. Due to their size, they are typically made of wood reinforced with metal."],"source":"CRB"}],"data":{"quickref":2},"source":"CRB"},{"type":"section","page":273,"name":"Shoddy Items","entries":["Improvised or of dubious make, shoddy items are never available for purchase except for in the most desperate of communities. When available, a shoddy item usually costs half the Price of a standard item, though you can never sell one in any case. Attacks and checks involving a shoddy item take a –2 item penalty. This penalty also applies to any DCs that a shoddy item applies to (such as AC, for shoddy armor). A shoddy suit of armor also worsens the armor's check penalty by 2. A shoddy item's Hit Points and Broken Threshold are each half that of a normal item of its type."],"data":{"quickref":2},"source":"CRB"},{"type":"section","page":592,"name":"Staves","entries":["A magical staff is an indispensable accessory for an elite spellcaster. A staff is tied to one person during a preparation process, after which the preparer, and only the preparer, can harness the staff to cast a variety of spells throughout the day. The spells that can be cast from a staff are listed in bullet points organized by level under each version of the staff. Many staves can be found in multiple versions, with more powerful versions that contain more spells—such a staff always contains the spells of all lower-level versions, in addition to the spells listed in its own entry. All magical staves have the staff trait.",{"type":"pf2-h3","page":592,"name":"Casting Spells from a Staff","entries":["A staff gains charges when someone prepares it for the day. The person who prepared a staff can expend the charges to cast spells from it. You can {@action Cast a Spell} from a staff only if you have that spell on your spell list, are able to cast spells of the appropriate level, and expend a number of charges from the staff equal to the spell's level. {@action Cast a Spell||Casting a Spell} from a staff requires holding the staff (typically in one hand) and {@action Activate an Item||Activating} the staff by {@action Cast a Spell||Casting the Spell}, which takes the spell's normal number of actions.","Use your spell attack roll and spell DC when {@action Cast a Spell||Casting a Spell} from a staff. The spell gains the appropriate trait for your magical tradition (arcane, divine, occult, or primal) and can be affected by any modifications you can normally make when casting spells, such as metamagic feats. You must provide any material components, cost, or focus required by the spell, or you fail to cast it.","Prepared spellcasters and spontaneous spellcasters each have a unique way of altering how their staves gain charges and the ways they can be used (see the Prepared Spellcasters and Spontaneous Spellcasters sections below).",{"type":"pf2-h4","page":592,"name":"Casting Cantrips from a Staff","entries":["If a staff contains a cantrip, you can cast that cantrip using the staff without expending any charges. The cantrip's level is heightened to the same level as cantrips you cast."],"source":"CRB"}],"source":"CRB"},{"type":"pf2-h3","page":592,"name":"Preparing a Staff","entries":["During your daily preparations, you can prepare a staff to add charges to it for free. When you do so, that staff gains a number of charges equal to the level of your highest-level spell slot. You don't need to expend any spells to add charges in this way. No one can prepare more than one staff per day, nor can a staff be prepared by more than one person per day. If the charges aren't used within 24 hours, they're lost, and preparing the staff anew removes any charges previously stored in it. You can prepare a staff only if you have at least one of the staff's spells on your spell list.",{"type":"pf2-h4","page":592,"name":"Prepared Spellcasters","entries":["A prepared spellcaster—such as a cleric, druid, or wizard— can place some of their own magic in a staff to increase its number of charges. When a prepared spellcaster prepares a staff, they can expend a spell slot to add a number of charges to the staff equal to the level of the spell. They can't expend more than one spell in this way each day. For example, if Ezren can cast 3rd-level spells and prepared a staff, the staff would gain 3 charges, but Ezren could increase this to 6 by expending one of his 3rd-level spells, 5 by expending a 2nd-level spell, or 4 by expending a 1st-level spell."],"source":"CRB"},{"type":"pf2-h4","page":592,"name":"Spontaneous Spellcasters","entries":["A spontaneous spellcaster, such as a bard or sorcerer, can reduce the number of charges it takes to Activate a staff by supplementing with their own energy. When a spontaneous spellcaster Activates a staff, they can expend 1 charge from the staff and one of their spell slots to cast a spell from the staff of the same level (or lower) as the expended spell slot. This doesn't change the number of actions it takes to cast the spell. For example, if Seoni can cast 3rd-level spells and prepared a staff, the staff would gain 3 charges. She could expend 1 charge and one of her 3rd-level spell slots to cast a 3rd-level spell from the staff, or 1 charge and one of her 2nd-level spell slots to cast a 2nd-level spell from the staff. She could still expend 3 charges from the staff to cast a 3rd-level spell from it without using any of her own slots, just like any other spellcaster"],"source":"CRB"}],"source":"CRB"},{"type":"pf2-h3","page":592,"name":"Attacking with a Staff","entries":["Staves are also {@item staff} weapons. They can be etched with fundamental runes but not property runes. This doesn't alter any of their spellcasting abilities."],"source":"CRB"}],"data":{"quickref":2},"source":"CRB"},{"type":"section","page":597,"name":"Wands","entries":["Short, slender items typically made of wood, wands let you cast a specific spell without expending a spell slot. They can be used once per day, but can be overcharged to attempt to cast them again at great risk. Each wand holds a spell of a certain level, determined when the wand is created. Cantrips, focus spells, and rituals can't be placed in wands.","If you find a wand, you can try to figure out what spell is in it. If the spell is a common spell from your spell list or is a spell you know, you can use a single {@action Recall Knowledge} action and automatically succeed.","If it's not, you must {@action Identify Magic}.",{"type":"pf2-h3","page":597,"name":"Casting Spells from a Wand","entries":["A wand contains a spell that can be cast once per day. Casting a spell from a wand requires holding the wand in one hand and activating the item with a {@action Cast a Spell} activity using the normal number of actions for the spell.","To cast a spell from a wand, it must be on your spell list. Because you're the one casting the spell, use your spell attack roll and spell DC. The spell is of your tradition.","A spell cast from a wand doesn't require physical material components, but you must replace any material component normally required to cast the spell with a somatic component. If the spell requires a focus, you must still have that focus to cast the spell from a wand, and if the spell has a cost, you must still pay that cost to cast the spell from a wand.",{"type":"pf2-h4","page":597,"name":"Overcharging a Wand","entries":["After the spell is cast from the wand for the day, you can attempt to cast it one more time—overcharging the wand at the risk of destroying it. {@action Cast a Spell||Cast the Spell} again, then roll a DC {@flatDC 10} flat check. On a success, the wand is broken.","On a failure, the wand is destroyed. If anyone tries to overcharge a wand when it's already been overcharged that day, the wand is automatically destroyed (even if it had been repaired) and no spell is cast."],"source":"CRB"}],"source":"CRB"},{"type":"pf2-h3","page":597,"name":"Wand Statistics","entries":["A wand's base statistics are the same unless noted otherwise in a special wand. It has light Bulk, and must be held in one hand to be activated. Each wand contains a specific level of the spell. When you activate a wand, you can only cast the spell at the specified level, but you can craft a wand with a heightened version of a spell.",{"type":"pf2-h4","page":597,"name":"Varying Statistics","entries":["Each type of wand has a Level and Price determined by the spell's level. The wand's rarity matches the spell's rarity. The item's traits also vary, based on the spell. A wand has any traits listed in its stat block (usually just magical and wand), plus any traits of the spell stored on it. A wand has the normal Hardness, BT, and HP of a thin item of its material (page 577)."],"source":"CRB"},{"type":"pf2-brown-box","page":597,"name":"EXAMPLE WAND","entries":["This example {@item magic wand (generic)} has the {@spell heal} spell.",{"type":"data","tag":"item","data":{"name":"Wand of Heal","source":"CRB","page":597,"type":"Item","level":"3+","traits":["magical","necromancy","positive","wand"],"usage":"held in 1 hand","bulk":"L","category":"Wand","entries":["The golden end caps on this white wooden wand are adorned with ruby cabochons.",{"type":"ability","style":"compact","components":["{@action Cast a Spell}"],"frequency":{"freq":1,"unit":"day","overcharge":true,"number":"once "},"entries":["You cast a {@spell heal} spell at the indicated level."]}],"craftReq":["Supply a listed-level casting of heal."],"generic":"G","variants":[{"type":"1st-level spell","level":3,"price":{"coin":"gp","amount":60},"entries":[]},{"type":"2nd-level spell","level":5,"price":{"coin":"gp","amount":160},"entries":[]},{"type":"3rd-level spell","level":7,"price":{"coin":"gp","amount":360},"entries":[]},{"type":"4th-level spell","level":9,"price":{"coin":"gp","amount":700},"entries":[]},{"type":"5th-level spell","level":11,"price":{"coin":"gp","amount":1500},"entries":[]},{"type":"6th-level spell","level":13,"price":{"coin":"gp","amount":3000},"entries":[]},{"type":"7th-level spell","level":15,"price":{"coin":"gp","amount":6500},"entries":[]},{"type":"8th-level spell","level":17,"price":{"coin":"gp","amount":15000},"entries":[]},{"type":"9th-level spell","level":19,"price":{"coin":"gp","amount":40000},"entries":[]}]}}],"source":"CRB"}],"source":"CRB"},{"type":"pf2-h3","page":597,"name":"Crafting a Wand","entries":["For the most part, the process to {@action Craft} a wand is like that to {@action Craft} any other magic item. When you begin the crafting process, choose a spell to put into the wand. You have to either cast that spell during the process, or someone else must do so in your presence. That spell doesn't have its normal effects; instead, the magic is captured inside the wand. The caster doesn't need to pay any cost of the spell.","The casting must come from a spellcaster expending a spell slot. You can't make a wand from a spell that comes from another magic item, for example."],"source":"CRB"},{"type":"pf2-h3","page":597,"name":"Magic Wand","entries":["The simplest form of wand contains a spell, with Price and level based on that spell. The wand has the {@trait magical} and {@trait wand} traits, as well as the traits the spell has. The name of a magic wand with a spell in it is simply \"wand of,\" followed by the spell's name. You only need to learn one 1st-level formula to {@action Craft} a {@i magic wand}."],"source":"CRB"},{"type":"pf2-h3","page":598,"name":"Specialty Wands","entries":["Specialty wands can contain only certain kinds of spells, as noted in the stat block, and either alter the spell's effects or affect how it can be cast. The Craft Requirements entry lists what kinds of spells the wand can hold."],"source":"CRB"}],"data":{"quickref":2},"source":"CRB"},{"type":"section","page":278,"name":"Weapons","entries":[{"type":"pf2-h2","page":278,"name":"Attack Rolls","entries":["When making an attack roll, determine the result by rolling 1d20 and adding your attack modifier for the weapon or unarmed attack you're using. Modifiers for melee and ranged attacks are calculated differently.",{"type":"pf2-inset","page":278,"entries":["Ranged attack modifier = Dexterity modifier + proficiency bonus + other bonuses + penalties"],"source":"CRB"},{"type":"pf2-inset","page":278,"entries":["Melee attack modifier = Strength modifier {@n (or optionally Dexterity for a {@trait finesse} weapon)} + proficiency bonus + other bonuses + penalties"],"source":"CRB"},"Bonuses, and penalties apply to these rolls just like with other types of checks. Weapons with potency runes (page 581) add an item bonus to your attack rolls.",{"type":"pf2-h3","page":278,"name":"Multiple Attack Penalty","entries":["If you use an action with the attack trait more than once on the same turn, your attacks after the first take a penalty called a multiple attack penalty. Your second attack takes a –5 penalty, and any subsequent attacks take a –10 penalty.","The multiple attack penalty doesn't apply to attacks you make when it isn't your turn (such as attacks made as part of a reaction). You can use a weapon with the {@trait agile} trait to reduce your multiple attack penalty."],"source":"CRB"}],"source":"CRB"},{"type":"pf2-h2","page":278,"name":"Damage Rolls","entries":["When the result of your attack roll with a weapon or unarmed attack equals or exceeds your target's AC, you hit your target! Roll the weapon or unarmed attack's damage die and add the relevant modifiers, bonuses, and penalties to determine the amount of damage you deal. Calculate a damage roll as follows.",{"type":"pf2-inset","page":278,"entries":["Melee damage roll = damage die of weapon or unarmed attack + Strength modifier + bonuses + penalties"],"source":"CRB"},{"type":"pf2-inset","page":278,"entries":["Ranged damage roll = damage die of weapon + Strength modifier for thrown weapons + bonuses + penalties"],"source":"CRB"},"Ranged weapons don't normally add an ability modifier to the damage roll, though weapons with the propulsive trait (page 283) add half your Strength modifier (or your full modifier if it is a negative number), and thrown weapons add your full Strength modifier.","Magic weapons with {@item striking}, {@item greater striking}, or {@item major striking} runes (page 581) add one or more weapon damage dice to your damage roll. These extra dice are the same die size as the weapon's damage die. At higher levels, most characters also gain extra damage from weapon specialization."],"source":"CRB"},{"type":"pf2-h2","page":278,"name":"Critical Hits","entries":["When you make an attack and succeed with a natural 20 (the number on the die is 20), or if the result of your attack exceeds the target's AC by 10, you achieve a critical success (also known as a critical hit).","If you critically succeed at a {@action Strike}, your attack deals {@book double damage|CRB|9|Doubling and Halving Damage}. Other attacks, such as spell attack rolls and some uses of the {@skill Athletics} skill, describe the specific effects that occur when their outcomes are critical successes."],"source":"CRB"},{"type":"pf2-h2","page":278,"name":"Unarmed Attacks","entries":["Almost all characters start out trained in unarmed attacks. You can {@action Strike} with your fist or another body part, calculating your attack and damage rolls in the same way you would with a weapon. Unarmed attacks can belong to a weapon group (page 280), and they might have weapon traits (page 282). However, unarmed attacks aren't weapons, and effects and abilities that work with weapons never work with unarmed attacks unless they specifically say so.","{@table Unarmed Attacks||Table 6–6: Unarmed Attacks} lists the statistics for an unarmed attack with a fist, though you'll usually use the same statistics for attacks made with any other parts of your body. Certain ancestry feats, class features, and spells give access to special, more powerful unarmed attacks. Details for those unarmed attacks are provided in the abilities that grant them."],"source":"CRB"},{"type":"pf2-h2","page":278,"name":"Improvised Weapons","entries":["If you attack with something that wasn't built to be a weapon, such as a chair or a vase, you're making an attack with an improvised weapon. Improvised weapons are simple weapons. You take a –2 item penalty to attack rolls with an improvised weapon. The GM determines the amount and type of damage the attack deals, if any, as well as any weapon traits the improvised weapon should have."],"source":"CRB"},{"type":"pf2-h2","page":279,"name":"Weapon Statistics","entries":["The tables on pages 280 –282 list the statistics for various melee and ranged weapons that you can purchase, as well as the statistics for striking with a fist (or another basic unarmed attack). The tables present the following statistics. All weapons listed in this chapter have an item level of 0.",{"type":"pf2-h3","page":279,"name":"Damage","entries":["This entry lists the weapon's damage die and the type of damage it deals: B for bludgeoning, P for piercing, or S for slashing.",{"type":"pf2-beige-box","page":279,"name":"Damage Dice","entries":["Each weapon lists the damage die used for its damage roll. A standard weapon deals one die of damage, but a magical {@item striking (generic)||striking} rune can increase the number of dice rolled, as can some special actions and spells. These additional dice use the same die size as the weapon or unarmed attack's normal damage die.",{"type":"pf2-title","name":"Counting Damage Dice"},"Effects based on a weapon's number of damage dice include only the weapon's damage die plus any extra dice from a {@item striking (generic)||striking} rune. They don't count extra dice from abilities, critical specialization effects, property runes, weapon traits, or the like.",{"type":"pf2-title","name":"Increasing Die Size"},"When an effect calls on you to increase the size of your weapon damage dice, instead of using its normal weapon damage dice, use the next larger die, as listed below (so if you were using a d4, you'd use a d6, and so on). If you are already using a d12, the size is already at its maximum. You can't increase your weapon damage die size more than once.","{@c {@b {@dice 1d4} ➞ {@dice 1d6} ➞ {@dice 1d8} ➞ {@dice 1d10} ➞ {@dice 1d12}}}"],"source":"CRB"}],"source":"CRB"},{"type":"pf2-h3","page":279,"name":"Range","entries":["Ranged and thrown weapons have a range increment. Attacks with these weapons work normally up to that distance. Attack rolls beyond a weapon's range increment take a –2 penalty for each additional multiple of that increment between you and the target. Attacks beyond the sixth range increment are impossible.","For example, a shortbow takes no penalty against a target up to 60 feet away, a –2 penalty against a target beyond 60 feet but up to 120 feet away, and a –4 penalty against a target beyond 120 feet but up to 180 feet away, and so on, up to 360 feet."],"source":"CRB"},{"type":"pf2-h3","page":279,"name":"Reload","entries":["While all weapons need some amount of time to get into position, many ranged weapons also need to be loaded and reloaded. This entry indicates how many {@action Interact} actions it takes to reload such weapons. This can be 0 if drawing ammunition and firing the weapon are part of the same action. If an item takes 2 or more actions to reload, the GM determines whether they must be performed together as an activity, or you can spend some of those actions during one turn and the rest during your next turn.","An item with an entry of \"—\" must be drawn to be thrown, which usually takes an {@action Interact} action just like drawing any other weapon. Reloading a ranged weapon and drawing a thrown weapon both require a free hand. Switching your grip to free a hand and then to place your hands in the grip necessary to wield the weapon are both included in the actions you spend to reload a weapon."],"data":{"quickrefIndex":true},"source":"CRB"},{"type":"pf2-h3","page":279,"name":"Bulk","entries":["This entry gives the weapon's Bulk. A weapon's Bulk is increased or decreased if it's sized for creatures that aren't Small or Medium size, following the rules on page 295."],"source":"CRB"},{"type":"pf2-brown-box","page":279,"name":"SELECTING WEAPONS","entries":["Characters who focus on combat need to carefully consider their choice of weapons, evaluating whether they want to fight in melee or at range, the weapons' damage potential, and the special features of various weapons. Characters who are primarily spellcasters usually just need to pick a backup weapon in the best category they're trained or better in.","When selecting weapons, start by identifying the weapon types you're trained or better in. You should then compare weapons within these types to determine which ones you will have the highest melee or ranged attack modifier with. It's usually considered best practice to select both a melee and ranged weapon during character creation so you can contend with a broader variety of foes and situations.",{"type":"pf2-title","name":"Weapon Categories"},"Weapons fall into broad categories depending on how much damage they deal and what traits they have. Martial weapons generally deal more damage than simple weapons, and advanced weapons generally have more advantageous traits than martial weapons with the same damage. Generally, you'll want to select weapons that deal more damage, but if you're a highly skilled combatant, you might want to pick a weapon with interesting traits, even if it has a lower weapon damage die. You can also purchase multiple weapons within your budget, allowing you to switch between them for different situations."],"source":"CRB"},{"type":"pf2-h3","page":279,"name":"Hands","entries":["Some weapons require one hand to wield, and others require two. A few items, such as a longbow, list 1+ for its Hands entry. You can hold a weapon with a 1+ entry in one hand, but the process of shooting it requires using a second to retrieve, nock, and loose an arrow. This means you can do things with your free hand while holding the bow without changing your grip, but the other hand must be free when you shoot. To properly wield a 1+ weapon, you must hold it in one hand and also have a hand free.","Weapons requiring two hands typically deal more damage. Some one-handed weapons have the two-hand trait, causing them to deal a different size of weapon damage die when used in two hands. In addition, some abilities require you to wield a weapon in two hands. You meet this requirement while holding the weapon in two hands, even if it doesn't require two hands or have the two-hand trait."],"source":"CRB"},{"type":"pf2-h3","page":280,"name":"Group","entries":["A weapon or unarmed attack's group classifies it with similar weapons. Groups affect some abilities and what the weapon does on a critical hit if you have access to that weapon or unarmed attack's critical specialization effects; for full details, see page 283."],"source":"CRB"},{"type":"pf2-h3","page":280,"name":"Weapon Traits","entries":["The traits a weapon or unarmed attack has are listed in this entry. Any trait that refers to a \"weapon\" can also apply to an unarmed attack that has that trait."],"source":"CRB"},{"type":"pf2-h3","page":280,"name":"Ammunition","entries":["Some entries in the ranged weapons tables are followed by an entry indicating the type of ammunition that weapon launches. The damage die is determined by the weapon, not the ammunition. Because that and other relevant statistics vary by weapon, ammunition entries list only the name, quantity, Price, and Bulk. Using ammunition destroys it."],"source":"CRB"},{"type":"data","tag":"table","name":"Unarmed Attacks","source":"CRB"},{"type":"data","tag":"table","name":"Melee Weapons","source":"CRB"},{"type":"data","tag":"table","name":"Ranged Weapons","source":"CRB"},{"type":"pf2-h3","page":282,"name":"Weapon Traits","entries":["{@filter Weapons and unarmed attacks with the weapon trait can have the following traits.|traits||categories=item}"],"source":"CRB"}],"source":"CRB"},{"type":"pf2-h2","page":283,"name":"Critical Specialization Effects","entries":["Certain feats, class features, weapon runes, and other effects can grant you additional benefits when you make a Strike with certain weapons and get a critical success. This is called a critical specialization effect. The exact effect depends on which weapon group your weapon belongs to, as listed below. You can always decide not to add the critical specialization effect of your weapon.","{@b Axe:} 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.","{@b Bomb:} Increase the radius of the bomb's splash damage (if any) to 10 feet.","{@b 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 {@skill 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 effort.","{@b Brawling:} The target must succeed at a Fortitude save against your class DC or be slowed 1 until the end of your next turn.","{@b Club:} You knock the target away from you up to 10 feet (you choose the distance). This is {@quickref forced movement||3|forced movement}.","{@b Dart:} The target takes {@dice 1d6} {@condition Persistent Damage|CRB|persistent bleed damage}. You gain an item bonus to this bleed damage equal to the weapon's item bonus to attack rolls.","{@b Flail:} The target is knocked {@condition prone}.","{@b Hammer:} The target is knocked {@condition prone}.","{@b Knife:} The target takes {@dice 1d6} {@condition Persistent Damage|CRB|persistent bleed} damage. You gain an item bonus to this bleed damage equal to the weapon's item bonus to attack rolls.","{@b Pick:} The weapon viciously pierces the target, who takes 2 additional damage per weapon damage die.","{@b Polearm:} The target is moved 5 feet in a direction of your choice. This is {@quickref forced movement||3|forced movement}.","{@b Shield:} You knock the target back from you 5 feet. This is {@quickref forced movement||3|forced movement}.","{@b Sling:} The target must succeed at a Fortitude save against your class DC or be stunned 1.","{@b Spear:} The weapon pierces the target, weakening its attacks. The target is clumsy 1 until the start of your next turn.","{@b Sword:} The target is made off-balance by your attack, becoming {@condition flat-footed} until the start of your next turn.",{"type":"pf2-h3","page":284,"name":"Weapon Descriptions","entries":["{@note Please visit the {@filter items page|items||source=CRB|category=weapon|type=equipment} to view all weapons.}"],"source":"CRB"}],"source":"CRB"}],"data":{"quickref":2},"source":"CRB"},{"type":"section","page":287,"name":"Wearing Tools","entries":["You can make a set of tools (such as {@item alchemist's tools} or {@item healer's tools}) easier to use by wearing it. This allows you to draw and replace the tools as part of the action that uses them. You can wear up to 2 Bulk of tools in this manner; tools beyond this limit must be stowed or drawn with an {@action Interact} action to use."],"data":{"quickref":2},"source":"CRB"}]},{"type":"entries","entries":[{"type":"section","page":300,"name":"Cantrips","entries":["A cantrip is a special type of spell that's weaker than other spells but can be used with greater freedom and flexibility. The title of a cantrip's stat block says \"Cantrip\" instead of \"Spell.\" Casting a cantrip doesn't use up your spell slots; you can cast a cantrip at will, any number of times per day. If you're a prepared caster, you can prepare a specific number of cantrips each day. You can't prepare a cantrip in a spell slot.","A cantrip is always automatically heightened to half your level, rounded up. For a typical spellcaster, this means its level is equal to the highest level of spell slot you have."],"data":{"quickref":3},"source":"CRB"},{"type":"section","page":302,"name":"Casting Spells","entries":["The casting of a spell can range from a simple word of magical might that creates a fleeting effect to a complex process taking minutes or hours to cast and producing a long-term impact. {@action Cast a Spell||Casting a Spell} is a special activity that takes a number of actions defined by the spell. When you {@action Cast a Spell}, your spellcasting creates obvious visual manifestations of the gathering magic, although feats such as Conceal Spell (page 210) and Melodious Spell (page 101) can help hide such manifestations or otherwise prevent observers from noticing that you are casting.",{"type":"data","tag":"action","name":"Cast a Spell","source":"CRB"},{"type":"pf2-h3","page":303,"name":"Spell Components","entries":["A spell description lists the components required to {@action Cast a Spell||Cast the Spell}. For most spells, the number of components is equal to the number of actions you must spend to {@action Cast a Spell||Cast the Spell}. Each component adds certain traits to the {@action Cast a Spell} activity, and some components have special requirements. The components that appear in this book are listed below.",{"type":"pf2-h4","page":303,"name":"Material","entries":["A material component is a bit of physical matter consumed in the casting of the spell. The spell gains the manipulate trait and requires you to have a free hand to retrieve and manipulate a material component. That component is expended in the casting (even if the spell is disrupted).","Except in extreme circumstances, you can assume all common components are included in a material component pouch (page 290)."],"source":"CRB"},{"type":"pf2-h4","page":303,"name":"Somatic","entries":["A somatic component is a specific hand movement or gesture that generates a magical nexus. The spell gains the manipulate trait and requires you to make gestures. You can use this component while holding something in your hand, but not if you are restrained or otherwise unable to gesture freely.","Spells that require you to touch the target require a somatic component. You can do so while holding something as long as part of your hand is able to touch the target (even if it's through a glove or gauntlet)."],"source":"CRB"},{"type":"pf2-h4","page":303,"name":"Verbal","entries":["A verbal component is a vocalization of words of power.","You must speak them in a strong voice, so it's hard to conceal that you're {@action Cast a Spell||Casting a Spell}. The spell gains the {@trait concentrate}. You must be able to speak to provide this component."],"source":"CRB"},{"type":"pf2-h4","page":303,"name":"Focus","entries":["A focus is an object that funnels the magical energy of the spell. The spell gains the manipulate trait and requires you to either have a free hand to retrieve the focus listed in the spell or already be holding the focus in your hand.","As part of {@action Cast a Spell||Casting the Spell}, you retrieve the focus (if necessary), manipulate it, and can stow it again if you so choose.","Foci tend to be expensive, and you need to acquire them in advance to {@action Cast a Spell||Cast the Spell}."],"source":"CRB"},{"type":"pf2-brown-box","page":303,"name":"Component Substitution","entries":["Some classes can substitute one component for another or alter how a component works.","If you're a {@class bard} {@action Cast a Spell||Casting a Spell} from the {@trait occult} tradition you can usually play an {@item musical instrument||instrument} for spells requiring somatic or material components, as long as it takes at least one of your hands to do so. If you use an instrument, you don't need a spell component pouch or another hand free. You can usually also play an instrument for spells requiring verbal components, instead of speaking.","If you're a {@class cleric} {@action Cast a Spell||Casting a Spell} from the {@trait divine} tradition while holding a divine focus (such as a {@item religious symbol} or {@item religious text||text}), you can replace any material component the spell requires by using the divine focus as a focus component instead. Unlike the normal rules for a focus component, you can't retrieve or stow the focus when making this substitution.","If you're a {@class druid} {@action Cast a Spell||Casting a Spell} from the {@trait primal} tradition while holding a primal focus (such as {@item holly and mistletoe}), you can replace any material component the spell requires by using the primal focus as a focus component instead. Unlike the normal rules for a focus component, you can't retrieve or stow the focus when making this substitution.","If you're a {@class sorcerer} {@action Cast a Spell||Casting a Spell} from the magical tradition that matches your bloodline, you can draw on the magic within your blood to replace any material component with a somatic component.","Any character casting an innate spell can replace any material component with a somatic component."],"source":"CRB"}],"source":"CRB"},{"type":"pf2-brown-box","page":304,"name":"Metamagic","entries":["Many spellcasters can gain access to metamagic actions, typically by selecting metamagic feats. Actions with the metamagic trait tweak the properties of your spells, changing their range, damage, or any number of other properties. You must use a metamagic action directly before the spell you want to alter. If you use any action (including free actions, reactions, and additional metamagic actions) other than {@action Cast a Spell} directly after, you waste the benefits of the metamagic action. Any additional effects added by a metamagic action are part of the spell's effect, not of the metamagic action itself."],"source":"CRB"}],"data":{"quickref":3},"source":"CRB"},{"type":"section","page":298,"name":"Disbelieving Illusions","entries":["Sometimes illusions allow an affected creature a chance to disbelieve the spell, which lets the creature effectively ignore the spell if it succeeds at doing so. This usually happens when a creature {@action Seek||Seeks} or otherwise spends actions to engage with the illusion, comparing the result of its {@skill Perception} check (or another check or saving throw, at the GM's discretion) to the caster's spell DC. {@trait Mental} illusions typically provide rules in the spell's description for disbelieving the effect (often allowing the affected creature to attempt a Will save).","If the illusion is {@trait visual}, and a creature interacts with the illusion in a way that would prove it is not what it seems, the creature might know that an illusion is present, but it still can't ignore the illusion without successfully disbelieving it. For instance, if a character is pushed through the illusion of a door, they will know that the door is an illusion, but they still can't see through it. Disbelieving an illusion makes it and those things it blocks seem hazy and indistinct, so even in the case where a visual illusion is disbelieved, it may, at the GM's discretion, block vision enough to make those on the other side concealed.."],"data":{"quickref":3},"source":"CRB"},{"type":"section","page":304,"name":"Durations","entries":["The duration of a spell is how long the spell effect lasts.","Spells that last for more than an instant have a Duration entry. A spell might last until the start or end of a turn, for some number of rounds, for minutes, or even longer. If a spell's duration is given in rounds, the number of rounds remaining decreases by 1 at the start of each of the spellcaster's turns, ending when the duration reaches 0.","Some spells have effects that remain even after the spell's magic is gone. Any ongoing effect that isn't part of the spell's duration entry isn't considered magical.","For instance, a spell that creates a loud sound and has no duration might deafen someone for a time, even permanently. This deafness couldn't be counteracted because it is not itself magical (though it might be cured by other magic, such as {@spell restore senses}).","If a spell's caster dies or is incapacitated during the spell's duration, the spell remains in effect till its duration ends.","You might need to keep track of the caster's initiative after they stopped being able to act to monitor spell durations.",{"type":"pf2-h3","page":304,"name":"Sustaining Spells","entries":["If the spell's duration is \"sustained,\" it lasts until the end of your next turn unless you use a Sustain a Spell action on that turn to extend the duration of that spell.",{"type":"data","tag":"action","name":"Sustain a Spell","source":"CRB"}],"source":"CRB"},{"type":"pf2-h3","page":305,"name":"Long Durations","entries":["If a spell's duration says it lasts until your next daily preparations, on the next day you can refrain from preparing a new spell in that spell's slot. (If you are a spontaneous caster, you can instead expend a spell slot during your preparations.) Doing so extends the spell's duration until your next daily preparations. This effectively Sustains the Spell over a long period of time.","If you prepare a new spell in the slot (or don't expend a spell slot), the spell ends. You can't do this if the spell didn't come from one of your spell slots. If you are dead or otherwise incapacitated at the 24-hour mark after the time you {@action Cast a Spell||Cast the Spell} or the last time you extended its duration, the spell ends. Spells with an unlimited duration last until counteracted or Dismissed. You don't need to keep a spell slot open for these spells."],"source":"CRB"},{"type":"pf2-h3","page":305,"name":"Dismissing","entries":["Some spells can be dismissed, ending the duration early. This requires the caster or target to use the Dismiss action.",{"type":"data","tag":"action","name":"Dismiss","source":"CRB"}],"source":"CRB"}],"data":{"quickref":3},"source":"CRB"},{"type":"section","page":300,"name":"Focus Spells","entries":["Focus spells are a special type of spell attained directly from a branch of study, from a deity, or from another specific source. You can learn focus spells only through special class features or feats, rather than choosing them from a spell list. Furthermore, you cast focus spells using a special pool of Focus Points—you can't prepare a focus spell in a spell slot or use your spell slots to cast focus spells; similarly, you can't spend your Focus Points to cast spells that aren't focus spells. Even some classes that don't normally grant spellcasting, such as the champion and monk, can grant focus spells.","Focus spells are automatically heightened to half your level rounded up, just like cantrips are. You can't cast a focus spell if its minimum level is greater than half your level rounded up, even if you somehow gain access to it.","Casting any of your focus spells costs you 1 Focus Point. You automatically gain a focus pool of 1 Focus Point the first time you gain an ability that gives you a focus spell.","You replenish all the Focus Points in your pool during your daily preparations. You can also use the {@action Refocus} activity to pray, study, meditate, or otherwise reattune yourself to the source of your focus magic and regain a Focus Point.","Some abilities allow you to increase the Focus Points in your pool beyond 1. Typically, these are feats that give you a new focus spell and increase the number of points in your pool by 1. Your focus pool can't have a capacity beyond 3 Focus Points, even if feats that increase your pool would cause it to exceed this number.",{"type":"data","tag":"action","name":"Refocus","source":"CRB"},{"type":"pf2-brown-box","page":302,"name":"Focus Points from Multiple Sources","entries":["It's possible, especially through archetypes, to gain focus spells and Focus Points from more than one source. If this happens, you have just one focus pool, adding all the Focus Points together to determine the total size of your pool. (Remember that the maximum number of Focus Points a pool can have is 3.) If you have multiple abilities that give you a focus pool, each one adds 1 Focus Point to your pool. For instance, if you were a cleric with the Domain Initiate feat, you would have a pool with 1 Focus Point. Let's say you then took the champion multiclass archetype and the Healing Touch feat. Normally, this feat would give you a focus pool. Since you already have one, it instead increases your existing pool's capacity by 1.","Focus Points are not differentiated by source; you can spend any of your Focus Points on any of your focus spells. Likewise, when you {@action Refocus}, you get back a point as long as you follow the guidelines of any abilities that granted you focus spells. Having Focus Points from multiple sources doesn't change the tradition of your spells; if you had both cleric domain spells and druid order spells, your domain spells would remain divine and the order spells primal. This could mean that you need to keep track of a different proficiency and ability modifier with the spell DC and spell attack roll of different focus spells."],"source":"CRB"},{"type":"pf2-h3","page":302,"name":"Spellcasters with Focus Spells","entries":["If you are a spellcaster, your focus spells are the same tradition of spell as the class that gave you the focus spell. A {@class bard||bard's} are occult, a {@class cleric||cleric's} are divine, a {@class druid||druid's} are primal, a {@class wizard||wizard's} are arcane, and a {@class sorcerer||sorcerer's} are determined by their bloodline."],"source":"CRB"},{"type":"pf2-h3","page":302,"name":"Non-Spellcasters with Focus Spells","entries":["If you get focus spells from a class or other source that doesn't grant spellcasting ability (for example, if you're a monk with the {@feat Ki Strike} feat), the ability that gives you focus spells also provides your proficiency rank for spell attack rolls and spell DCs, as well as the magical tradition of your focus spells. You gain the ability to {@action Cast a Spell} and use any spellcasting actions necessary to cast your focus spells (see below). However, you don't qualify for feats and other rules that require you to be a spellcaster."],"source":"CRB"}],"data":{"quickref":3},"source":"CRB"},{"type":"section","page":305,"name":"Hostile Actions","entries":["Sometimes spell effects prevent a target from using hostile actions, or the spell ends if a creature uses any hostile actions. A hostile action is one that can harm or damage another creature, whether directly or indirectly, but not one that a creature is unaware could cause harm.","For instance, lobbing a {@spell fireball} into a crowd would be a hostile action, but opening a door and accidentally freeing a horrible monster would not be. The GM is the final arbitrator of what constitutes a hostile action."],"data":{"quickref":3},"source":"CRB"},{"type":"section","page":305,"name":"Identifying Spells","entries":["Sometimes you need to identify a spell, especially if its effects are not obvious right away. If you notice a spell being cast, and you have prepared that spell or have it in your repertoire, you automatically know what the spell is, including the level to which it is heightened.","If you want to identify a spell but don't have it prepared or in your repertoire, you must spend an action on your turn to attempt to identify it using Recall Knowledge. You typically notice a spell being cast by seeing its visual manifestations or hearing its verbal casting components. Identifying long-lasting spells that are already in place requires using Identify Magic instead of {@action Recall Knowledge} because you don't have the advantage of watching the spell being cast."],"data":{"quickref":3},"source":"CRB"},{"type":"section","page":302,"name":"Innate Spells","entries":["Certain spells are natural to your character, typically coming from your ancestry or a magic item rather than your class. You can cast your innate spells even if you aren't a member of a spellcasting class. The ability that gives you an innate spell tells you how often you can cast it—usually once per day—and its magical tradition. Innate spells are refreshed during your daily preparations. Innate cantrips are cast at will and automatically heightened as normal for cantrips (see Cantrips on page 300) unless otherwise specified.","You're always trained in spell attack rolls and spell DCs for your innate spells, even if you aren't otherwise trained in spell attack rolls or spell DCs. If your proficiency in spell attack rolls or spell DCs is expert or better, apply that proficiency to your innate spells, too. You use your Charisma modifier as your spellcasting ability modifier for innate spells unless otherwise specified.","If you have an innate spell, you can cast it, even if it's not of a spell level you can normally cast. This is especially common for monsters, which might be able to cast innate spells far beyond what a character of the same level could use.","You can't use your spell slots to cast your innate spells, but you might have an innate spell and also be able to prepare or cast the same spell through your class. You also can't heighten innate spells, but some abilities that grant innate spells might give you the spell at a higher level than its base level or change the level at which you cast the spell."],"data":{"quickref":3},"source":"CRB"},{"type":"section","page":304,"name":"Ranges, Areas, and Targets","entries":["Spells with a range can affect targets, create areas, or make things appear only within that range. Most spell ranges are measured in feet, though some can stretch over miles, reach anywhere on the planet, or go even farther!",{"type":"pf2-h3","page":304,"name":"Touch Range","entries":["A spell with a range of touch requires you to physically touch the target. You use your unarmed reach to determine whether you can touch the creature. You can usually touch the target automatically, though the spell might specify that the target can attempt a saving throw or that you must attempt a spell attack roll. If an ability increases the range of a touch spell, start at 0 feet and increase from there."],"source":"CRB"},{"type":"pf2-h3","page":304,"name":"Areas","entries":["Sometimes a spell has an area, which can be a burst, cone, emanation, or line. The method of measuring these areas can be found {@quickref here||3|Areas}. If the spell originates from your position, the spell has only an area; if you can cause the spell's area to appear farther away from you, the spell has both a range and an area."],"source":"CRB"},{"type":"pf2-h3","page":304,"name":"Targets","entries":["Some spells allow you to directly target a creature, an object, or something that fits a more specific category. The target must be within the spell's range, and you must be able to see it (or otherwise perceive it with a precise sense) to target it normally. At the GM's discretion, you can attempt to target a creature you can't see, as described in Detecting Creatures on pages 465–467. If you fail to target a particular creature, this doesn't change how the spell affects any other targets the spell might have.","If you choose a target that isn't valid, such as if you thought a vampire was a living creature and targeted it with a spell that can target only living creatures, your spell fails to target that creature. If a creature starts out as a valid target but ceases to be one during a spell's duration, the spell typically ends, but the GM might decide otherwise in certain situations.","Spells that affect multiple creatures in an area can have both an Area entry and a Targets entry. A spell that has an area but no targets listed usually affects all creatures in the area indiscriminately.","Some spells restrict you to willing targets. A player can declare their character a willing or unwilling target at any time, regardless of turn order or their character's condition (such as when a character is paralyzed, unconscious, or even dead)."],"source":"CRB"},{"type":"pf2-h3","page":304,"name":"Line of Effect","entries":["You usually need an unobstructed path to the target of a spell, the origin point of an area, or the place where you create something with a spell. More information on line of effect can be found {@quickref here||3|line of effect}."],"source":"CRB"}],"data":{"quickref":3},"source":"CRB"},{"type":"section","page":306,"name":"Reading Spells","entries":["Each spell uses the following format. Entries appear only when applicable, so not all spells will have every entry described here. The spell's name line also lists the type of spell if it's a cantrip or focus spell, as well as the level.",{"type":"data","tag":"generic","style":"book","data":{"name":"SPELL NAME","traits":["traits"],"category":"SPELL","level":"(LEVEL)","sections":[[[{"type":"pf2-options","skipSort":true,"noColon":true,"items":[{"name":"Tradition","entries":["This entry lists the magical traditions the spell belongs to. Some feats or other abilities might add a spell to your spell list even if you don't follow the listed traditions."]},{"name":"Cast","entries":["The number of actions required to {@action Cast a Spell||Cast the Spell} are listed here. Spells that can be cast during a single turn have the appropriate icon, as do those that can be cast as a free action or a reaction. Spells that take longer to cast list the time required, such as \"1 minute.\" After this, the spell's components are listed. If Casting the Spell has a cost, requirements, or a trigger, that information is also listed in this section. A cost includes any money, valuable materials, or other resources that must be expended to cast the spell."]},{"name":"Range, Area, and Targets","entries":["This entry lists the range of the spell, the area it affects, and the targets it can affect, if any. If none of these entries are present, the spell affects only the caster."]},{"name":"Saving Throw and Duration","entries":["If a spell allows the target to attempt a saving throw, the type of save appears here. Any details on the particular results and timing of the save appear in the text unless the entry specifies a basic saving throw, which follows the rules found on page 449. If the spell requires a save only under certain circumstances or at a certain time, this entry is omitted, since the text needs to explain it in more detail. A spell that doesn't list a duration takes place instantaneously, and anything created by it persists after the spell."]}]}]],[["A horizontal line follows saving throws and duration, and the effects of the spell are described after this line. This section might also detail the possible results of a saving throw: critical success, success, failure, and critical failure."]],[[{"type":"pf2-options","skipSort":true,"noColon":true,"items":[{"name":"Heightened (level)","entries":["If the spell has special effects when heightened, those effects appear at the end of the stat block."]}]}]]]}}],"data":{"quickref":3},"source":"CRB"},{"type":"section","page":408,"name":"Rituals","entries":[{"type":"pf2-h2","page":408,"name":"Casting Rituals","entries":["When you take charge of a ritual, you are its primary caster, and others assisting you are secondary casters. You can be a primary caster for a ritual even if you can't cast spells. You must know the ritual, and the ritual's spell level can be no higher than half your level rounded up.","You must also have the required proficiency rank in the skill used for the ritual's primary check (see Checks below), and as the primary caster, you must attempt this skill check to determine the ritual's effects. The primary skill check determines the tradition.","Rituals do not require spell slots to cast. You can heighten a ritual up to half your level rounded up, decided when the ritual is initiated. A ritual always takes at least 1 hour to perform, and often longer. While a ritual is a downtime activity, it's possible—albeit risky—to perform a ritual during exploration with enough uninterrupted time. A ritual's casting time is usually listed in days. Each day of casting requires 8 hours of participation in the ritual from all casters, with breaks during multiday rituals to allow rest. One caster can continue a multiday ritual, usually with some light chanting or meditation, while the other casters rest. All rituals require material, somatic, and verbal components throughout their casting time.",{"type":"pf2-h3","page":408,"name":"Learning Rituals","entries":["Learning a ritual does not count against any limits on spells in your spell repertoire or on any other normal spellcasting ability. Rituals are never common, though if you look hard, you can probably find someone who can perform an uncommon ritual for you. They may still be unwilling to teach it to you."],"source":"CRB"},{"type":"pf2-h3","page":408,"name":"Cost","entries":["A ritual's Cost entry lists valuable components required to cast the ritual. If a ritual doesn't have any such components, it won't have a Cost entry. The cost is consumed when you attempt the primary skill check. Costs are often presented as a base cost multiplied by the target's level and sometimes the spell's level. If the target's level is lower than 1, multiply the cost by 1 instead. Heightened versions that increase the base cost multiply it by the target's level or another value as appropriate. Most rituals that create permanent creatures, such as {@ritual create undead}, use costs based on the level of the spell, as presented on {@table creature creation rituals||Table 7–1}."],"source":"CRB"},{"type":"pf2-h3","page":408,"name":"Secondary Casters","entries":["Many rituals need additional secondary casters, who also don't need to be able to cast spells. Unlike a primary caster, a secondary caster doesn't need a minimum level or skill proficiency. The Secondary Casters entry, if present, indicates the minimum number of secondary casters required."],"source":"CRB"},{"type":"pf2-h3","page":408,"name":"Checks","entries":["At the ritual's culmination, you must attempt the skill check listed in the Primary Check entry to determine the ritual's outcome. Primary checks usually have a very hard DC for a level that's twice the ritual's spell level. As with other downtime activities, fortune and misfortune effects can't modify your checks for the ritual, nor can bonuses or penalties that aren't active throughout the process.","The GM can adjust the DCs of rituals, add or change primary or secondary checks, or even waive requirements to fit specific circumstances. For example, performing a ritual in a location where ley lines converge on the night of a new moon might make a normally difficult ritual drastically easier.",{"type":"data","tag":"table","name":"Creature Creation Rituals","source":"CRB"}],"source":"CRB"}],"data":{"quickrefIndex":true},"source":"CRB"},{"type":"pf2-h4","page":408,"name":"Secondary Checks","entries":["Often, a ritual requires secondary checks to represent aspects of its casting, usually with a standard DC for a level twice the ritual's spell level. A different secondary caster must attempt each secondary check. If there are more secondary casters than checks, the others don't attempt any.","Secondary casters attempt their checks before you attempt the primary check; no matter their results, the ritual proceeds to the primary check. Secondary checks affect the primary check depending on their results.",{"type":"successDegree","entries":{"Critical Success":"You gain a +2 circumstance bonus to the primary check.","Success":"No bonus or penalty.","Failure":"You take a –4 circumstance penalty to the primary check.","Critical Failure":"As failure, and you reduce the degree of success of the primary skill check by one step."}}],"data":{"quickrefIndex":true},"source":"CRB"},{"type":"pf2-h3","page":409,"name":"Effect","entries":["A ritual's effect depends on the result of the primary check.","If an effect lists a save DC, use your spell DC for the ritual's magic tradition (or 12 + your level + your highest mental ability modifier, if you don't have a spell DC)."],"data":{"quickrefIndex":true},"source":"CRB"},{"type":"pf2-h2","page":409,"name":"Rituals","entries":["{@note Please visit the {@filter rituals page|rituals||source=CRB} to view all Rituals.}"],"source":"CRB"}],"data":{"quickref":3},"source":"CRB"},{"type":"section","page":305,"name":"Saving Throws","entries":["Spells that require a target to attempt a save to resist some or all of the spell's effects have a Saving Throw entry. This entry presents the type of save for quick reference, and specific details appear in the spell description. Whenever a spell allows a saving throw, it uses the caster's spell DC.",{"type":"pf2-h3","page":305,"name":"Basic Saving Throws","entries":["If a spell's Saving Throw entry specifies a \"basic\" saving throw, the spell's potential effects all relate to the damage listed in the spell's description. The target takes no damage on a critical success, half damage on a success, full damage on a failure, or double damage on a critical failure. The rules for basic saving throws are found on page 449."],"source":"CRB"}],"data":{"quickref":3},"source":"CRB"},{"type":"section","page":305,"name":"Setting Triggers","entries":["If a spell is meant to respond only to certain events or under certain conditions—such as {@spell magic mouth}—it might require you to set a trigger. This is a simple sensory cue that causes the spell to activate. The spell activates as a reaction when the spell's sensor observes something that fits its trigger. Depending on the spell, the trigger might be the presence of a type of creature, such as \"red-haired dwarven women,\" or it could be an observed action, such as \"whenever someone enters the spell's area.\" Disguises and illusions fool the spell as long as they appear to match its parameters. For a spell to detect something visually, the spell's origin point must have line of sight. Darkness doesn't prevent this, but invisibility does, as does a successful {@skill Stealth} check to Hide (against the spell's DC). For auditory detection, line of sight isn't necessary, though the sound must be audible at the spell's origin point. A {@skill Stealth} check to Sneak can fool the sensor."],"data":{"quickref":3},"source":"CRB"},{"type":"section","page":305,"name":"Spell Attacks","entries":["Some spells require you to succeed at a spell attack roll to affect the target. This is usually because they require you to precisely aim a ray or otherwise make an accurate attack. A spell attack roll is compared to the target's AC.","Spell attack rolls benefit from any bonuses or penalties to attack rolls, including your multiple attack penalty, but not any special benefits or penalties that apply only to weapon or unarmed attacks. Spell attacks don't deal any damage beyond what's listed in the spell description.","In rare cases, a spell might have you make some other type of attack, such as a weapon Strike. Such attacks use the normal rules and attack bonus for that type of attack."],"data":{"quickref":3},"source":"CRB"},{"type":"section","page":298,"name":"Spell Slots","entries":["Characters of spellcasting classes can cast a certain number of spells each day; the spells you can cast in a day are referred to as spell slots. At 1st level, a character has only a small number of 1st-level spell slots per day, but as you advance in level, you gain more spell slots and new slots for higher-level spells. A spell's level indicates its overall power, from 1 to 10.",{"type":"pf2-h3","page":298,"name":"Prepared Spells","entries":["If you're a prepared spellcaster—such as a cleric, druid, or wizard—you must spend time each day preparing spells for that day. At the start of your daily preparations, you select a number of spells of different spell levels determined by your character level and class. Your spells remain prepared until you cast them or until you prepare spells again.","Each prepared spell is expended after a single casting, so if you want to cast a particular spell more than once in a day, you need to prepare that spell multiple times. The exceptions to this rule are spells with the cantrip trait; once you prepare a cantrip, you can cast it as many times as you want until the next time you prepare spells. See page 300 for more information on cantrips.","You might gain an ability that allows you to swap prepared spells or perform other aspects of preparing spells at different times throughout the day, but only your daily preparation counts for the purpose of effects that last until the next time you prepare spells."],"source":"CRB"},{"type":"pf2-h3","page":298,"name":"Spontaneous Spells","entries":["If you're a spontaneous spellcaster—such as a bard or a sorcerer—you choose which spell you're using a spell slot for at the moment you decide to cast it. This provides you with more freedom in your spellcasting, but you have fewer spells in your spell repertoire, as determined by your character level and class. When you make your daily preparations, all your spell slots are refreshed, but you don't get to change the spells in your repertoire."],"source":"CRB"},{"type":"pf2-red-box","page":299,"name":"Magical Traditions","entries":["Spellcasters cast spells from one of four different spell list, each representing a different magical tradition: arcane, divine, occult, and primal.","Your class determines which tradition of magic your spells use. In some cases, such as when a cleric gains spells from their deity or when a sorcerer gets spells from their bloodline, you might be able to cast spells from a different spell list. In these cases, the spell uses your magic tradition, not the list the spell normally comes from. When you cast a spell, add your tradition's trait to the spell.","Some types of magic, such as that of most magic items, don't belong to any single tradition. These have the magical trait instead of a tradition trait.",{"type":"table","style":"pf2-box__table--red","rows":[["Arcane","Divine","Occult","Primal"],["Arcane spellcasters use logic and rationality to categorize the magic inherent in the world around them. Because of its far-reaching approach, the arcane tradition has the broadest spell list, though it's generally poor at affecting the spirit or the soul. Wizards are the most iconic arcane spellcasters, poring over tomes and grimoires, though arcane sorcerers study the secrets of their blood to unlock the power within themselves.","The power of the divine is steeped in faith, the unseen, and belief in a power source from beyond the Material Plane. Clerics are the most iconic divine spellcasters, beseeching the gods to grant them their magic. Divine sorcerers can use the blood of their celestial or fiendish ancestors as a divine conduit, and champions call upon their gods to grant them martial prowess through divine guidance.","The practitioners of occult traditions seek to understand the unexplainable, categorize the bizarre, and otherwise access the ephemeral in a systematic way. Bards are the most iconic occult spellcasters, collecting strange esoterica and using their performances to influence the mind or elevate the soul, and occult sorcerers strive to understand the mysterious power in their blood.","An instinctual connection to and faith in the world, the cycle of day and night, theturning of the seasons, and the natural selection of predator and prey drive the primal tradition. Druids are the most iconic primal spellcasters, calling upon the magic of nature through deep faith and a connection to the plants and animals around them, and primal sorcerers call upon their fey or beast blood to harness the same natural energies."]]}],"source":"CRB"},{"type":"pf2-h3","page":299,"name":"Heightened Spells","entries":["Both prepared and spontaneous spellcasters can cast a spell at a higher spell level than that listed for the spell.","This is called heightening the spell. A prepared spellcaster can heighten a spell by preparing it in a higher-level slot than its normal spell level, while a spontaneous spellcaster can heighten a spell by casting it using a higher-level spell slot, so long as they know the spell at that level (see Heightened Spontaneous Spells below). When you heighten your spell, the spell's level increases to match the higher level of the spell slot you've prepared it in or used to cast it. This is useful for any spell, because some effects, such as counteracting, depend on the spell's level.","In addition, many spells have additional specific benefits when they are heightened, such as increased damage. These extra benefits are described at the end of the spell's stat block. Some heightened entries specify one or more levels at which the spell must be prepared or cast to gain these extra advantages. Each of these heightened entries states specifically which aspects of the spell change at the given level. Read the heightened entry only for the spell level you're using or preparing; if its benefits are meant to include any of the effects of a lower-level heightened entry, those benefits will be included in the entry.","Other heightened entries give a number after a plus sign, indicating that heightening grants extra advantages over multiple levels. The listed effect applies for every increment of levels by which the spell is heightened above its lowest spell level, and the benefit is cumulative. For example, {@spell fireball} says \"{@b Heightened (+1)} The damage increases by 2d6.\" Because {@spell fireball} deals {@damage 6d6} fire damage at 3rd level, a 4th-level {@spell fireball} would deal {@dice 8d6} fire damage, a 5th-level spell would deal {@dice 10d6} fire damage, and so on.",{"type":"pf2-h4","page":299,"name":"Heightened Spontaneous Spells","entries":["If you're a spontaneous spellcaster, you must know a spell at the specific level that you want to cast it in order to heighten it. You can add a spell to your spell repertoire at more than a single level so that you have more options when casting it. For example, if you added {@spell fireball} to your repertoire as a 3rd-level spell and again as a 5th-level spell, you could cast it as a 3rd-level or a 5th-level spell; however, you couldn't cast it as a 4th-level spell.","Many spontaneous spellcasting classes provide abilities like the signature spells class feature, which allows you to cast a limited number of spells as heightened versions even if you know the spell at only a single level."],"source":"CRB"}],"source":"CRB"},{"type":"pf2-red-box","page":299,"name":"The Four Essences","entries":["Spells that affect certain physical or metaphysical forces tend to be grouped into particular magical traditions. Scholars of magic widely agree that all of existence is composed of some combination of four essences, though they disagree on the names and particular qualities of each essence.","The following entries discuss each essence and the traditions and spell schools relevant to it; for instance, evocation spells tend to manipulate matter. The abjuration school is an unusual case, as abjuration spells draw upon different essences depending on who they are warding and what they are protecting against.",{"type":"table","style":"pf2-box__table--red","rows":[["Matter","Spirit","Mind","Life"],["Also called body, material essence, or physical essence, matter is the fundamental building block that makes up all physical things in the universe. The arcane and primal traditions are especially attuned toward manipulating and shaping matter. Spells that are used to create or alter matter most often come from the conjuration, evocation, or transmutation schools.","Also called soul, ethereal essence, or spiritual essence, spirit is an otherworldly building block that makes up a being's immaterial and immortal self. The spirit travels through the Ethereal Plane and into the Great Beyond after the death of the physical body. The spirit is most easily affected by divine and occult spells. Spirit spells are usually of the divination or necromancy schools.","Also called thought or astral essence, the mind essence allows thinking creatures to have rational thoughts, ideas, plans, logic, and memories. Mind touches even nonsapient creatures like animals, though in a more limited capacity. Arcane and occult casters usually excel at mind spells. Spells that use mind essence are usually found in the divination, enchantment, and illusion schools.","Also called heart, faith, instinct, or vital essence, life represents the animating universal force within all things. Whereas matter provides the base materials for a body, life keeps it alive and well. This essence is responsible for unconscious responses and belief, such as ancestral instincts and divine guidance. The divine and primal traditions hold power over life. Life spells are usually necromancy."]]}],"source":"CRB"}],"data":{"quickref":3},"source":"CRB"},{"type":"section","page":306,"name":"Walls","entries":["Spells that create walls list the depth, length, and height of the wall, also specifying how it can be positioned. Some walls can be shaped; you can manipulate the wall into a form other than a straight line, choosing its contiguous path square by square. The path of a shaped wall can't enter the same space more than once, but it can double back so one section is adjacent to another section of the wall."],"data":{"quickref":3},"source":"CRB"}]},{"type":"entries","entries":[{"type":"section","page":461,"name":"Actions","entries":["You affect the world around you primarily by using actions, which produce effects. Actions are most closely measured and restricted during the encounter mode of play, but even when it isn't important for you to keep strict track of actions, they remain the way in which you interact with the game world. There are four types of actions: single actions, activities, reactions, and free actions.","{@b Single actions} can be completed in a very short time. They're self-contained, and their effects are generated within the span of that single action. During an encounter, you get 3 actions at the beginning of your turn, which you can use as described on page 468.","{@b Activities} usually take longer and require using multiple actions, which must be spent in succession. Stride is a single action, but Sudden Charge is an activity in which you use both the Stride and Strike actions to generate its effect.","{@b Reactions} have triggers, which must be met for you to use the reaction. You can use a reaction anytime its trigger is met, whether it's your turn or not. In an encounter, you get 1 reaction each round, which you can use as described on page 468. Outside of encounters, your use of reactions is more flexible and up to the GM. Reactions are usually triggered by other creatures or by events outside your control.","{@b Free actions} don't cost you any of your actions per turn, nor do they cost your reaction. A free action with no trigger follows the same rules as a single action (except the action cost), and a free action with a trigger follows the same rules as a reaction (except the reaction cost).",{"type":"pf2-brown-box","page":461,"name":"ACTION ICON KEY","entries":["These icons appear in stat blocks as shorthand for each type of action.","{@as 1} Single Action","{@as 2} Two-Action Activity","{@as 3} Three-Action Activity","{@as R} Reaction","{@as F} Free Action"],"source":"CRB"},{"type":"pf2-h3","page":461,"name":"Activities","entries":["An activity typically involves using multiple actions to create an effect greater than you can produce with a single action, or combining multiple single actions to produce an effect that's different from merely the sum of those actions. In some cases, usually when spellcasting, an activity can consist of only 1 action, 1 reaction, or even 1 free action.","An activity might cause you to use specific actions within it. You don't have to spend additional actions to perform them—they're already factored into the activity's required actions. (See Subordinate Actions on page 462.) You have to spend all the actions of an activity at once to gain its effects. In an encounter, this means you must complete it during your turn. If an activity gets interrupted or disrupted in an encounter (page 462), you lose all the actions you committed to it.",{"type":"pf2-h4","page":461,"name":"Exploration and Downtime Activities","entries":["Outside of encounters, activities can take minutes, hours, or even days. These activities usually have the exploration or downtime trait to indicate they're meant to be used during these modes of play. You can often do other things off and on as you carry out these activities, provided they aren't significant activities of their own. For instance, if you're Repairing an item, you might move around to stretch your legs or have a brief discussion—but you couldn't also Decipher Writing at the same time.","If an activity that occurs outside of an encounter is interrupted or disrupted, as described in Disrupting Actions below, you usually lose the time you put in, but no additional time beyond that."],"source":"CRB"}],"source":"CRB"},{"type":"pf2-brown-box","page":462,"name":"IN-DEPTH ACTION RULES","entries":["These rules clarify some of the specifics of using actions.",{"type":"pf2-title","name":"Simultaneous Actions"},"You can use only one single action, activity, or free action that doesn't have a trigger at a time. You must complete one before beginning another. For example, the Sudden Charge activity states you must Stride twice and then Strike, so you couldn't use an Interact action to open a door in the middle of the movement, nor could you perform part of the move, make your attack, and then finish the move.","Free actions with triggers and reactions work differently. You can use these whenever the trigger occurs, even if the trigger occurs in the middle of another action.",{"type":"pf2-title","name":"Subordinate Actions"},"An action might allow you to use a simpler action—usually one of the Basic Actions on page 469—in a different circumstance or with different effects. This subordinate action still has its normal traits and effects, but is modified in any ways listed in the larger action. For example, an activity that tells you to Stride up to half your Speed alters the normal distance you can move in a Stride. The Stride would still have the move trait, would still trigger reactions that occur based on movement, and so on. The subordinate action doesn't gain any of the traits of the larger action unless specified. The action that allows you to use a subordinate action doesn't require you to spend more actions or reactions to do so; that cost is already factored in.","Using an activity is not the same as using any of its subordinate actions. For example, the quickened condition you get from the {@spell haste} spell lets you spend an extra action each turn to Stride or Strike, but you couldn't use the extra action for an activity that includes a Stride or Strike. As another example, if you used an action that specified, \"If the next action you use is a Strike,\" an activity that includes a Strike wouldn't count, because the next thing you are doing is starting an activity, not using the Strike basic action."],"source":"CRB"},{"type":"pf2-h3","page":462,"name":"Actions with Triggers","entries":["You can use free actions that have triggers and reactions only in response to certain events. Each such reaction and free action lists the trigger that must happen for you to perform it. When its trigger is satisfied—and {@i only} when it is satisfied—you can use the reaction or free action, though you don't have to use the action if you don't want to.","There are only a few basic reactions and free actions that all characters can use. You're more likely to gain actions with triggers from your class, feats, and magic items.",{"type":"pf2-h4","page":462,"name":"Limitations on Triggers","entries":["The triggers listed in the stat blocks of reactions and some free actions limit when you can use those actions. You can use only one action in response to a given trigger. For example, if you had a reaction and a free action that both had a trigger of \"your turn begins,\" you could use either of them at the start of your turn—but not both. If two triggers are similar, but not identical, the GM determines whether you can use one action in response to each or whether they're effectively the same thing. Usually, this decision will be based on what's happening in the narrative.","This limitation of one action per trigger is per creature; more than one creature can use a reaction or free action in response to a given trigger."],"source":"CRB"}],"source":"CRB"},{"type":"pf2-h3","page":462,"name":"Other Actions","entries":["Sometimes you need to attempt something not already covered by defined actions in the game. When this happens, the rules tell you how many actions you need to spend, as well any traits your action might have. For example, a spell that lets you switch targets might say you can do so \"by spending a single action, which has the {@trait concentrate}.\" Game masters can also use this approach when a character tries to do something that isn't covered in the rules."],"source":"CRB"},{"type":"pf2-h3","page":462,"name":"Gaining and Losing Actions","entries":["Conditions can change the number of actions you can use on your turn, or whether you can use actions at all. The slowed condition, for example, causes you to lose actions, while the quickened condition causes you to gain them.","Conditions are detailed in the appendix on pages 618–623.","Whenever you lose a number of actions—whether from these conditions or in any other way—you choose which to lose if there's any difference between them. For instance, the {@spell haste} spell makes you quickened, but it limits what you can use your extra action to do. If you lost an action while {@spell haste} was active, you might want to lose the action from haste first, since it's more limited than your normal actions.","Some effects are even more restrictive. Certain abilities, instead of or in addition to changing the number of actions you can use, say specifically that you can't use reactions. The most restrictive form of reducing actions is when an effect states that you can't act: this means you can't use any actions, or even speak. When you can't act, you don't regain your actions and reaction on your turn."],"source":"CRB"},{"type":"pf2-h3","page":462,"name":"Disrupting Actions","entries":["Various abilities and conditions, such as an Attack of Opportunity, can disrupt an action. When an action is disrupted, you still use the actions or reactions you committed and you still expend any costs, but the action's effects don't occur. In the case of an activity, you usually lose all actions spent for the activity up through the end of that turn. For instance, if you began a {@action Cast a Spell} activity requiring 3 actions and the first action was disrupted, you lose all 3 actions that you committed to that activity.","The GM decides what effects a disruption causes beyond simply negating the effects that would have occurred from the disrupted action. For instance, a Leap disrupted midway wouldn't transport you back to the start of your jump, and a disrupted item hand off might cause the item to fall to the ground instead of staying in the hand of the creature who was trying to give it away."],"source":"CRB"}],"data":{"quickref":4},"source":"CRB"},{"type":"section","page":457,"name":"Afflictions","entries":["Diseases and poisons are types of afflictions, as are curses and radiation. An affliction can infect a creature for a long time, progressing through different and often increasingly debilitating stages. The level of an affliction is the level of the monster, hazard, or item causing the affliction or, in the case of a spell, is listed in the affliction entry for that spell.",{"type":"pf2-h3","page":457,"name":"Format","entries":["Whether appearing in a spell, as an item, or within a creature's stat block, afflictions appear in the following format.",{"type":"pf2-h4","page":457,"name":"Name and Traits","entries":["The affliction's name is given first, followed by its traits in parentheses—including the trait for the type of affliction (curse, disease, poison, and so forth). If the affliction needs to have a level specified, it follows the parentheses, followed by any unusual details, such as restrictions on removing the conditions imposed by an affliction."],"source":"CRB"},{"type":"pf2-h4","page":457,"name":"Saving Throw","entries":["When you're first exposed to the affliction, you must attempt a saving throw against it. This first attempt to stave off the affliction is called the initial save. An affliction usually requires a Fortitude save, but the exact save and its DC are listed after the name and type of affliction. Spells that can poison you typically use the caster's spell DC.","On a successful initial saving throw, you are unaffected by that exposure to the affliction. You do not need to attempt further saving throws against it unless you are exposed to the affliction again.","If you fail the initial saving throw, after the affliction's onset period elapses (if applicable), you advance to stage 1 of the affliction and are subjected to the listed effect. On a critical failure, after its onset period (if applicable), you advance to stage 2 of the affliction and are subjected to that effect instead. The stages of an affliction are described below."],"source":"CRB"},{"type":"pf2-h4","page":458,"name":"Onset","entries":["Some afflictions have onset times. For these afflictions, once you fail your initial save, you don't gain the effects for the first stage of the affliction until the onset time has elapsed. If this entry is absent, you gain the effects for the first stage (or the second stage on a critical failure) immediately upon failing the initial saving throw."],"source":"CRB"},{"type":"pf2-h4","page":458,"name":"Maximum Duration","entries":["If an affliction lasts only a limited amount of time, it lists a maximum duration. Once this duration passes, the affliction ends. Otherwise, the affliction lasts until you succeed at enough saves to recover, as described in Stages below."],"source":"CRB"},{"type":"pf2-h4","page":458,"name":"Stages","entries":["An affliction typically has multiple stages, each of which lists an effect followed by an interval in parentheses. When you reach a given stage of an affliction, you are subjected to the effects listed for that stage.","At the end of a stage's listed interval, you must attempt a new saving throw. On a success, you reduce the stage by 1; on a critical success, you reduce the stage by 2. You are then subjected to the effects of the new stage. If the affliction's stage is ever reduced below stage 1, the affliction ends and you don't need to attempt further saves unless you're exposed to the affliction again.","On a failure, the stage increases by 1; on a critical failure, the stage increases by 2. You are then subjected to the effects listed for the new stage. If a failure or critical failure would increase the stage beyond the highest listed stage, the affliction instead repeats the effects of the highest stage."],"source":"CRB"}],"source":"CRB"},{"type":"pf2-h3","page":458,"name":"Conditions from Afflictions","entries":["An affliction might give you conditions with a longer or shorter duration than the affliction. For instance, if an affliction causes you to be drained but has a maximum duration of 5 minutes, you remain drained even after the affliction ends, as is normal for the drained condition. Or, you might succeed at the flat check to remove persistent damage you took from an ongoing affliction, but you would still need to attempt saves to remove the affliction itself, and failing one might give you new persistent damage."],"source":"CRB"},{"type":"pf2-h3","page":458,"name":"Multiple Exposures","entries":["Multiple exposures to the same curse or disease currently affecting you have no effect. For a poison, however, failing the initial saving throw against a new exposure increases the stage by 1 (or by 2 if you critically fail) without affecting the maximum duration. This is true even if you're within the poison's onset period, though it doesn't change the onset length."],"source":"CRB"},{"type":"pf2-h3","page":458,"name":"Virulent Afflictions","entries":["Afflictions with the {@trait virulent} trait are harder to remove.","You must succeed at two consecutive saves to reduce a virulent affliction's stage by 1. A critical success reduces a virulent affliction's stage by only 1 instead of by 2."],"source":"CRB"}],"data":{"quickref":4},"source":"CRB"},{"type":"section","page":443,"name":"Checks","entries":["When success isn't certain—whether you're swinging a sword at a foul beast, attempting to leap across a chasm, or straining to remember the name of the earl's second cousin at a soiree—you'll attempt a check. Pathfinder has many types of checks, from skill checks to attack rolls to saving throws, but they all follow these basic steps.",{"type":"list","style":"list-decimal","items":["Roll a d20 and identify the modifiers, bonuses, and penalties that apply.","Calculate the result.","Compare the result to the difficulty class (DC).","Determine the degree of success and the effect."]},"Checks and difficulty classes (DC) both come in many forms. When you swing your sword at that foul beast, you'll make an attack roll against its Armor Class, which is the DC to hit another creature. If you are leaping across that chasm, you'll attempt an {@skill Athletics} skill check with a DC based on the distance you are trying to jump. When calling to mind the name of the earl's second cousin, you attempt a check to Recall Knowledge. You might use either the Society skill or a Lore skill you have that's relevant to the task, and the DC depends on how common the knowledge of the cousin's name might be, or how many drinks your character had when they were introduced to the cousin the night before.","No matter the details, for any check you must roll the d20 and achieve a result equal to or greater than the DC to succeed. Each of these steps is explained below.",{"type":"pf2-h3","page":444,"name":"Step 1: Roll D20 and Identify The Modifiers, Bonuses, and Penalties That Apply","entries":["Start by rolling your d20. You'll then identify all the relevant modifiers, bonuses, and penalties that apply to the roll. A {@b modifier} can be either positive or negative, but a {@b bonus} is always positive, and a {@b penalty} is always negative.","The sum of all the modifiers, bonuses, and penalties you apply to the d20 roll is called your total modifier for that statistic.","Nearly all checks allow you to add an {@b ability modifier} to the roll. An ability modifier represents your raw capabilities and is derived from an ability score, as described on page 20. Exactly which ability modifier you use is determined by what you're trying to accomplish. Usually a sword swing applies your Strength modifier, whereas remembering the name of the earl's cousin uses your Intelligence modifier.","When attempting a check that involves something you have some training in, you will also add your {@b bonus}. This bonus depends on your proficiency rank:","untrained, trained, expert, master, or legendary. If you're untrained, your bonus is +0—you must rely on raw talent and any bonuses from the situation. Otherwise, the bonus equals your character's level plus a certain amount depending on your rank. If your proficiency rank is trained, this bonus is equal to your level + 2, and higher proficiency ranks further increase the amount you add to your level.",{"type":"table","colStyles":["text-center","text-center"],"rows":[["Proficiency Rank","Proficiency Bonus"],["Untrained","0"],["Trained","Your level + 2"],["Expert","Your level + 4"],["Master","Your level + 6"],["Legendary","Your level + 8"]]},"There are three other types of bonus that frequently appear: circumstance bonuses, item bonuses, and status bonuses. If you have different types of bonus that would apply to the same roll, you'll add them all. But if you have multiple bonuses of the same type, you can use only the highest bonus on a given roll—in other words, they don't \"stack.\" For instance, if you have both a proficiency bonus and an item bonus, you add both to your d20 result, but if you have two item bonuses that could apply to the same check, you add only the higher of the two.","{@b Circumstance bonuses} typically involve the situation you find yourself in when attempting a check. For instance, using Raise a Shield with a buckler grants you a +1 circumstance bonus to AC. Being behind cover grants you a +2 circumstance bonus to AC. If you are both behind cover and Raising a Shield, you gain only the +2 circumstance bonus for cover, since they're the same type and the bonus from cover is higher.","{@b Item bonuses} are granted by some item that you are wearing or using, either mundane or magical. For example, armor gives you an item bonus to AC, while expanded alchemist's tools grant you an item bonus to {@skill Crafting} checks when making alchemical items.","{@b Status bonuses} typically come from spells, other magical effects, or something applying a helpful, often temporary, condition to you. For instance, the 3rd-level {@spell heroism} spell grants a +1 status bonus to attack rolls, {@skill Perception} checks, saving throws, and skill checks. If you were under the effect of {@spell heroism} and someone cast the {@spell bless} spell, which also grants a +1 status bonus on attacks, your attack rolls would gain only a +1 status bonus, since both spells grant a +1 status bonus to those rolls, and you only take the highest status bonus.","Penalties work very much like bonuses. You can have {@b circumstance penalties {@b status penalties}, and sometimes even {@b item penalties.} Like bonuses of the same type, you take only the worst all of various penalties of a given type. However, you can apply both a bonus and a penalty of the same type on a single roll. For example, if you had a +1 status bonus from a {@spell heroism} spell but a –2 status penalty from the sickened condition, you'd apply them both to your roll—so {@spell heroism} still helps even though you're feeling unwell.","Unlike bonuses, penalties can also be {@b untyped}, in which case they won't be classified as \"circumstance,\" \"item,\" or \"status.\" Unlike other penalties, you always add all your untyped penalties together rather than simply taking the worst one. For instance, when you use attack actions, you incur a multiple attack penalty on each attack you make on your turn after the first attack, and when you attack a target that's beyond your weapon's normal range increment, you incur a range penalty on the attack.","Because these are both untyped penalties, if you make multiple attacks at a faraway target, you'd apply both the multiple attack penalty and the range penalty to your roll.","Once you've identified all your various modifiers, bonuses, and penalties, you move on to the next step."],"source":"CRB"},{"type":"pf2-h3","page":445,"name":"Step 2: Calculate the Result","entries":["This step is simple. Add up all the various modifiers, bonuses, and penalties you identified in Step 1—this is your total modifier. Next add that to the number that came up on your d20 roll. This total is your check result."],"source":"CRB"},{"type":"pf2-h3","page":445,"name":"Step 3: Compare the Result to the DC","entries":["This step can be simple, or it can create suspense. Sometimes you'll know the {@b Difficulty Class} ({@b DC}) of your check. In these cases, if your result is equal to or greater than the DC, you succeed! If your roll anything less than the DC, you fail.","Other times, you might not know the DC right away. Swimming across a river would require an {@skill Athletics} check, but it doesn't have a specified DC—so how will you know if you succeed or fail? You call out your result to the GM and they will let you know if it is a success, failure, or otherwise. While you might learn the exact DC through trial and error, DCs sometimes change, so asking the GM whether a check is successful is the best way to determine whether or not you have met or exceeded the DC.",{"type":"pf2-h4","page":445,"name":"Calculating DCs","entries":["Whenever you attempt a check, you compare your result against a DC. When someone or something else attempts a check against you, rather than both forces rolling against one another, the GM (or player, if the opponent is another PC) compares their result to a fixed DC based on your relevant statistic. Your DC for a given statistic is 10 + the total modifier for that statistic."],"source":"CRB"}],"source":"CRB"},{"type":"pf2-h3","page":445,"name":"Step 4: Determine the Degree of Success and Effect","entries":["Many times, it's important to determine not only if you succeed or fail, but also how spectacularly you succeed or fail. Exceptional results—either good or bad—can cause you to critically succeed at or critically fail a check.","You critically succeed at a check when a check's result meets or exceeds the DC by 10 or more. If the check is an attack roll, this is sometimes called a critical hit. You can also critically fail a check. The rules for critical failure—sometimes called a fumble—are the same as those for a critical success, but in the other direction: if you fail a check by 10 or more, that's a critical failure.","If you rolled a 20 on the die (a \"natural 20\"), your result is one degree of success better than it would be by numbers alone. If you roll a 1 on the d20 (a \"natural 1\"), your result is one degree worse. This means that a natural 20 usually results in a critical success and natural 1 usually results in a critical failure. However, if you were going up against a very high DC, you might get only a success with a natural 20, or even a failure if 20 plus your total modifier is 10 or more below the DC. Likewise, if your modifier for a statistic is so high that adding it to a 1 from your d20 roll exceeds the DC by 10 or more, you can succeed even if you roll a natural 1! If a feat, magic item, spell, or other effect does not list a critical success or critical failure, treat is as an ordinary success or failure instead.","Some other abilities can change the degree of success for rolls you get. When resolving the effect of an ability that changes your degree of success, always apply the adjustment from a natural 20 or natural 1 before anything else."],"source":"CRB"}],"data":{"quickref":4},"source":"CRB"},{"type":"section","page":467,"name":"Concealment and Invisibility","entries":["The concealed and invisible conditions reflect certain circumstances that can make a creature harder to see.",{"type":"pf2-h4","page":467,"name":"Concealed","entries":["This condition protects a creature if it's in mist, within dim light, or amid something else that obscures sight but does not provide a physical barrier to effects. An effect or type of terrain that describes an area of concealment makes all creatures within it concealed.","When you target a creature that's {@condition concealed} from you, you must attempt a DC {@flatDC 5} flat check before you roll to determine your effect. If you fail, you don't affect the target. the {@condition concealed} condition doesn't change which of the main categories of detection apply to the creature. A creature in a light fog bank is still observed even though it's concealed."],"source":"CRB"},{"type":"pf2-h4","page":467,"name":"Invisible","entries":["A creature with the invisible condition (by way of an {@spell invisibility} spell or {@item invisibility potion}, for example) is automatically {@condition undetected} to any creatures relying on sight as their only precise sense. Precise senses other than sight ignore the invisible condition.","You can use the {@action Seek} basic action to attempt to figure out an {@condition invisible} creature's location, making it instead only {@condition hidden} from you. This lasts until the {@condition invisible} creature successfully uses {@action Sneak} to become {@condition undetected} again. If you're already {@condition observed||observing} a creature when it becomes {@condition invisible}, it starts out {@condition hidden}, since you know where it was when it became {@condition invisible}, though it can then {@action Sneak} to become {@condition undetected}.","Other effects might make an {@condition invisible} creature hidden or even observed but concealed. For instance, if you were tracking an invisible creature's footprints through the snow, the footprints would make it hidden.","Similarly, throwing a net over an {@condition invisible} creature would make it {@condition observed} but {@condition concealed} for as long as the net is on the creature."],"source":"CRB"}],"data":{"quickref":4},"source":"CRB"},{"type":"section","page":618,"name":"Condition Values","entries":["Some conditions have a numerical value, called a condition value, indicated by a numeral following the condition. This value conveys the severity of a condition, and such conditions often give you a bonus or penalty equal to their value. These values can often be reduced by skills, spells, or simply waiting. If a condition value is ever reduced to 0, the condition ends."],"data":{"quickref":4},"source":"CRB"},{"type":"section","page":453,"name":"Conditions","entries":["The results of various checks might apply conditions to you or, less often, an item. Conditions change your state of being in some way. You might be gripped with fear or made faster by a spell or magic item. One condition represents what happens when a creature successfully drains your blood or life essence, while others represent creatures' attitudes toward you and how they interact with you.","Conditions are persistent; when you're affected by a condition, its effects last until the stated duration ends, the condition is removed, or terms dictated in the condition cause it to end. The rules for conditions are summarized on page 454 and described in full on pages 618–623.",{"type":"pf2-brown-box","name":"CONDITIONS","entries":["These conditions appear often in the game and are defined in detail in the Conditions Appendix on pages 618–623. Here's a brief summary of each.","{@b {@condition Blinded}:} You're unable to see.","{@b {@condition Broken}:} This item can't be used for its normal function until repaired.","{@b {@condition Clumsy}:} You can't move as easily or gracefully as usual.","{@b {@condition Concealed}:} Fog or similar obscuration makes you difficult to see and target.","{@b {@condition Confused}:} You attack indiscriminately.","{@b {@condition Controlled}:} Another creature determines your actions.","{@b {@condition Dazzled}:} Everything is {@condition concealed} to you.","{@b {@condition Deafened}:} You're unable to hear.","{@b {@condition Doomed}:} With your soul in peril, you are now closer to death.","{@b {@condition Drained}:} Blood loss or something similar has leached your vitality.","{@b {@condition Dying}:} You're slipping closer to death.","{@b {@condition Encumbered}:} You're carrying more weight than you can manage.","{@b {@condition Enfeebled}:} Your strength has been sapped away.","{@b {@condition Fascinated}:} You are compelled to focus your attention on something.","{@b {@condition Fatigued}:} Your defenses are lower and you can't focus while exploring.","{@b {@condition Flat-Footed}:} You're unable to defend yourself to your full capability.","{@b {@condition Fleeing}:} You must run away.","{@b {@condition Friendly}:} An NPC with this condition has a good attitude toward you.","{@b {@condition Frightened}:} Fear makes you less capable of attacking and defending.","{@b {@condition Grabbed}:} A creature, object, or magic holds you in place.","{@b {@condition Helpful}:} An NPC with this condition wants to assist you.","{@b {@condition Hidden}:} A creature you're {@condition hidden} from knows your location but can't see you.","{@b {@condition Hostile}:} An NPC with this condition wants to harm you.","{@b {@condition Immobilized}:} You can't move.","{@b {@condition Indifferent}:} An NPC with this condition doesn't have a strong opinion about you.","{@b {@condition Invisible}:} Creatures can't see you.","{@b {@condition Observed}:} You're in plain view.","{@b {@condition Paralyzed}:} You body is frozen in place.","{@b {@condition Persistent Damage|CRB|Persistent Damage}:} You keep taking damage every round.","{@b {@condition Petrified}:} You've been turned to stone.","{@b {@condition Prone}:} You're lying on the ground and easier to attack.","{@b {@condition Quickened}:} You get an extra action each turn.","{@b {@condition Restrained}:} You're tied up and can't move, or a grappling creature has you pinned.","{@b {@condition Sickened}:} You're sick to your stomach.","{@b {@condition Slowed}:} You lose actions each turn.","{@b {@condition Stunned}:} You can't use actions.","{@b {@condition Stupefied}:} Your can't access your full mental faculties, and you have trouble casting spells.","{@b {@condition Unconscious}:} You're asleep or knocked out.","{@b {@condition Undetected}:} A creature you're {@condition undetected} by doesn't know where you are.","{@b {@condition Unfriendly}:} An NPC with this condition doesn't like you.","{@b {@condition Unnoticed}:} A creature is entirely unaware you're present.","{@b {@condition Wounded}:} You've been brought back from the brink of death but haven't fully recovered."]}],"data":{"quickref":4},"source":"CRB"},{"type":"section","page":458,"name":"Counteracting","entries":["Some effects try to counteract spells, afflictions, conditions, or other effects. Counteract checks compare the power of two forces and determine which defeats the other. Successfully counteracting an effect ends it unless noted otherwise.","When attempting a counteract check, add the relevant skill modifier or other appropriate modifier to your check against the target's DC. If you're counteracting an affliction, the DC is in the affliction's stat block. If it's a spell, use the caster's DC. The GM can also calculate a DC based on the target effect's level. For spells, the counteract check modifier is your spellcasting ability modifier plus your spellcasting proficiency bonus, plus any bonuses and penalties that specifically apply to counteract checks. What you can counteract depends on the check result and the target's level. If an effect is a spell, its level is the counteract level.","Otherwise, halve its level and round up to determine its counteract level. If an effect's level is unclear and it came from a creature, halve and round up the creature's level.",{"type":"successDegree","entries":{"Critical Success":"Counteract the target if its counteract level is no more than 3 levels higher than your effect's counteract level.","Success":"Counteract the target if its counteract level is no more than 1 level higher than your effect's counteract level.","Failure":"Counteract the target if its counteract level is lower than your effect's counteract level.","Critical Failure":"You fail to counteract the target."}}],"data":{"quickref":4},"source":"CRB"},{"type":"section","page":477,"name":"Cover","entries":["When you're behind an obstacle that could block weapons, guard you against explosions, and make you harder to detect, you're behind cover. Standard cover gives you a +2 circumstance bonus to AC, to Reflex saves against area effects, and to {@skill Stealth} checks to {@action Hide}, {@action Sneak}, or otherwise avoid detection. You can increase this to greater cover using the {@action Take Cover} basic action, increasing the circumstance bonus to +4. If cover is especially light, typically when it's provided by a creature, you have lesser cover, which grants a +1 circumstance bonus to AC. A creature with standard cover or greater cover can attempt to use {@skill Stealth} to {@action Hide}, but lesser cover isn't sufficient.",{"type":"table","colStyles":["text-center","text-center","text-center"],"rows":[["Type of Cover","Bonus","Can Hide"],["Lesser","+1 to AC","No"],["Standard","+2 to AC, Reflex, {@skill Stealth}","Yes"],["Greater","+4 to AC, Reflex, {@skill Stealth}","Yes"]]},"Cover is relative, so you might simultaneously have cover against one creature and not another. Cover applies only if your path to the target is partially blocked. If a creature is entirely behind a wall or the like, you don't have {@quickref line of effect||3|line of effect} and typically can't target it at all.","Usually, the GM can quickly decide whether your target has cover. If you're uncertain or need to be more precise, draw a line from the center of your space to the center of the target's space. If that line passes through any terrain or object that would block the effect, the target has standard cover (or greater cover if the obstruction is extreme or the target has {@action Take Cover||Taken Cover}). If the line passes through a creature instead, the target has lesser cover. When measuring cover against an area effect, draw the line from the effect's point of origin to the center of the creature's space.",{"type":"pf2-h4","page":477,"name":"Cover and Large Creatures","entries":["If a creature between you and a target is two or more sizes larger than both you and your target, that creature's space blocks the effect enough to provide standard cover instead of lesser cover. The GM might determine that a creature doesn't gain cover from terrain that it's significantly larger than. For example, a Huge dragon probably wouldn't receive any benefit from being behind a 1-foot-wide pillar."],"source":"CRB"},{"type":"pf2-h4","page":477,"name":"Special Circumstances","entries":["Your GM might allow you to overcome your target's cover in some situations. If you're right next to an arrow slit, you can shoot without penalty, but you have greater cover against someone shooting back at you from far away. Your GM might let you reduce or negate cover by leaning around a corner to shoot or the like. This usually takes an action to set up, and the GM might measure cover from an edge or corner of your space instead of your center."],"source":"CRB"}],"data":{"quickref":4},"source":"CRB"},{"type":"section","page":450,"name":"Damage","entries":["In the midst of combat, you attempt checks to determine if you can damage your foe with weapons, spells, or alchemical concoctions. On a successful check, you hit and deal damage. Damage decreases a creature's Hit Points on a 1-to-1 basis (so a creature that takes 6 damage loses 6 Hit Points). The full rules can be found in the Hit Points, Healing, and Dying section on page 459.","Damage is sometimes given as a fixed amount, but more often than not you'll make a damage roll to determine how much damage you deal. A damage roll typically uses a number and type of dice determined by the weapon or unarmed attack used or the spell cast, and it is often enhanced by various modifiers, bonuses, and penalties.","Like checks, a damage roll—especially a melee weapon damage roll—is often modified by a number of modifiers, penalties, and bonuses. When making a damage roll, you take the following steps, explained in detail below.",{"type":"list","style":"list-decimal","items":["Roll the dice indicated by the weapon, unarmed attack, or spell, and apply the modifiers, bonuses, and penalties that apply to the result of the roll.","Determine the damage type.","Apply the target's immunities, weaknesses, and resistances to the damage.","If any damage remains, reduce the target's Hit Points by that amount."]},{"type":"pf2-h3","page":450,"name":"Step 1: Roll The Damage Dice and Apply Modifiers, Bonuses, and Penalties","entries":["Your weapon, unarmed attack, spell, or sometimes even a magic item determines what type of dice you roll for damage, and how many. For instance, if you're using a normal longsword, you'll roll {@dice 1d8}. If you're casting a 3rd-level {@spell fireball} spell, you'll roll {@dice 6d6}. Sometimes, especially in the case of weapons, you'll apply modifiers, bonuses, and penalties to the damage.","When you use melee weapons, unarmed attacks, and thrown ranged weapons, the most common modifier you'll add to damage is your Strength ability modifier. Weapons with the propulsive trait sometimes add half your Strength modifier. You typically do not add an ability modifier to spell damage, damage from most ranged weapons, or damage from alchemical bombs and similar items.","As with checks, you might add circumstance, status, or item bonuses to your damage rolls, but if you have multiple bonuses of the same type, you add only the highest bonus of that type. Again like checks, you may also apply circumstance, status, item, and untyped penalties to the damage roll, and again you apply only the greatest penalty of a specific type but apply all untyped penalties together.","Use the formulas below.",{"type":"pf2-inset","entries":["Melee damage roll = damage die of weapon or unarmed attack + Strength modifier + bonuses + penalties"]},{"type":"pf2-inset","entries":["Ranged damage roll = damage die of weapon + Strength modifier for thrown weapons + bonuses + penalties"]},{"type":"pf2-inset","entries":["Spell (and similar effects) damage roll = damage die of the effect + bonuses + penalties"]},"If the combined penalties on an attack would reduce the damage to 0 or below, you still deal 1 damage.",{"type":"pf2-h4","page":451,"name":"Increasing Damage","entries":["In some cases, you increase the number of dice you roll when making weapon damage rolls. Magic weapons etched with the {@item striking} rune can add one or more weapon damage dice to your damage roll. These extra dice are the same die size as the weapon's damage die. At certain levels, most characters gain the ability to deal extra damage from the weapon specialization class feature."],"source":"CRB"},{"type":"pf2-h4","page":451,"name":"Persistent Damage","entries":["Persistent damage is a condition that causes damage to recur beyond the original effect. Unlike with normal damage, when you are subject to persistent damage, you don't take it right away. Instead, you take the specified damage at the end of your turns, after which you attempt a DC {@flatDC 15} flat check to see if you recover from the persistent damage.","Like normal damage, it can be doubled or halved based on the results of an attack roll or saving throw.","See the Conditions Appendix on pages 618–623 for the complete rules regarding the persistent damage condition."],"source":"CRB"},{"type":"pf2-h4","page":451,"name":"Doubling and Halving Damage","entries":["Sometimes you'll need to halve or double an amount of damage, such as when the outcome of your Strike is a critical hit, or when you succeed at a basic Reflex save against a spell. When this happens, you roll the damage normally, adding all the normal modifiers, bonuses, and penalties. Then you double or halve the amount as appropriate (rounding down if you halved it). The GM might allow you to roll the dice twice and double the modifiers, bonuses, and penalties instead of doubling the entire result, but this usually works best for singletarget attacks or spells at low levels when you have a small number of damage dice to roll. Benefits you gain specifically from a critical hit, like the {@item flaming} weapon rune's persistent fire damage or the extra damage die from the fatal weapon trait, aren't doubled."],"source":"CRB"}],"source":"CRB"},{"type":"pf2-h3","page":451,"name":"Step 2: Determine The Damage Type","entries":["Once you've calculated how much damage you deal, you'll need to determine the damage type. There are many types of damage and sometimes certain types are applied in different ways. The smack of a club deals bludgeoning damage. The stab of a spear deals piercing damage. The staccato crack of a {@spell lightning bolt} spell deals electricity damage. Sometimes you might apply precision damage, dealing more damage for hitting a creature in a vulnerable spot or when the target is somehow vulnerable. The damage types are described on page 452.",{"type":"pf2-h4","page":451,"name":"Damage Types and Traits","entries":["When an attack deals a type of damage, the attack action gains that trait. For example, the {@action Strike||Strikes} and attack actions you use wielding a sword when its {@item flaming} rune is active gain the fire trait, since the rune gives the weapon the ability to deal fire damage."],"source":"CRB"},{"type":"pf2-brown-box","name":"DAMAGE TYPES","entries":["Damage has a number of different types and categories, which are described below.",{"type":"pf2-title","name":"Physical Damage"},"Damage dealt by weapons, many physical hazards, and a handful of spells is collectively called physical damage. The main types of physical damage are bludgeoning, piercing, and slashing. {@b Bludgeoning damage} comes from weapons and hazards that deal blunt-force trauma, like a hit from a club or being dashed against rocks. {@b Piercing damage} is dealt from stabs and punctures, whether from a dragon's fangs or the thrust of a spear. {@b Slashing damage} is delivered by a cut, be it the swing of the sword or the blow from a scythe blades trap.","Ghosts and other incorporeal creatures have a high resistance to physical attacks that aren't magical (attacks that lack the magical trait). Furthermore, most incorporeal creatures have additional, though lower, resistance to magical physical damage (such as damage dealt from a mace with the magical trait) and most other damage types.",{"type":"pf2-title","name":"Energy Damage"},"Many spells and other magical effects deal energy damage. Energy damage is also dealt from effects in the world, such as the biting cold of a blizzard to a raging forest fire. The main types of energy damage are acid, cold, electricity, fire, and sonic. {@b Acid damage} can be delivered by gases, liquids, and certain solids that dissolve flesh, and sometimes harder materials. {@b Cold damage} freezes material by way of contact with chilling gases and ice. {@b Electricity Damage} comes from the discharge of powerful lightning and sparks. {@b Fire damage} burns through heat and combustion. {@b Sonic damage} assaults matter with high-frequency vibration and sound waves. Many times, you deal energy damage by casting magic spells, and doing so is often useful against creatures that have immunities or resistances to physical damage.","Two special types of energy damage specifically target the living and the undead. Positive energy often manifests as healing energy to living creatures but can create {@b positive damage} that withers undead bodies and disrupts and injures incorporeal undead. Negative energy often revivifies the unnatural, unliving power of undead, while manifesting as {@b negative damage} that gnaws at the living.","Powerful and pure magical energy can manifest itself as {@b force damage}. Few things can resist this type of damage—not even incorporeal creatures such as ghosts and wraiths.",{"type":"pf2-title","name":"Alignment Damage"},"Weapons and effects keyed to a particular alignment can deal {@b chaotic}, {@b evil}, {@b good}, or {@b lawful} damage. These damage types apply only to creatures that have the opposing alignment trait. Chaotic damage harms only lawful creatures, evil damage harms only good creatures, good damage harms only evil creatures, and lawful damage harms only chaotic creatures.",{"type":"pf2-title","name":"Mental Damage"},"Sometimes an effect can target the mind with enough psychic force to actually deal damage to the creature. When it does, it deals {@b mental damage}. Mindless creatures and those with only programmed or rudimentary intelligence are often immune to mental damage and effects.",{"type":"pf2-title","name":"Poison Damage"},"Venoms, toxins and the like can deal {@b poison damage}, which affects creatures by way of contact, ingestion, inhalation, or injury. In addition to coming from monster attacks, alchemical items, and spells, poison damage is often caused by ongoing afflictions, which follow special rules described on page 457.",{"type":"pf2-title","name":"Bleed Damage"},"Another special type of physical damage is {@b bleed damage}. This is persistent damage that represents loss of blood.","As such, it has no effect on nonliving creatures or living creatures that don't need blood to live. Weaknesses and resistances to physical damage apply. Bleed damage ends automatically if you're healed to your full Hit Points.",{"type":"pf2-title","name":"Precision Damage"},"Sometimes you are able to make the most of your attack through sheer precision. When you hit with an ability that grants you {@b precision damage}, you increase the attack's listed damage, using the same damage type, rather than tracking a separate pool of damage. For example, a non-magical dagger Strike that deals 1d6 precision damage from a rogue's sneak attack increases the piercing damage by 1d6.","Some creatures are immune to precision damage, regardless of the damage type; these are often amorphous creatures that lack vulnerable anatomy. A creature immune to precision damage would ignore the 1d6 precision damage in the example above, but it would still take the rest of the piercing damage from the Strike. Since precision damage is always the same type of damage as the attack it's augmenting, a creature that is resistant to physical damage, like a gargoyle, would resist not only the dagger's damage but also the precision damage, even though it is not specifically resistant to precision damage.",{"type":"pf2-title","name":"Precious Materials"},"While not their own damage category, precious materials can modify damage to penetrate a creature's resistances or take advantage of its weaknesses. For instance, silver weapons are particularly effective against lycanthropes and bypass the resistances to physical damage that most devils have."]}],"source":"CRB"},{"type":"pf2-h3","page":451,"name":"Step 3: Apply the Target's Immunities, Weaknesses, and Resistances","entries":["Defenses against certain types of damage or effects are called immunities or resistances, while vulnerabilities are called weaknesses. Apply immunities first, then weaknesses, and resistances third. Immunity, weakness, or resistance to an alignment applies only to damage of that type, not to damage from an attacking creature of that alignment.",{"type":"pf2-h4","page":451,"name":"Immunity","entries":["When you have immunity to a specific type of damage, you ignore all damage of that type. If you have immunity to a specific condition or type of effect, you can't be affected by that condition or any effect of that type. If you have immunity to effects with a certain trait (such as death effects, poison, or disease) you are unaffected by any effect with that trait. Often, an effect can be both a trait and a damage type (this is especially true in the case of energy damage types). In these cases, the immunity applies to the entire effect, not just the damage. You can still be targeted by an ability with an effect you are immune to; you just don't apply the effect. However, some complex effects might have parts that affect you even if you're immune to one of the effect's traits; for instance, a spell that deals both fire and acid damage can still deal acid damage to you even if you're immune to fire.","Immunity to critical hits works a little differently. When a creature immune to critical hits is critically hit by a Strike or other attack that deals damage, it takes normal damage instead of double damage. This does not make it immune to any other critical success effects of other actions that have the attack trait (such as {@action Grapple} and {@action Shove}).","Another exception is immunity to nonlethal attacks. If you are immune to nonlethal attacks, you are immune to all damage from attacks with the nonlethal trait, no matter what other type the damage has. For instance, a {@creature stone golem} has immunity to nonlethal attacks. This means that no matter how hard you hit it with your fist, you're not going to damage it—unless your fists don't have the {@trait nonlethal} trait, such as if you're a {@class monk}."],"source":"CRB"},{"type":"pf2-h4","page":453,"name":"Temporary Immunity","entries":["Some effects grant you immunity to the same effect for a set amount of time. If an effect grants you temporary immunity, repeated applications of that effect don't affect you for as long as the temporary immunity lasts. Unless the effect says it applies only to a certain creature's ability, it doesn't matter who created the effect. For example, the {@spell blindness} spell says, \"The target is temporarily immune to blindness for 1 minute.\" If anyone casts {@spell blindness} on that creature again before 1 minute passes, the spell has no effect.","Temporary immunity doesn't prevent or end ongoing effects of the source of the temporary immunity. For instance, if an ability makes you frightened and you then gain temporary immunity to the ability, you don't immediately lose the frightened condition due to the immunity you just gained—you simply don't become frightened if you're targeted by the ability again before the immunity ends."],"source":"CRB"},{"type":"pf2-h4","page":453,"name":"Weakness","entries":["If you have a weakness to a certain type of damage or damage from a certain source, that type of damage is extra effective against you. Whenever you would take that type of damage, increase the damage you take by the value of the weakness. For instance, if you are dealt 2d6 fire damage and have weakness 5 to fire, you take 2d6+5 fire damage.","If you have a weakness to something that doesn't normally deal damage, such as water, you take damage equal to the weakness value when touched or affected by it. If more than one weakness would apply to the same instance of damage, use only the highest applicable weakness value. This usually happens only when a monster is weak to both a type of physical damage and a given material."],"source":"CRB"},{"type":"pf2-h4","page":453,"name":"Resistance","entries":["If you have resistance to a type of damage, each time you take that type of damage, you reduce the amount of damage you take by the listed amount (to a minimum of 0 damage). Resistance can specify combinations of damage types or other traits. For instance, you might encounter a monster that's resistant to non-magical bludgeoning damage, meaning it would take less damage from bludgeoning attacks that weren't magical, but would take normal damage from your {@runeItem mace||+1 wepon potency|} (since it's magical) or a non-magical {@item spear} (since it deals piercing damage). A resistance also might have an exception. For example, resistance 10 to physical damage (except silver) would reduce any physical damage by 10 unless that damage was dealt by a silver weapon.","If you have more than one type of resistance that would apply to the same instance of damage, use only the highest applicable resistance value.","It's possible to have resistance to all damage. When an effect deals damage of multiple types and you have resistance to all damage, apply the resistance to each type of damage separately. If an attack would deal 7 slashing damage and 4 fire damage, resistance 5 to all damage would reduce the slashing damage to 2 and negate the fire damage entirely."],"source":"CRB"}],"source":"CRB"},{"type":"pf2-h3","page":453,"name":"Step 4: If Damage Remains, Reduce the Target's Hit Points","entries":["After applying the target's immunities, resistances, and weaknesses to the damage, whatever damage is left reduces the target's Hit Points on a 1-to-1 basis. More information about Hit Points can be found in the Hit Points, Healing, and Dying section on page 459.",{"type":"pf2-h4","page":453,"name":"Nonlethal Attacks","entries":["You can make a nonlethal attack in an effort to knock someone out instead of killing them (see Knocked Out and Dying on page 459). Weapons with the nonlethal trait (including fists) do this automatically. You take a –2 circumstance penalty to the attack roll when you make a nonlethal attack using a weapon that doesn't have the nonlethal trait. You also take this penalty when making a lethal attack using a nonlethal weapon.","Spells and other effects with the nonlethal trait that reduce a creature to 0 Hit Points knock the creature out instead of killing them."],"source":"CRB"}],"source":"CRB"}],"data":{"quickref":4},"source":"CRB"},{"type":"section","page":481,"name":"Downtime Mode","entries":["Downtime gives you time to rest fully, engage in crafting or a professional endeavor, learn new spells, retrain feats, or just have fun. You can sell items acquired during your adventures, buy new goods, and perform other activities as determined by your feats, your skills, and the settlement where you are spending the downtime.",{"type":"pf2-h2","page":481,"name":"Long-Term Rest","entries":["You can spend an entire day and night resting during downtime to recover Hit Points equal to your Constitution modifier (minimum 1) multiplied by twice your level."],"source":"CRB"},{"type":"pf2-h2","page":481,"name":"Retraining","entries":["Retraining offers a way to alter some of your character choices, which is helpful when you want to take your character in a new direction or change decisions that didn't meet your expectations. You can retrain feats, skills, and some selectable class features. You can't retrain your ancestry, heritage, background, class, or ability scores. You can't perform other downtime activities while retraining.","Retraining usually requires you to spend time learning from a teacher, whether that entails physical training, studying at a library, or falling into shared magical trances. Your GM determines whether you can get proper training or whether something can be retrained at all. In some cases, you'll have to pay your instructor.","Some abilities can be difficult or impossible to retrain (for instance, a sorcerer can retrain their bloodline only in extraordinary circumstances).","When retraining, you generally can't make choices you couldn't make when you selected the original option. For instance, you can't exchange a 2nd-level skill feat for a 4th-level one, or for one that requires prerequisites you didn't meet at the time you took the original feat. If you don't remember whether you met the prerequisites at the time, ask your GM to make the call. If you cease to meet the prerequisites for an ability due to retraining, you can't use that ability. You might need to retrain several abilities in sequence in order to get all the abilities you want.",{"type":"pf2-h3","page":481,"name":"Feats","entries":["You can spend a week of downtime retraining to swap out one of your feats. Remove the old feat and replace it with another of the same type. For example, you could swap a skill feat for another skill feat, but not for a wizard feat."],"source":"CRB"},{"type":"pf2-h3","page":481,"name":"Skills","entries":["You can spend a week of downtime retraining to swap out one of your skill increases. Reduce your proficiency rank in the skill losing its increase by one step and increase your proficiency rank in another skill by one step. The new proficiency rank has to be equal to or lower than the proficiency rank you traded away. For instance, if your bard is a master in {@skill Performance} and {@skill Stealth}, and an expert in {@skill Occultism}, you could reduce the character's proficiency in {@skill Stealth} to expert and become a master in {@skill Occultism}, but you couldn't reassign that skill increase to become legendary in {@skill Performance}. Keep track of your level when you reassign skill increases; the level at which your skill proficiencies changed can influence your ability to retrain feats with skill prerequisites.","You can also spend a week to retrain an initial trained skill you gained during character creation."],"source":"CRB"},{"type":"pf2-h3","page":481,"name":"Class Features","entries":["You can change a class feature that required a choice, making a different choice instead. This lets you change a druid order or a wizard school, for example. The GM will tell you how long this takes—always at least a month."],"source":"CRB"},{"type":"pf2-brown-box","page":481,"name":"SKILL DOWNTIME ACTIVITIES","entries":["Chapter 4: Skills includes several downtime activities, which are summarized here.","{@b {@action Craft}:} Using the {@skill Crafting} skill, you can create items from raw materials (page 244).","{@b {@action Create Forgery}:} You forge a document (page 251).","{@b {@action Earn Income}:} You earn money, typically using {@skill Crafting}, Lore, or {@skill Performance} (page 236).","{@b {@action Subsist}:} You find food and shelter in the wilderness or within a settlement (page 240).","{@b {@action Treat Disease}:} You spend time caring for a diseased creature in the hope of curing that creature (page 248)."],"source":"CRB"}],"source":"CRB"},{"type":"pf2-h2","page":481,"name":"Other Downtime Activities","entries":["Work with your GM if there are other ways you want to spend downtime. You might need to pay for your cost of living (the prices for this can be found on page 294).","You might acquire property, manage a business, become part of a guild or civic group, curry favor in a large city, take command of an army, take on an apprentice, start a family, or minister to a flock of the faithful."],"source":"CRB"}],"data":{"quickref":4},"source":"CRB"},{"type":"section","page":453,"name":"Effects","entries":["Anything you do in the game has an {@b effect}. Many of these outcomes are easy to adjudicate during the game.","If you tell the GM that you draw your sword, no check is needed, and the result is that your character is now holding a sword. Other times, the specific effect requires more detailed rules governing how your choice is resolved.","Many spells, magic items, and feats create specific effects, and your character will be subject to effects caused by monsters, hazards, the environment, and other characters.","While a check might determine the overall impact or strength of an effect, a check is not always part of creating an effect. Casting a {@spell fly} spell on yourself creates an effect that allows you to soar through the air, but casting the spell does not require a check. Conversely, using the Intimidate skill to Demoralize a foe does require a check, and your result on that check determines the effect's outcome.","The following general rules are used to understand and apply effects.",{"type":"pf2-h3","page":455,"name":"Duration","entries":["Most effects are discrete, creating an instantaneous effect when you let the GM know what actions you are going to use. Firing a bow, moving to a new space, or taking something out of your pack all resolve instantly. Other effects instead last for a certain duration. Once the duration has elapsed, the effect ends. The rules generally use the following conventions for durations, though spells have some special durations detailed on pages 304–305.","For an effect that lasts a number of rounds, the remaining duration decreases by 1 at the start of each turn of the creature that created the effect. This is common for beneficial effects that target you or your allies. Detrimental effects often last \"until the end of the target's next turn\" or \"through\" a number of their turns (such as \"through the target's next 3 turns\"), which means that the effect's duration decreases at the end of the creature's turn, rather than the start.","Instead of lasting a fixed number of rounds, a duration might end only when certain conditions are met (or cease to be true). If so, the effects last until those conditions are met."],"source":"CRB"},{"type":"pf2-h3","page":455,"name":"Range and Reach","entries":["Actions and other abilities that generate an effect typically work within a specified range or a reach. Most spells and abilities list a {@b range}—the maximum distance from the creature or object creating the effect in which the effect can occur.","Ranged and thrown weapons have a {@b range increment}.","Attacks with such weapons work normally up to that range. Attacks against targets beyond that range take a –2 penalty, which worsens by 2 for every additional multiple of that range, to a maximum of a –10 penalty after five additional range increments. Attacks beyond this range are not possible. For example, if you are using a shortbow, your attacks take no penalty against a target up to 60 feet away, a –2 penalty if a target is over 60 and up to 120 feet away, a –4 if a target is over 120 and up to 180 feet away, and so on, up to a maximum distance of 360 feet.","{@b Reach} is how far you can physically reach with your body or a weapon. Melee {@action Strike||Strikes} rely on reach. Your reach also creates an area around your space where other creatures could trigger your reactions. Your reach is typically 5 feet, but weapons with the reach trait can extend this. Larger creatures can have greater reach; for instance, an ogre has a 10-foot reach. Unlike with measuring most distances, 10-foot reach can reach 2 squares diagonally. Reach greater than 10 feet is measured normally; 20-foot reach can reach 3 squares diagonally, 25-foot reach can reach 4, and so on."],"source":"CRB"},{"type":"pf2-h3","page":455,"name":"Targets","entries":["Some effects require you to choose specific targets.","Targeting can be difficult or impossible if your chosen creature is undetected by you, if the creature doesn't match restrictions on who you can target, or if some other ability prevents it from being targeted.","Some effects require a target to be willing. Only you can decide whether your PC is willing, and the GM decides whether an NPC is willing. Even if you or your character don't know what the effect is, such as if your character is unconscious, you still decide if you're willing.","Some effects target or require an ally, or otherwise refer to an ally. This must be someone on your side, often another PC, but it might be a bystander you are trying to protect. You are not your own ally. If it isn't clear, the GM decides who counts as an ally or an enemy."],"source":"CRB"},{"type":"pf2-h3","page":456,"name":"Areas","entries":["Some effects occupy an area of a specified shape and size.","An area effect always has a point of origin and extends out from that point. There are four types of areas: emanations, bursts, cones, and lines. When you're playing in encounter mode and using a grid, areas are measured in the same way as movement (page 463), but areas' distances are never reduced or affected by {@quickref difficult terrain||3|terrain} or lesser cover (page 476). You can use the diagrams below as common reference templates for areas, rather than measuring squares each time. Many area effects describe only the effects on creatures in the area. The GM determines any effects to the environment and unattended objects.",{"type":"pf2-h4","page":456,"name":"Burst","entries":["A burst effect issues forth in all directions from a single corner of a square within the range of the effect, spreading in all directions to a specified radius. For instance, when you cast {@spell fireball}, it detonates at the corner of a square within 500 feet of you and creates a 20-foot burst, meaning it extends out 20 feet in every direction from the corner of the square you chose, affecting each creature whose space (or even one square of its space) is within the burst."],"source":"CRB"},{"type":"pf2-h4","page":457,"name":"Cone","entries":["A cone shoots out from you in a quarter circle on the grid.","When you aim a cone, the first square of that cone must share an edge with your space if you're aiming orthogonally, or it must touch a corner of your space if you're aiming diagonally. If you're Large or larger, the first square can run along the edge of any square of your space. You can't aim a cone so that it overlaps your space. The cone extends out for a number of feet, widening as it goes, as shown in the Areas diagram. For instance, when a green dragon uses its breath weapon, it breathes a cone of poisonous gas that originates at the edge of one square of its space and affects a quarter-circle area 30 feet on each edge.","If you make a cone originate from someone or something else, follow these same rules, with the first square of the cone using an edge or corner of that creature or object's space instead of your own."],"source":"CRB"},{"type":"pf2-h4","page":457,"name":"Emanation","entries":["An emanation issues forth from each side of your space, extending out to a specified number of feet in all directions. For instance, the {@spell bless} spell's emanation radiates 5 or more feet outward from the caster. Because the sides of a creature's space are the starting point for the emanation, an emanation from a Large or larger creature affects a greater overall area than that of a Medium or smaller creature. Unless the text states otherwise, the creature creating an emanation effect chooses whether the creature at its center is affected."],"source":"CRB"},{"type":"pf2-h4","page":457,"name":"Line","entries":["A line shoots forth from you in a straight line in a direction of your choosing. The line affects each creature whose space it overlaps. Unless a line effect says otherwise, it is 5 feet wide. For example, the {@spell lightning bolt} spell's area is a 60-foot line that's 5 feet wide."],"source":"CRB"}],"data":{"quickrefIndex":true},"source":"CRB"},{"type":"pf2-h3","page":457,"name":"Line of Effect","entries":["When creating an effect, you usually need an unblocked path to the target of a spell, the origin point of an effect's area, or the place where you create something with a spell or other ability. This is called a line of effect. You have line of effect unless a creature is entirely behind a solid physical barrier. Visibility doesn't matter for line of effect, nor do portcullises and other barriers that aren't totally solid. If you're unsure whether a barrier is solid enough, usually a 1-foot-square gap is enough to maintain a line of effect, though the GM makes the final call.","In an area effect, creatures or targets must have line of effect to the point of origin to be affected. If there's no line of effect between the origin of the area and the target, the effect doesn't apply to that target. For example, if there's a solid wall between the origin of a {@spell fireball} and a creature that's within the burst radius, the wall blocks the effect—that creature is unaffected by the {@spell fireball} and doesn't need to attempt a save against it. Likewise, any ongoing effects created by an ability with an area cease to affect anyone who moves outside of the line of effect."],"data":{"quickrefIndex":true},"source":"CRB"},{"type":"pf2-h3","page":457,"name":"Line of Sight","entries":["Some effects require you to have line of sight to your target. As long as you can precisely sense the area (as described in Perception on page 464) and it is not blocked by a solid barrier (as described in {@quickref Cover||3|Cover}), you have line of sight. An area of darkness prevents line of sight if you don't have {@ability darkvision}, but portcullises and other obstacles that aren't totally solid do not. If you're unsure whether a barrier is solid enough to block line of sight, usually a 1-foot-square gap is enough to maintain line of sight, though the GM makes the final call."],"data":{"quickrefIndex":true},"source":"CRB"}],"data":{"quickref":4},"source":"CRB"},{"type":"section","page":468,"name":"Encounter Mode","entries":[{"type":"pf2-h2","page":468,"name":"Structure","entries":["An encounter is played out in a series of rounds, during which the player characters, adversaries, and other participants in the encounter act in sequence.","You roll initiative to determine this order at the start of the encounter and then play through rounds until a conclusion is reached and the encounter ends. The rules in this section assume a combat encounter—a battle—but the general structure can apply to any kind of encounter.",{"type":"pf2-h3","page":468,"name":"Step 1: Roll Initiative","entries":["When the GM calls for it, you'll roll initiative to determine your place in the initiative order, which is the sequence in which the encounter's participants will take their turns. Rolling initiative marks the start of an encounter. More often than not, you'll roll initiative when you enter a battle.","Typically, you'll roll a Perception check to determine your initiative—the more aware you are of your surroundings, the more quickly you can respond. Sometimes, though, the GM might call on you to roll some other type of check. For instance, if you were Avoiding Notice during exploration (page 479), you'd roll a {@skill Stealth} check. A social encounter could call for a {@skill Deception} or {@skill Diplomacy} check.","The GM rolls initiative for anyone other than the player characters in the encounter. If these include a number of identical creatures, the GM could roll once for the group as a whole and have them take their turns within the group in any order. However, this can make battles less predictable and more dangerous, so the GM might want to roll initiative for some or all creatures individually unless it's too much of a burden.","Unlike a typical check, where the result is compared to a DC, the results of initiative rolls are ranked. This ranking sets the order in which the encounter's participants act—the initiative order. The character with the highest result goes first. The second highest follows, and so on until whoever had the lowest result takes their turn last.","If your result is tied with a foe's result, the adversary goes first. If your result is tied with another PC's, you can decide between yourselves who goes first when you reach that place in the initiative order. After that, your places in the initiative order usually don't change during the encounter."],"source":"CRB"},{"type":"pf2-h3","page":468,"name":"Step 2: Play a Round","entries":["A round begins when the participant with the highest initiative roll result starts their turn, and it ends when the one with the lowest initiative ends their turn. The process of taking a turn is detailed below. Creatures might also act outside their turns with reactions and free actions."],"source":"CRB"},{"type":"pf2-h3","page":468,"name":"Step 3: Begin the Next Round","entries":["Once everyone in the encounter has taken a turn, the round is over and the next one begins. Don't roll initiative again; the new round proceeds in the same order as the previous one, repeating the cycle until the encounter ends."],"source":"CRB"},{"type":"pf2-h3","page":468,"name":"Step 4: End the Encounter","entries":["When your foes are defeated, some sort of truce is reached, or some other event or circumstance ends the combat, the encounter is over. You and the other participants no longer follow the initiative order, and a more free-form style of play resumes, with the game typically moving into exploration mode. Sometimes at the end of an encounter, the GM will award Experience Points to the party or you'll find treasure to divvy up."],"source":"CRB"}],"source":"CRB"},{"type":"pf2-h2","page":468,"name":"Turns","entries":["When it's your turn to act, you can use single actions ({@as 1}), short activities ({@as 2} and {@as 3}), reactions ([reaction]), and free actions ({@as f}). When you're finished, your turn ends and the character next in the initiative order begins their turn.","Sometimes it's important to note when during your turn something happens, so a turn is divided into three steps.",{"type":"pf2-h3","page":468,"name":"Step 1: Start Your Turn","entries":["Many things happen automatically at the start of your turn—it's a common point for tracking the passage of time for effects that last multiple rounds. At the start of each of your turns, take these steps in any order you choose:",{"type":"list","items":["If you created an effect lasting for a certain number of rounds, reduce the number of rounds remaining by 1. The effect ends if the duration is reduced to 0. For example, if you cast a spell that lasts 3 rounds on yourself during your first turn of a fight, it would affect you during that turn, decrease to 2 rounds of duration at the start of your second turn, decrease to 1 round of duration at the start of your third turn, and expire at the start of your fourth turn.","You can use 1 free action or reaction with a trigger of \"Your turn begins\" or something similar.","If you're {@condition dying}, roll a recovery check (page 459).","Do anything else that is specified to happen at the start of your turn."]},"The last step of starting your turn is always the same.",{"type":"list","items":["Regain your 3 actions and 1 reaction. If you haven't spent your reaction from your last turn, you lose it—you can't \"save\" actions or reactions from one turn to use during the next turn. If a condition prevents you from being able to act, you don't regain any actions or your reaction. Some abilities or conditions (such as {@condition quickened} and {@condition slowed}) can change how many actions you regain and whether you regain your reaction. If you lose actions and gain additional actions (such as if you're both {@condition quickened} and {@condition slowed}), you choose which actions to lose."]}],"source":"CRB"},{"type":"pf2-h3","page":469,"name":"Step 2: Act","entries":["You can use actions in any order you wish during your turn, but you have to complete one action or activity before beginning another; for example, you can't use a single action in the middle of performing a 2-action activity. What actions you can use often depend on your class features, skills, feats, and items, but there are default actions anyone can use, described in Basic Actions below. Some effects might prevent you from acting. If you can't act, you can't use any actions, including reactions and free actions.","If you begin a 2-action or 3-action activity on your turn, you must be able to complete it on your turn. You can't, for example, begin to High Jump using your final action on one turn and then complete it as your first action on your next turn.","Once you have spent all 3 of your actions, your turn ends (as described in Step 3) and the next creature's turn begins. You can, however, use only some of your actions and end your turn early. As soon as your turn ends, you lose all your remaining actions, but not your reaction or your ability to use free actions."],"source":"CRB"},{"type":"pf2-h3","page":469,"name":"Step 3: End Your Turn","entries":["Once you've done all the things you want to do with the actions you have available, you reach the end of your turn.","Take the following steps in any order you choose. Play then proceeds to the next creature in the initiative order.",{"type":"list","items":["End any effects that last until the end of your turn. For example, spells with a sustained duration end at the end of your turn unless you used the {@action Sustain a Spell} action during your turn to extend them. Some effects caused by enemies might also last through a certain number of your turns, and you decrease the remaining duration by 1 during this step, ending the effect if its duration is reduced to 0.","If you have a {@condition Persistent Damage|CRB|persistent damage} condition, you take the damage at this point. After you take the damage, you can attempt the flat check to end the {@condition Persistent Damage|CRB|persistent damage}. You then attempt any saving throws for ongoing afflictions. Many other conditions change at the end of your turn, such as the {@condition frightened} condition decreasing in severity. These take place after you've taken any {@condition Persistent Damage|CRB|persistent damage}, attempted flat checks to end the {@condition Persistent Damage|CRB|persistent damage}, and attempted saves against any afflictions.","You can use 1 free action or reaction with a trigger of \"Your turn ends\" or something similar.","Resolve anything else specified to happen at the end of your turn."]}],"source":"CRB"},{"type":"pf2-brown-box","page":469,"name":"TRACKING INITIATIVE","entries":["The GM keeps track of the initiative order for an encounter.","It's usually okay for the players to know this order, since they'll see who goes when and be aware of one another's results. However, the GM might want to conceal the names of adversaries the PCs have yet to identify.","Once the encounter's order is set, it's usually not necessary to track the original initiative numbers. The GM can create a simple list, use a series of cards or other indicators, or use a {@i Pathfinder Combat Pad}, which has magnetic markers to allow for easily rearranging the order.",{"type":"pf2-title","name":"Changing the Initiative Order"},"Any method used to track the initiative order needs to be flexible because the order can change. A creature can use the Delay basic action to change its place in the order, in which case you can erase it from the list or pull its marker aside until it reenters the initiative order. When a creature gets knocked out, its initiative order also changes (see Knocked Out and Dying on page 459). Using the Ready basic action doesn't change a creature's place in the initiative order, though, because the designated action becomes a reaction."],"source":"CRB"}],"source":"CRB"},{"type":"pf2-h2","page":469,"name":"Basic Actions","entries":["Basic actions represent common tasks like moving around, attacking, and helping others. As such, every creature can use basic actions except in some extreme circumstances, and many of those actions are used very frequently. Most notably, you'll use Interact, Step, Stride, and Strike a great deal. Many feats and other actions call upon you to use one of these basic actions or modify them to produce different effects. For example, a more complex action might let you Stride up to double your Speed instead of just up to your Speed, and a large number of activities include a Strike.","Actions that are used less frequently but are still available to most creatures are presented in Specialty Basic Actions starting on page 472. These typically have requirements that not all characters are likely to meet, such as wielding a shield or having a burrow Speed.","In addition to the actions in these two sections, the actions for spellcasting can be found on pages 302–305, and the actions for using magic items appear on pages 531–534.","{@note To view all actions, please visit the {@filter Actions page.|actions||source=CRB}}",{"type":"pf2-brown-box","page":471,"name":"SPEAKING","entries":["As long as you can act, you can also speak. You don't need to spend any type of action to speak, but because a round represents 6 seconds of time, you can usually speak at most a single sentence or so per round. Special uses of speech, such as attempting a {@skill Deception} skill check to Lie, require spending actions and follow their own rules.","All speech has the auditory trait. If you communicate in some way other than speech, other rules might apply. For instance, using sign language is visual instead of auditory.","not trigger reactions that can be triggered by actions with the manipulate trait (such as Attack of Opportunity).","If you want to prepare to Release something outside of your turn, use the Ready activity."],"source":"CRB"},{"type":"pf2-h3","page":472,"name":"Specialty Basic Actions","entries":["These actions are useful under specific circumstances. Some require you to have a special movement type (page 463)."],"source":"CRB"}],"source":"CRB"},{"type":"pf2-h2","page":472,"name":"Activities in Encounters","entries":["Activities that take longer than a turn can't normally be performed during an encounter. Spells with a casting time of 1 minute or more are a common example of this, as are several skill actions. When you commit to an activity during your turn in an encounter, you commit to spending all of the actions it requires. If the activity gets interrupted partway through, you lose all of the actions you would have spent on that activity. Activities are described in full on page 461."],"source":"CRB"},{"type":"pf2-h2","page":472,"name":"Reactions in Encounters","entries":["Your reactions let you respond immediately to what's happening around you. The GM determines whether you can use reactions before your first turn begins, depending on the situation in which the encounter happens.","Once your first turn begins, you gain your actions and reaction. You can use 1 reaction per round. You can use a reaction on anyone's turn (including your own), but only when its trigger occurs. If you don't use your reaction, you lose it at the start of your next turn, though you typically then gain a reaction at the start of that turn.","Some reactions are specifically meant to be used in combat and can change how the battle plays out drastically.","One example of such a reaction is {@action Attack of Opportunity}, which {@class fighter||fighters} gain at 1st level.","This reaction lets you make a melee {@action Strike} if a creature within reach uses a {@trait manipulate} or {@trait move} action, makes a ranged attack, or leaves a square during a {@trait move} action. The Triggering Moves diagram on page 474 illustrates examples of movements that might trigger an {@action Attack of Opportunity} from a creature without reach and one with reach.","You'll notice this reaction allows you to use a modified basic action, a {@action Strike}. This follows the rules on subordinate actions found on page 462.","Because your {@action Attack of Opportunity} takes place outside of your turn, the attack roll doesn't incur a multiple attack penalty."],"source":"CRB"},{"type":"pf2-h2","page":473,"name":"Movement in Encounters","entries":["Your movement during encounter mode depends on the actions and other abilities you use. Whether you Stride, Step, Swim, or Climb, the maximum distance you can move is based on your Speed. Certain feats or magic items can grant you other movement types, allowing you to swiftly burrow, climb, fly, or swim (page 463).","When the rules refer to a \"movement cost\" or \"spending movement,\" they are describing how many feet of your Speed you must use to move from one point to another. Normally, movement costs 5 feet per square when you're moving on a grid, or it costs the number of feet you move if you're not using a grid. However, sometimes it's harder to move a certain distance due to {@quickref difficult terrain||3|terrain} or other factors. In such a case, you might have to spend a different amount of movement to move from one place to another.","For example, a form of movement might require 10 feet of movement to move 1 square, and moving through some types of terrain costs an extra 5 feet of movement per square.",{"type":"pf2-h3","page":473,"name":"Grid Movement","entries":["If an encounter involves combat, it's often a good idea to track the movement and relative position of the participants using a Pathfinder Flip-Mat, Flip-Tiles, or some other form of grid to display the terrain, and miniatures to represent the combatants. When a character moves on a grid, every 1-inch square of the play area is 5 feet across in the game world. Hence, a creature moving in a straight line spends 5 feet of its movement for every map square traveled.","Because moving diagonally covers more ground, you count that movement differently. The first square of diagonal movement you make in a turn counts as 5 feet, but the second counts as 10 feet, and your count thereafter alternates between the two. For example, as you move across 4 squares diagonally, you would count 5 feet, then 10, then 5, and then 10, for a total of 30 feet. You track your total diagonal movement across all your movement during your turn, but reset your count at the end of your turn."],"source":"CRB"},{"type":"pf2-h3","page":473,"name":"Size, Space, and Reach","entries":["Creatures and objects of different sizes occupy different amounts of space. The sizes and the spaces they each take up on a grid are listed in {@table Size and Reach||Table 9–1: Size and Reach}.","Table 9–1 also lists the typical reach for creatures of each size, for both tall creatures (most bipeds) and long creatures (most quadrupeds). See page 455 for more about reach.","The Space entry lists how many feet on a side a creature's space is, so a Large creature fills a 10-foot-by-10-foot space (4 squares on the grid). Sometimes part of a creature extends beyond its space, such as if a giant octopus is grabbing you with its tentacles. In that case, the GM will usually allow attacking the extended portion, even if you can't reach the main creature. A Small or larger creature or object takes up at least 1 square on a grid, and creatures of these sizes can't usually share spaces except in situations like a character riding a mount. Rules for moving through other creatures' spaces appear below.",{"type":"data","tag":"table","source":"CRB","name":"Size and Reach"},"Multiple Tiny creatures can occupy the same square. At least four can fit in a single square, though the GM might determine that even more can fit. Tiny creatures can occupy a space occupied by a larger creature as well, and if their reach is 0 feet, they must do so in order to attack."],"source":"CRB"},{"type":"pf2-h3","page":474,"name":"Move Actions That Trigger Reactions","entries":["Some reactions and free actions are triggered by a creature using an action with the move trait. The most notable example is Attack of Opportunity. Actions with the move trait can trigger reactions or free actions throughout the course of the distance traveled. Each time you exit a square (or move 5 feet if not using a grid) within a creature's reach, your movement triggers those reactions and free actions (although no more than once per move action for a given reacting creature). If you use a move action but don't move out of a square, the trigger instead happens at the end of that action or ability.","Some actions, such as Step, specifically state they don't trigger reactions or free actions based on movement."],"source":"CRB"},{"type":"pf2-h3","page":474,"name":"Moving Through a Creature's Space","entries":["You can move through the space of a willing creature. If you want to move through an unwilling creature's space, you can {@action Tumble Through} that creature's space using {@skill Acrobatics}. You can't end your turn in a square occupied by another creature, though you can end a move action in its square provided that you immediately use another move action to leave that square. If two creatures end up in the same square by accident, the GM determines which one is forced out of the square (or whether one falls prone).",{"type":"pf2-h4","page":474,"name":"Prone and Incapacitated Creatures","entries":["You can share a space with a prone creature if that creature is willing, unconscious, or dead and if it is your size or smaller. The GM might allow you to climb atop the corpse or unconscious body of a larger creature in some situations. A prone creature can't stand up while someone else occupies its space, but it can Crawl to a space where it's able to stand, or it can attempt to Shove the other creature out of the way."],"source":"CRB"},{"type":"pf2-h4","page":475,"name":"Creatures of Different Sizes","entries":["In most cases, you can move through the space of a creature at least three sizes larger than you (Table 9-1). This means a Medium creature can move through the space of a Gargantuan creature and a Small creature can move through the space of a Huge creature. Likewise, a bigger creature can move through the space of a creature three sizes smaller than itself or smaller. You still can't end your movement in a space occupied by a creature.","Tiny creatures are an exception. They can move through creatures' spaces and can even end their movement there."],"source":"CRB"},{"type":"pf2-h4","page":475,"name":"Objects","entries":["Because objects aren't as mobile as creatures are, they're more likely to fill a space. This means you can't always move through their spaces like you might move through a space occupied by a creature. You might be able to occupy the same square as a statue of your size, but not a wide column. The GM determines whether you can move into an object's square normally, whether special rules apply, or if you are unable to move into the square at all."],"source":"CRB"}],"source":"CRB"}],"source":"CRB"},{"type":"pf2-h3","page":475,"name":"Forced Movement","entries":["When an effect forces you to move, or if you start falling, the distance you move is defined by the effect that moved you, not by your Speed. Because you're not acting to move, this doesn't trigger reactions that are triggered by movement.","If forced movement would move you into a space you can't occupy—because objects are in the way or because you lack the movement type needed to reach it, for example—you stop moving in the last space you can occupy. Usually the creature or effect forcing the movement chooses the path the victim takes. If you're pushed or pulled, you can usually be moved through hazardous terrain, pushed off a ledge, or the like. Abilities that reposition you in some other way can't put you in such dangerous places unless they specify otherwise. In all cases, the GM makes the final call if there's doubt on where forced movement can move a creature."],"data":{"quickrefIndex":true},"source":"CRB"},{"type":"pf2-h3","page":475,"name":"Terrain","entries":["Several types of terrain can complicate your movement by slowing you down, damaging you, or endangering you.",{"type":"pf2-h4","page":475,"name":"Difficult Terrain","entries":["Difficult terrain is any terrain that impedes your movement, ranging from particularly rough or unstable surfaces to thick ground cover and countless other impediments. Moving into a square of {@b difficult terrain} (or moving 5 feet into or within an area of difficult terrain, if you're not using a grid) costs an extra 5 feet of movement.","Moving into a square of {@b greater difficult terrain} instead costs 10 additional feet of movement. This additional cost is not increased when moving diagonally. You can't Step into difficult terrain.","Movement you make while you are jumping ignores the terrain you're jumping over. Some abilities (such as flight or being incorporeal) allow you to avoid the movement reduction from some types of difficult terrain. Certain other abilities let you ignore difficult terrain on foot; such an ability also allows you to move through greater difficult terrain at the normal movement cost as for difficult terrain, though it wouldn't let you ignore greater difficult terrain unless the ability specifies otherwise."],"source":"CRB"},{"type":"pf2-h4","page":476,"name":"Hazardous Terrain","entries":["Hazardous terrain damages you whenever you move through it. An acid pool and a pit of burning embers are both examples of hazardous terrain. The amount and type of damage depend on the specific hazardous terrain."],"source":"CRB"},{"type":"pf2-h4","page":476,"name":"Narrow Surfaces","entries":["A narrow surface is so precariously thin that you need to {@action Balance} or risk falling. Even on a success, you are {@condition flat-footed} on a narrow surface.","Each time you are hit by an attack or fail a save on a narrow surface, you must succeed at a Reflex save (with the same DC as the {@skill Acrobatics} check to {@action Balance}) or fall."],"source":"CRB"},{"type":"pf2-h4","page":476,"name":"Uneven Ground","entries":["Uneven ground is an area unsteady enough that you need to {@action Balance} or risk falling prone and possibly injuring yourself, depending on the specifics of the uneven ground. You are {@condition flat-footed} on uneven ground. Each time you are hit by an attack or fail a save on uneven ground, you must succeed at a Reflex save (with the same DC as the {@skill Acrobatics} check to Balance) or fall prone."],"source":"CRB"},{"type":"pf2-h4","page":476,"name":"Inclines","entries":["An incline is an area so steep that you need to {@action Climb} using the {@skill Athletics} skill in order to progress upward.","You're {@condition flat-footed} when {@action Climb||Climbing} an incline."],"source":"CRB"}],"data":{"quickrefIndex":true},"source":"CRB"},{"type":"pf2-h2","page":477,"name":"Special Battles","entries":["Sometimes fights occur while the characters are atop mounts or when the PCs take to the sky or seas.",{"type":"pf2-h3","page":478,"name":"Mounted Combat","entries":["You can ride some creatures into combat. As noted in the {@action Mount} specialty basic action, your mount needs to be at least one size larger than you and willing. Your mount acts on your initiative. You must use the {@action Command an Animal} action (page 249) to get your mount to spend its actions. If you don't, the animal wastes its actions. If you have the Ride general feat, you succeed automatically when you {@action Command an Animal} that's your mount.","For example, if you are mounted on a horse and you make three attacks, your horse would remain stationary since you didn't command it. If you instead spent your first action to {@action Command an Animal} and succeeded, you could get your mount to Stride. You could spend your next action to attack or to command the horse to attack, but not both.",{"type":"pf2-h4","page":478,"name":"Mounted Attacks","entries":["You and your mount fight as a unit. Consequently, you share a multiple attack penalty. For example, if you Strike and then {@action Command an Animal} to have your mount Strike, your mount's attack takes a –5 multiple attack penalty.","You occupy every square of your mount's space for the purpose of making your attacks. If you were Medium and on a Large mount, you could attack a creature on one side of your mount, then attack on the opposite side with your next action. If you have a longer reach, the distance depends partly on the size of your mount. On a Medium or smaller mount, use your normal reach. On a Large or Huge mount, you can attack any square adjacent to the mount if you have 5- or 10-foot reach, or any square within 10 feet of the mount (including diagonally) if you have 15-foot reach."],"source":"CRB"},{"type":"pf2-h4","page":478,"name":"Mounted Defenses","entries":["When you're mounted, attackers can target either you or your mount. Anything that affects multiple creatures (such as an area) affects both of you as long as you're both in the area. You are in an attacker's reach or range if any square of your mount is within reach or range. Because your mount is larger than you and you share its space, you have lesser cover against attacks targeting you when you're mounted if the mount would be in the way.","Because you can't move your body as freely while you're riding a mount, you take a –2 circumstance penalty to Reflex saves while mounted. Additionally, the only move action you can use is the Mount action to dismount."],"source":"CRB"}],"source":"CRB"},{"type":"pf2-brown-box","page":478,"name":"THREE-DIMENSIONAL COMBAT","entries":["In aerial and aquatic combat, you might need to track positioning in three dimensions. For flying creatures, you might use one of the following methods:",{"type":"list","items":["Find platforms to place flying creatures' miniatures on.","Set a die next to a creature with the number indicating how many squares up in the air it is.","Make a stack of dice or tokens, 1 per 5 feet of elevation.","Write the elevation next to the monster on the grid. In underwater combat, choose a plane to be the\nbaseline, typically the waterline, the sea floor, or a stationary object you can measure from."]},"As with ground-based movement, moving diagonally up or down in 3-D space requires counting every other diagonal as 10 feet. Measure flanking in all directions—creatures above and below an enemy can flank it just as effectively as they can from opposite sides."],"source":"CRB"},{"type":"pf2-h3","page":478,"name":"Aerial Combat","entries":["Many monsters can fly, and PCs can use spells and items to gain the ability to fly. Flying creatures have to use the Fly action (page 472) to move through the air. Performing an especially tricky maneuver—such as trying to reverse course 180 degrees or fly through a narrow gap—might require using {@skill Acrobatics} to Maneuver in Flight. Creatures might fall from the sky, using the falling rules found on page 463. At the GM's discretion, some ground-based actions might not work in the air. For instance, a flying creature couldn't Leap."],"source":"CRB"},{"type":"pf2-h3","page":478,"name":"Aquatic Combat","entries":["Use these rules for battles in water or underwater:",{"type":"list","items":["You're {@condition flat-footed} unless you have a swim Speed.","You gain resistance 5 to acid and fire.","You take a –2 circumstance penalty to melee slashing or bludgeoning attacks that pass through water.","Ranged attacks that deal bludgeoning or slashing damage automatically miss if the attacker or target is underwater, and piercing ranged attacks made by an underwater creature or against an underwater target have their range increments halved.","You can't cast fire spells or use actions with the fire trait underwater.","At the GM's discretion, some ground-based actions might not work underwater or while floating."]},{"type":"pf2-h4","page":478,"name":"Drowning and Suffocating","entries":["You can hold your breath for a number of rounds equal to 5 + your Constitution modifier. Reduce your remaining air by 1 round at the end of each of your turns, or by 2 if you attacked or cast any spells that turn. You also lose 1 round worth of air each time you are critically hit or critically fail a save against a damaging effect. If you speak (including casting spells with verbal components or activating items with command components) you lose all remaining air.","When you run out of air, you fall {@condition unconscious} and start suffocating. You can't recover from being unconscious and must attempt a DC 20 Fortitude save at the end of each of your turns. On a failure, you take 1d10 damage, and on a critical failure, you die. On each check after the first, the DC increases by 5 and the damage by 1d10; these increases are cumulative. Once your access to air is restored, you stop suffocating and are no longer unconscious (unless you're at 0 Hit Points)."],"data":{"quickrefIndex":true},"source":"CRB"}],"data":{"quickrefIndex":true},"source":"CRB"}],"source":"CRB"}],"data":{"quickref":4},"source":"CRB"},{"type":"section","page":479,"name":"Exploration Mode","entries":["Much of exploration mode involves movement and roleplaying. You might be traveling from one town to another, chatting with a couple of merchants an outpost along the way, or maybe having a terse conversation with the watchful city guards at your destination. Instead of measuring your rate of movement in 5-foot squares every round, you measure it in feet or miles per minute, hour, or day, using your travel speed. Rather than deciding on each action every turn, you'll engage in an exploration activity, and you'll typically spend some time every day resting and making your daily preparations.",{"type":"pf2-h2","page":479,"name":"Travel Speed","entries":["Depending on how the GM tracks movement, you move in feet or miles based on your character's Speed with the relevant movement type. Typical rates are on the table below.",{"type":"data","tag":"table","source":"CRB","name":"Travel Speed"},"The rates in Table 9 –2 assume traveling over flat and clear terrain at a determined pace, but one that's not exhausting.","Moving through {@quickref difficult terrain||3|terrain} halves the listed movement rate. {@quickref greater difficult terrain||3|terrain} reduces the distance traveled to one-third the listed amount. If the travel requires a skill check to accomplish, such as mountain climbing or swimming, the GM might call for a check once per hour using the result and the table above to determine your progress."],"source":"CRB"},{"type":"pf2-h2","page":479,"name":"Exploration Activities","entries":["While you're traveling and exploring, tell the GM what you'd generally like to do along the way. If you to do nothing more than make steady progress toward your goal, you move at the full travel speeds given in Table 9 –2.","When you want to do something other than simply travel, you describe what you are attempting to do. It isn't necessary to go into extreme detail, such as \"Using my dagger, I nudge the door so I can check for devious traps.\" Instead, \"I'm searching the area for hazards\" is sufficient. The GM finds the best exploration activity to match your description and describes the effects of that activity. Some exploration activities limit how fast you can travel and be effective.","These are most common exploration activities.",{"type":"pf2-brown-box","page":480,"name":"SKILL EXPLORATION ACTIVITIES","entries":["Chapter 4: Skills includes numerous additional exploration activities, which are summarized here.","{@b {@action Borrow an Arcane Spell}:} You use {@skill Arcana} to prepare a spell from someone else's spellbook (page 241).","{@b {@action Coerce}:} You use {@skill Intimidation} to threaten a creature so it does what you want (page 247).","{@b {@action Cover Tracks}:} You use {@skill Survival} to obscure your passing (page 252).","{@b {@action Decipher Writing}:} You use a suitable skill to understand archaic, esoteric, or obscure texts (page 234).","{@b {@action Gather Information}:} You use {@skill Diplomacy} to canvass the area to learn about a specific individual or topic (page 246).","{@b {@action Identify Alchemy}:} You use Craft and alchemist's tools to identify an alchemical item (page 245).","{@b {@action Identify Magic}:} Using a variety of skills, you can learn about a magic item, location, or ongoing effect (page 238).","{@b {@action Impersonate}:} You use {@skill Deception} and usually a disguise kit to create a disguise (page 245).","{@b {@action Learn a Spell}:} You use the skill corresponding to the spell's tradition to gain access to a new spell (page 238).","{@b {@action Make an Impression}:} You use {@skill Diplomacy} to make a good impression on someone (page 246).","{@b {@action Repair}:} With a repair kit and the {@skill Crafting} skill, you fix a damaged item (page 243).","{@b {@action Sense Direction}:} You use {@skill Survival} to get a sense of where you are or determine the cardinal directions (page 252).","{@b {@action Squeeze}:} Using {@skill Acrobatics}, you squeeze though very tight spaces (page 241).","{@b {@action Track}:} You use {@skill Survival} to find and follow creatures' tracks (page 252).","{@b {@action Treat Wounds}:} You use {@skill Medicine} to treat a living creature's wounds (page 249)."],"source":"CRB"}],"source":"CRB"},{"type":"pf2-h2","page":480,"name":"Rest and Daily Preparations","entries":["You perform at your best when you take enough time to rest and prepare. Once every 24 hours, you can take a period of rest (typically 8 hours), after which you regain Hit Points equal to your Constitution modifier (minimum 1) times your level, and you might recover from or improve certain conditions (page 453). Sleeping in armor results in poor rest that leaves you {@condition fatigued}. If you go more than 16 hours without resting, you become {@condition fatigued} (you cannot recover from this until you rest at least 6 continuous hours).","After you rest, you make your daily preparations, which takes around 1 hour. You can prepare only if you've rested, and only once per day. Preparing includes the following:",{"type":"list","items":["Spellcasters regain spell slots, and prepared spellcasters choose spells to have available that day.","Focus Points, other abilities that refresh during your preparations, and abilities that can be used only a certain number of times per day, including magic item uses, are reset.","You don armor and equip weapons and other gear.","You invest up to 10 worn magic items to gain their benefits for the day."]}],"data":{"quickrefIndex":true},"source":"CRB"}],"data":{"quickref":4},"source":"CRB"},{"type":"section","page":476,"name":"Flanking","entries":["When you and an ally are flanking a foe, it has a harder time defending against you. A creature is {@condition flat-footed} (taking a –2 circumstance penalty to AC) to melee attacks from creatures that are flanking it.","To flank a foe, you and your ally must be on opposites sides or corners of the creature. A line drawn between the center of your space and the center of your ally's space must pass through opposite sides or opposite corners of the foe's space. Additionally, both you and the ally have to be able to act, must be wielding melee weapons or able to make an unarmed attack, can't be under any effects that prevent you from attacking, and must have the enemy within reach. If you are wielding a reach weapon, you use your {@trait reach} with that weapon for this purpose."],"data":{"quickref":4},"source":"CRB"},{"type":"section","page":444,"name":"Game Conventions","entries":["Pathfinder has many specific rules, but you'll also want to keep these general guidelines in mind when playing.",{"type":"pf2-h3","name":"The GM Has the Final Say"},"If you're ever uncertain how to apply a rule, the GM decides.","Of course, Pathfinder is a game, so when adjudicating the rules, the GM is encouraged to listen to everyone's point of view and make a decision that is both fair and fun.",{"type":"pf2-h3","name":"Specific Overrides General"},"A core principle of Pathfinder is that specific rules override general ones. If two rules conflict, the more specific one takes precedence. If there's still ambiguity, the GM determines which rule to use. For example, the rules state that when attacking a concealed creature, you must attempt a DC {@flatDC 5} flat check to determine if you hit. Flat checks don't benefit from modifiers, bonuses, or penalties, but an ability that's specifically designed to overcome concealment might override and alter this. If a rule doesn't specify otherwise, default to the general rules presented in this chapter. While some special rules may also state the normal rules to provide context, you should always default to the normal rules even if effects don't specifically say to.",{"type":"pf2-h3","name":"Rounding"},"You may need to calculate a fraction of a value, like halving damage. Always round down unless otherwise specified.","For example, if a spell deals 7 damage and a creature takes half damage from it, that creature takes 3 damage.",{"type":"pf2-h3","name":"Multiplying"},"When more than one effect would multiply the same number, don't multiply more than once. Instead, combine all the multipliers into a single multiplier, with each multiple after the first adding 1 less than its value. For instance, if one ability doubled the duration of one of your spells and another one doubled the duration of the same spell, you would triple the duration, not quadruple it.",{"type":"pf2-h3","name":"Duplicate Effects"},"When you're affected by the same thing multiple times, only one instance applies, using the higher level of the effects, or the newer effect if the two are the same level. For example, if you were using {@spell mage armor} and then cast it again, you'd still benefit from only one casting of that spell. Casting a spell again on the same target might get you a better duration or effect if it were cast at a higher level the second time, but otherwise doing so gives you no advantage.",{"type":"pf2-h3","name":"Ambiguous Rules"},"Sometimes a rule could be interpreted multiple ways. If one version is too good to be true, it probably is. If a rule seems to have wording with problematic repercussions or doesn't work as intended, work with your group to find a good solution, rather than just playing with the rule as printed."],"data":{"quickref":4},"source":"CRB"},{"type":"section","page":467,"name":"Hero Points","entries":["Your heroic deeds earn you Hero Points, which grant you good fortune or let you recover from the brink of death. Unlike most aspects of your character, which persist over the long term, Hero Points last for only a single session.","The GM is in charge of awarding Hero Points (guidelines for doing so can be found {@quickref here||4|rewards|1}).","Usually, each character gets 1 Hero Point at the start of a session and can gain more later by performing heroic deeds—something selfless, daring, or beyond normal expectations. You can have a maximum of 3 Hero Points at a time, and you lose any remaining Hero Points at the end of a session.","You can spend your Hero Points in one of two ways.","Neither of these is an action, and you can spend Hero Points even if you aren't able to act. You can spend a Hero Point on behalf of your familiar or animal companion.",{"type":"list","items":["{@b Spend 1 Hero Point} to reroll a check. You must use the second result. This is a fortune effect (which means you can't use more than 1 Hero Point on a check).","{@b Spend all your Hero Points} (minimum 1) to avoid death. You can do this when your {@condition dying} condition would increase. You lose the {@condition dying} condition entirely and stabilize with 0 Hit Points. You don't gain the {@condition wounded} condition or increase its value from losing the {@condition dying} condition in this way, but if you already had that condition, you don't lose it or decrease its value."]},{"type":"pf2-h3","page":467,"name":"Describing Heroic Deeds","entries":["Because spending Hero Points reflects heroic deeds or tasks that surpass normal expectations, if you spend a Hero Point, you should describe the deed or task your character accomplishes with it to the other players.","Your character's deed might invoke a lesson learned in a past adventure, could be spurred by a determination to save someone else, or might depend on an item that ended up on their person due to a previous exploit. If you don't want to describe the deed or don't have any strong ideas about how to do so, ask the GM to come up with something for you. This can be a collaborative process, too. The GM might remind you of a long-forgotten event in the campaign, and all you have to do is fill in how that event comes to mind just at the right time, motivating you to push past your limits."],"source":"CRB"}],"data":{"quickref":4},"source":"CRB"},{"type":"section","page":459,"name":"Hit Points, Healing, and Dying","entries":["All creatures and objects have Hit Points (HP). Your maximum Hit Point value represents your health, wherewithal, and heroic drive when you are in good health and rested. Your maximum Hit Points include the Hit Points you gain at 1st level from your ancestry and class, those you gain at higher levels from your class, and any you gain from other sources (like the Toughness general feat). When you take damage, you reduce your current Hit Points by a number equal to the damage dealt.","Some spells, items, and other effects, as well as simply resting, can heal living or undead creatures. When you are healed, you regain Hit Points equal to the amount healed, up to your maximum Hit Points.",{"type":"pf2-h3","page":459,"name":"Knocked Out and Dying","entries":["Creatures cannot be reduced to fewer than 0 Hit Points.","When most creatures reach 0 Hit Points, they die and are removed from play unless the attack was nonlethal, in which case they are instead knocked out for a significant amount of time (usually 1 minute or more). When undead and construct creatures reach 0 Hit Points, they are destroyed.","Player characters, their companions, and other significant characters and creatures don't automatically die when they reach 0 Hit Points. Instead, they are knocked out and are at risk of death. At the GM's discretion, villains, powerful monsters, special NPCs, and enemies with special abilities that are likely to bring them back to the fight (like ferocity, regeneration, or healing magic) can use these rules as well.","As a player character, when you are reduced to 0 Hit Points, you're knocked out with the following effects:",{"type":"list","items":["You immediately move your initiative position to directly before the turn in which you were reduced to 0 HP.","You gain the {@condition dying} 1 condition. If the effect that knocked you out was a critical success from the attacker or the result of your critical failure, you gain the {@condition dying} 2 condition instead. If you have the {@condition wounded} condition (page 460), increase your {@condition dying} value by an amount equal to your {@condition wounded} value. If the damage was dealt by a nonlethal attack or nonlethal effect, you don't gain the dying condition; you are instead unconscious with 0 Hit Points."]},{"type":"pf2-h4","page":459,"name":"Taking Damage while Dying","entries":["If you take damage while you already have the dying condition, increase your dying condition value by 1, or by 2 if the damage came from an attacker's critical hit or your own critical failure. If you have the wounded condition, remember to add the value of your wounded condition to your dying value."],"source":"CRB"}],"source":"CRB"},{"type":"pf2-h3","page":459,"name":"Recovery Checks","entries":["When you're dying, at the start of each of your turns, you must attempt a flat check with a DC equal to 10 + your current dying value to see if you get better or worse. This is called a recovery check. The effects of this check are as follows.",{"type":"successDegree","entries":{"Critical Success":"Your {@condition dying} value is reduced by 2.","Success":"Your {@condition dying} value is reduced by 1.","Failure":"Your {@condition dying} value increases by 1.","Critical Failure":"Your {@condition dying} value increases by 2."}}],"source":"CRB"},{"type":"pf2-h3","page":459,"name":"Conditions Related to Death and Dying","entries":["To understand the rules for getting knocked out and how dying works in the game, you'll need some more information on the conditions used in those rules.","Presented below are the rules for the {@condition dying}, {@condition unconscious}, wounded, and doomed conditions.",{"type":"pf2-h4","page":459,"name":"Dying","entries":["You are bleeding out or otherwise at death's door. While you have this condition, you are unconscious. Dying always includes a value. If this value ever reaches dying 4, you die. If you're dying, you must attempt a recovery check at the start of your turn each round to determine whether you get better or worse.","If you lose the {@condition dying} condition by succeeding at a recovery check and are still at 0 Hit Points, you remain unconscious, but you can wake up as described on page 460. You lose the dying condition automatically and wake up if you ever have 1 Hit Point or more. Anytime you lose the dying condition, you gain the wounded 1 condition, or increase your wounded value by 1 if you already have that condition."],"source":"CRB"},{"type":"pf2-h4","page":459,"name":"Unconscious","entries":["You're sleeping, or you've been knocked out. You can't act.","You take a –4 status penalty to AC, Perception, and Reflex saves, and you have the blinded and {@condition flat-footed} conditions.","When you gain this condition, you fall {@condition prone} and drop items you are wielding or holding unless the effect states otherwise or the GM determines you're in a position in which you wouldn't.","{@b If you're {@condition unconscious} because you're {@condition dying}}, you can't wake up as long as you have 0 Hit Points. If you're restored to 1 Hit Point or more via healing, you lose the dying and unconscious conditions and can act normally on your next turn.","If you are {@condition unconscious} and at 0 Hit Points, but not {@b dying}, you naturally return to 1 Hit Point and awaken after sufficient time passes. The GM determines how long you remain unconscious, from a minimum of 10 minutes to several hours. If you receive healing during this time, you lose the unconscious condition and can act normally on your next turn.","If you're {@condition unconscious} and have more than 1 Hit Point (typically because you are asleep or unconscious due to an effect), you wake up in one of the following ways.","Each causes you to lose the {@condition unconscious} condition.",{"type":"list","items":["You take damage, provided the damage doesn't reduce you to 0 Hit Points. (If the damage reduces you to 0 Hit Points, you remain {@condition unconscious} and gain the {@condition dying} condition as normal.)","You receive healing, other than the natural healing you get from resting.","Someone nudges or shakes you awake using an Interact action.","Loud noise is being made around you—though this isn't automatic. At the start of your turn, you automatically attempt a Perception check against the noise's DC (or the lowest DC if there is more than one noise), waking up if you succeed. This is often DC 5 for a battle, but if creatures are attempting to stay quiet around you, this Perception check uses their {@skill Stealth} DC. Some magical effects make you sleep so deeply that they don't allow you to attempt this Perception check.","If you are simply asleep, the GM decides you wake up either because you have had a restful night's sleep or something disrupted that rest."]}],"source":"CRB"},{"type":"pf2-h4","page":460,"name":"Wounded","entries":["You have been seriously injured during a fight. Anytime you lose the dying condition, you become wounded 1 if you didn't already have the wounded condition. If you already have the wounded condition, your wounded condition value instead increases by 1. If you gain the dying condition while wounded, increase the dying condition's value by your wounded value. The wounded condition ends if someone successfully restores Hit Points to you with Treat Wounds, or if you are restored to full Hit Points and rest for 10 minutes."],"source":"CRB"},{"type":"pf2-h4","page":460,"name":"Doomed","entries":["Your life is ebbing away, bringing you ever closer to death. Some powerful spells and evil creatures can inflict the doomed condition on you. Doomed always includes a value. The maximum dying value at which you die is reduced by your doomed value. For example, if you were {@condition doomed 1}, you would die upon reaching dying 3 instead of dying 4. If your maximum dying value is ever reduced to 0, you instantly die. When you die, you're no longer doomed.","Your {@condition doomed} value decreases by 1 each time you get a full night's rest."],"source":"CRB"}],"source":"CRB"},{"type":"pf2-h3","page":460,"name":"Death","entries":["After you die, you can't act or be affected by spells that target creatures (unless they specifically target dead creatures), and for all other purposes you are an object. When you die, you are reduced to 0 Hit Points if you had a different amount, and you can't be brought above 0 Hit Points as long as you remain dead. Some magic can bring creatures back to life, such as the {@ritual resurrect} ritual or the {@spell raise dead} spell."],"source":"CRB"},{"type":"pf2-h3","page":460,"name":"Heroic Recovery","entries":["If you have at least 1 Hero Point (page 467), you can spend all of your remaining Hero Points at the start of your turn or when your dying value would increase. You lose the dying condition entirely and stabilize with 0 Hit Points. You don't gain the wounded condition or increase its value from losing the dying condition in this way, but if you already had that condition, you don't lose it or decrease its value. You lose the dying condition and become conscious. You do not gain the wounded condition (or increase its value) when you perform a heroic recovery."],"source":"CRB"},{"type":"pf2-h3","page":461,"name":"Death Effects and Instant Death","entries":["Some spells and abilities can kill you immediately or bring you closer to death without needing to reduce you to 0 Hit Points first. These abilities have the death trait and usually involve negative energy, the antithesis of life. If you are reduced to 0 Hit Points by a death effect, you are slain instantly without needing to reach dying 4. If an effect states it kills you outright, you die without having to reach dying 4 and without being reduced to 0 Hit Points."],"source":"CRB"},{"type":"pf2-h3","page":461,"name":"Massive Damage","entries":["You die instantly if you ever take damage equal to or greater than double your maximum Hit Points in one blow."],"source":"CRB"},{"type":"pf2-h3","page":461,"name":"Temporary Hit Points","entries":["Some spells or abilities give you temporary Hit Points.","Track these separately from your current and maximum Hit Points; when you take damage, reduce your temporary Hit Points first. Most temporary Hit Points last for a limited duration. You can't regain lost temporary Hit Points through healing, but you can gain more via other abilities. You can have temporary Hit Points from only one source at a time. If you gain temporary Hit Points when you already have some, choose whether to keep the amount you already have and their corresponding duration or to gain the new temporary Hit Points and their duration."],"source":"CRB"},{"type":"pf2-h3","page":461,"name":"Fast Healing and Regeneration","entries":["A creature with fast healing or regeneration regains the listed amount of Hit Points each round at the beginning of its turn. A creature with regeneration has additional benefits. Its dying condition can't increase to a value that would kill it (this stops most creatures from going beyond dying 3) as long as its regeneration is active. If it takes damage of a type listed in the regeneration entry, its regeneration deactivates until the end of its next turn, including against the triggering damage."],"source":"CRB"},{"type":"pf2-h3","page":461,"name":"Items and Hit Points","entries":["Items have Hit Points like creatures, but the rules for damaging them are different (page 272). An item has a Hardness statistic that reduces damage the item takes by that amount. The item then takes any damage left over. If an item is reduced to 0 HP, it's destroyed. An item also has a Broken Threshold. If its HP are reduced to this amount or lower, it's broken, meaning it can't be used for its normal function and it doesn't grant bonuses. Damaging an unattended item usually requires attacking it directly, and can be difficult due to that item's Hardness and immunities. You usually can't attack an attended object (one on a creature's person)."],"source":"CRB"}],"data":{"quickref":4},"source":"CRB"},{"type":"section","page":443,"name":"Making Choices","entries":["Pathfinder is a game where your choices determine the story's direction. Throughout the game, the GM describes what's happening in the world and then asks the players, \"So what do you do?\" Exactly what you choose to do, and how the GM responds to those choices, builds a unique story experience. Every game is different, because you'll rarely, if ever, make the same decisions as another group of players.","This is true for the GM as well—two GMs running the exact same adventure will put different emphasis and flourishes on the way they present each scenario and encounter.","Often, your choices have no immediate risk or consequences. If you're traveling along a forest path and come across a fork in the trail, the GM will ask, \"Which way do you go?\" You might choose to take the right fork or the left. You could also choose to leave the trail, or just go back to town. Once your choice is made, the GM tells you what happens next. Down the line, that choice may impact what you encounter later in the game, but in many cases nothing dangerous happens immediately.","But sometimes what happens as a result of your choices is less than certain. In those cases, you'll attempt a check."],"data":{"quickref":4},"source":"CRB"},{"type":"section","page":463,"name":"Movement","entries":["Your movement and position determine how you can interact with the world. Moving around in exploration and downtime modes is relatively fluid and free form.","Movement in encounter mode, by contrast, is governed by rules explained in Movement in Encounters (page 473). The rules below apply regardless of which mode you're playing in.",{"type":"pf2-h3","page":463,"name":"Movement Types","entries":["Creatures in Pathfinder soar through the clouds, scale sheer cliffs, and tunnel underfoot. Most creatures have a Speed, which is how fast they can move across the ground. Some abilities give you different ways to move, such as through the air or underground.","Each of these special movement types has its own Speed value. Many creatures have these Speeds naturally. The various types of movement are listed below. Since the Stride action can be used only with your normal Speed, moving using one of these movement types requires using a special action, and you can't Step while using one of these movement types. Since Speed by itself refers to your land Speed, rules text concerning these special movement types specifies the movement types to which it applies. Even though Speeds aren't checks, they can have item, circumstance, and status bonuses and penalties. These can't reduce your Speeds below 5 feet unless stated otherwise.","Switching from one movement type to another requires ending your action that has the first movement type and using a new action that has the second movement type. For instance, if you Climbed 10 feet to the top of a cliff, you could then Stride forward 10 feet.",{"type":"pf2-h4","page":463,"name":"Speed","entries":["Most characters and monsters have a speed statistic—also called land Speed—which indicates how quickly they can move across the ground. When you use the Stride action, you move a number of feet equal to your Speed. Numerous other abilities also allow you to move, from Crawling to Leaping, and most of them are based on your Speed in some way. Whenever a rule mentions your Speed without specifying a type, it's referring to your land Speed."],"source":"CRB"},{"type":"pf2-h4","page":463,"name":"Burrow Speed","entries":["A burrow Speed lets you tunnel through the ground. You can use the {@action Burrow} action if you have a burrow Speed. Burrowing doesn't normally leave behind a tunnel unless the ability specifically states that it does. Most creatures need to hold their breath when burrowing, and they may need tremorsense (page 465) to navigate with any accuracy."],"source":"CRB"},{"type":"pf2-h4","page":463,"name":"Climb Speed","entries":["A climb Speed allows you to move up or down inclines and vertical surfaces. Instead of needing to attempt {@skill Athletics} checks to Climb, you automatically succeed and move up to your climb Speed instead of the listed distance.","You might still have to attempt {@skill Athletics} checks to Climb in hazardous conditions, to Climb extremely difficult surfaces, or to cross horizontal planes such as ceilings. You can also choose to roll an {@skill Athletics} check to Climb rather than accept an automatic success in hopes of getting a critical success. Your climb Speed grants you a +4 circumstance bonus to {@skill Athletics} checks to Climb.","If you have a climb Speed, you're not {@condition flat-footed} while climbing."],"source":"CRB"},{"type":"pf2-h4","page":463,"name":"Fly Speed","entries":["As long as you have a fly Speed, you can use the {@action Fly} and {@action Arrest a Fall} actions. You can also attempt to {@action Maneuver in Flight} if you're trained in the {@skill Acrobatics} skill.","Wind conditions can affect how you use the {@action Fly} action. In general, moving against the wind uses the same rules as moving through {@quickref difficult terrain||3|terrain} (or {@quickref greater difficult terrain||3|terrain}, if you're also flying upward), and moving with the wind allows you to move 10 feet for every 5 feet of movement you spend (not cumulative with moving straight downward). For more information on spending movement, see Movement in Encounters on page 473.","Upward and downward movement are both relative to the gravity in your area; if you're in a place with zero gravity, moving up or down is no different from moving horizontally."],"source":"CRB"},{"type":"pf2-h4","page":463,"name":"Swim Speed","entries":["With a swim Speed, you can propel yourself through the water with little impediment. Instead of attempting {@skill Athletics} checks to {@action Swim}, you automatically succeed and move up to your swim Speed instead of the listed distance. Moving up or down is still moving through {@quickref difficult terrain||3|terrain}.","You might still have to attempt checks to {@action Swim} in hazardous conditions or to cross turbulent water. You can also choose to roll an {@skill Athletics} check to {@action Swim} rather than accept an automatic success in hopes of getting a critical success. Your swim Speed grants you a +4 circumstance bonus to {@skill Athletics} checks to {@action Swim}.","Having a swim Speed doesn't necessarily mean you can breathe in water, so you might still have to hold your breath if you're underwater to avoid {@quickref drowning||3|drowning and suffocating}."],"source":"CRB"}],"source":"CRB"},{"type":"pf2-h3","page":463,"name":"Falling","entries":["When you fall more than 5 feet, you take bludgeoning damage equal to half the distance you fell when you land. Treat falls longer than 1,500 feet as though they were 1,500 feet (750 damage). If you take any damage from a fall, you land prone. You fall about 500 feet in the first round of falling and about 1,500 feet each round thereafter.","You can Grab an Edge as a reaction to reduce the damage from some falls. In addition, if you fall into water, snow, or another relatively soft substance, you can treat the fall as though it were 20 feet shorter, or 30 feet shorter if you intentionally dove in. The effective reduction can't be greater than the depth (so when falling into 10-foot-deep water, you treat the fall as 10 feet shorter).",{"type":"pf2-h4","page":464,"name":"Falling on a Creature","entries":["If you land on a creature, that creature must attempt a DC 15 Reflex save. Landing exactly on a creature after a long fall is almost impossible.",{"type":"successDegree","entries":{"Critical Success":"The creature takes no damage.","Success":"The creature takes bludgeoning damage equal to one-quarter the falling damage you took.","Failure":"The creature takes bludgeoning damage equal to half the falling damage you took.","Critical Failure":"The creature takes the same amount of bludgeoning damage you took from the fall."}}],"source":"CRB"},{"type":"pf2-h4","page":464,"name":"Falling Objects","entries":["A dropped object takes damage just like a falling creature. If the object lands on a creature, that creature can attempt a Reflex save using the same rules as for a creature falling on a creature. Hazards and spells that involve falling objects, such as a rock slide, have their own rules about how they interact with creatures and the damage they deal."],"source":"CRB"}],"data":{"quickrefIndex":true},"source":"CRB"}],"data":{"quickref":4},"source":"CRB"},{"type":"section","page":618,"name":"Overriding Conditions","entries":["Some conditions override others. This is always specified in the entry for the overriding condition. When this happens, all effects of the overridden condition are suppressed until the overriding condition ends. The overridden condition's duration continues to elapse, and it might run out while suppressed."],"data":{"quickref":4},"source":"CRB"},{"type":"section","page":464,"name":"Perception","entries":["Your Perception measures your ability to notice things, search for what's hidden, and tell whether something about a situation is suspicious. This statistic is frequently used for rolling initiative to determine who goes first in an encounter, and it's also used for the {@action Seek} action .","The rules for rolling a Perception check are found on page 448. The rules below describe the effects of light and visibility on your specific senses to perceive the world, as well as the rules for sensing and locating creatures with Perception.",{"type":"pf2-h3","page":464,"name":"Light","entries":["The amount of light in an area can affect how well you see things. There are three levels of light: bright light, dim light, and darkness. The rules in this book assume that all creatures are in bright light unless otherwise noted. A source of light lists the radius in which it sheds bright light, and it sheds dim light to double that radius.",{"type":"pf2-h4","page":464,"name":"Bright Light","entries":["In bright light, such as sunlight, creatures and objects can be observed clearly by anyone with average vision or better. Some types of creatures are dazzled or blinded by bright light."],"source":"CRB"},{"type":"pf2-h4","page":464,"name":"Dim Light","entries":["Areas in shadow or lit by weak light sources are in dim light. Creatures and objects in dim light have the {@condition concealed} condition, unless the seeker has {@ability darkvision} or {@ability low-light vision} (see Special Senses on page 465), or a precise sense other than vision."],"source":"CRB"},{"type":"pf2-h4","page":464,"name":"Darkness","entries":["A creature or object within darkness is hidden or undetected unless the seeker has {@ability darkvision} or a precise sense other than vision (Special Senses are on page 465). A creature without {@ability darkvision} or another means of perceiving in darkness has the blinded condition while in darkness, though it might be able to see illuminated areas beyond the darkness. If a creature can see into an illuminated area, it can observe creatures within that illuminated area normally. After being in darkness, sudden exposure to bright light might make you dazzled for a short time, as determined by the GM."],"source":"CRB"}],"source":"CRB"},{"type":"pf2-h3","page":464,"name":"Senses","entries":["The ways a creature can use {@skill Perception} depend on what senses it has. The primary concepts you need to know for understanding senses are precise senses, imprecise senses, and the three states of detection a target can be in: observed, hidden, or undetected. Vision, hearing, and scent are three prominent senses, but they don't have the same degree of acuity.",{"type":"pf2-h4","page":464,"name":"Precise Senses","entries":["Average vision is a precise sense—a sense that can be used to perceive the world in nuanced detail. The only way to target a creature without having drawbacks is to use a precise sense. You can usually detect a creature automatically with a precise sense unless that creature is hiding or obscured by the environment, in which case you can use the Seek basic action to better detect the creature."],"source":"CRB"},{"type":"pf2-h4","page":464,"name":"Imprecise Senses","entries":["Hearing is an imprecise sense—it cannot detect the full range of detail that a precise sense can. You can usually sense a creature automatically with an imprecise sense, but it has the hidden condition instead of the observed condition. It might be undetected by you if it's using {@skill Stealth} or is in an environment that distorts the sense, such as a noisy room in the case of hearing. In those cases, you have to use the Seek basic action to detect the creature. At best, an imprecise sense can be used to make an undetected creature (or one you didn't even know was there) merely hidden—it can't make the creature observed."],"source":"CRB"},{"type":"pf2-h4","page":465,"name":"Vague Senses","entries":["A character also has many vague senses—ones that can alert you that something is there but aren't useful for zeroing in on it to determine exactly what it is. The most useful of these for a typical character is the sense of smell. At best, a vague sense can be used to detect the presence of an unnoticed creature, making it undetected. Even then, the vague sense isn't sufficient to make the creature hidden or observed.","When one creature might detect another, the GM almost always uses the most precise sense available.","Pathfinder's rules assume that a given creature has vision as its only precise sense and hearing as its only imprecise sense. Some characters and creatures, however, have precise or imprecise senses that don't match this assumption. For instance, a character with poor vision might treat that sense as imprecise, an animal with the {@ability scent} ability can use its sense of smell as an imprecise sense, and a creature with echolocation or a similar ability can use hearing as a precise sense. Such senses are often given special names and appear as \"echolocation (precise),\" \"scent (imprecise) 30 feet,\" or the like."],"source":"CRB"}],"source":"CRB"},{"type":"pf2-h3","page":465,"name":"Special Senses","entries":["While a human might have a difficult time making creatures out in dim light, an elf can see those creatures just fine. And though elves have no problem seeing on a moonlit night, their vision cannot penetrate complete darkness, whereas a dwarf's can.","Special senses grant greater awareness that allows a creature with these senses to either ignore or reduce the effects of the undetected, hidden, or concealed conditions (described in Detecting Creatures below) when it comes to situations that foil average vision. The following are a few examples of common special senses.",{"type":"pf2-h4","page":465,"name":"Darkvision and Greater Darkvision","entries":["A creature with {@ability darkvision} or {@ability darkvision||greater darkvision} can see perfectly well in areas of darkness and dim light, though such vision is in black and white only. Some forms of magical darkness, such as a 4th-level {@spell darkness} spell, block normal {@ability darkvision}. A creature with {@ability darkvision||greater darkvision}, however, can see through even these forms of magical darkness."],"source":"CRB"},{"type":"pf2-h4","page":465,"name":"Low-Light Vision","entries":["A creature with {@ability low-light vision} can see in dim light as though it were bright light, so it ignores the {@condition concealed} condition due to dim light."],"source":"CRB"},{"type":"pf2-h4","page":465,"name":"Scent","entries":["Scent involves sensing creatures or objects by smell, and is usually a vague sense. The range is listed in the ability, and it functions only if the creature or object being detected emits an aroma (for instance, incorporeal creatures usually do not exude an aroma).","If a creature emits a heavy aroma or is upwind, the GM can double or even triple the range of {@ability scent} abilities used to detect that creature, and the GM can reduce the range if a creature is downwind."],"source":"CRB"},{"type":"pf2-h4","page":465,"name":"Tremorsense","entries":["Tremorsense allows a creature to feel the vibrations through a solid surface caused by movement. It is usually an imprecise sense with a limited range (listed in the ability). Tremorsense functions only if the detecting creature is on the same surface as the subject, and only if the subject is moving along (or burrowing through) the surface."],"source":"CRB"}],"source":"CRB"},{"type":"pf2-brown-box","page":465,"name":"DETECTING WITH OTHER SENSES","entries":["If a monster uses a sense other than vision, the GM can adapt the variables that keep its foes from being detected to equivalents that work with the monster's senses. For example, a creature that has echolocation might use hearing as a primary sense. This could mean its quarry is concealed in a noisy chamber, hidden in a great enough din, or even {@condition invisible} in the area of a {@spell silence} spell.",{"type":"pf2-title","name":"Using Stealth with Other Senses"},"The {@skill Stealth} skill is designed to use Hide for avoiding visual detection and Avoid Notice and Sneak to avoid being both seen and heard. For many special senses, a player can describe how they're avoiding detection by that special sense and use the most applicable {@skill Stealth} action. For instance, a creature stepping lightly to avoid being detected via tremorsense would be using Sneak.","In some cases, rolling a Dexterity-based {@skill Stealth} skill check to Sneak doesn't make the most sense. For example, when facing a creature that can detect heartbeats, a PC trying to avoid being detected might meditate to slow their heart rate, using Wisdom instead of Dexterity as the ability modifier for the {@skill Stealth} check. When a creature that can detect you has multiple senses, such as if it could also hear or see, the PC would use the lowest applicable ability modifier for the check."],"source":"CRB"},{"type":"pf2-h3","page":465,"name":"Detecting Creatures","entries":["There are three conditions that measure the degree to which you can sense a creature: observed, hidden, and undetected. However, the concealed and invisible conditions can partially mask a creature, and the unnoticed condition indicates you have no idea a creature is around. In addition to the descriptions here, you can find these conditions in the Conditions Appendix on pages 618–623.","With the exception of {@condition invisible}, these conditions are relative to the viewer—it's possible for a creature to be observed to you but hidden from your ally. When you're trying to target a creature that's hard to see or otherwise sense, various drawbacks apply. Most of these rules apply to objects you're trying to detect as well as creatures.","Typically, the GM tracks how well creatures detect each other, since neither party has perfect information. For example, you might think a creature is in the last place you sensed it, but it was able to Sneak away. Or you might think a creature can't see you in the dark, but it has {@ability darkvision}.","You can attempt to avoid detection by using the {@skill Stealth} skill (page 251) to Avoid Notice, Hide, or Sneak, or by using {@skill Deception} to Create a Diversion (page 245).",{"type":"pf2-h4","page":466,"name":"Observed","entries":["In most circumstances, you can sense creatures without difficulty and target them normally. Creatures in this state are observed. Observing requires a precise sense, which for most creatures means sight, but see the Detecting with Other Senses sidebar (page 465) for advice regarding creatures that don't use sight as their primary sense. If you can't observe the creature, it's either hidden, undetected, or unnoticed, and you'll need to factor in the targeting restrictions. Even if a creature is observed, it might still be concealed."],"source":"CRB"},{"type":"pf2-h4","page":466,"name":"Hidden","entries":["A creature that's hidden is only barely perceptible. You know what space a hidden creature occupies, but little else. Perhaps the creature just moved behind cover and successfully used the Hide action. Your target might be in a deep fogbank or behind a waterfall, where you can see some movement but can't determine an exact location. Maybe you've been {@condition blinded} or the creature is under the effects of {@spell invisibility}, but you used the {@action Seek} basic action to determine its general location based on hearing alone. Regardless of the specifics, you're {@condition flat-footed} to a hidden creature.","When targeting a {@condition hidden} creature, before you roll to determine your effect, you must attempt a DC {@flatDC 11} flat check. If you fail, you don't affect the creature, though the actions you used are still expended—as well as any spell slots, costs, and other resources. You remain {@condition flat-footed} to the creature, whether you successfully target it or not."],"source":"CRB"},{"type":"pf2-h4","page":466,"name":"Undetected","entries":["If a creature is undetected, you don't know what space it occupies, you're {@condition flat-footed} to it, and you can't easily target it. Using the {@action Seek} basic action can help you find an undetected creature, usually making it {@condition hidden} from you instead of {@condition undetected}. If a creature is {@condition undetected}, that doesn't necessarily mean you're unaware of its presence—you might suspect an {@condition undetected} creature is in the room with you, even though you're unable to find its space. The {@condition unnoticed} condition covers creatures you're entirely unaware of.","Targeting an {@condition undetected} creature is difficult. If you suspect there's a creature around, you can pick a square and attempt an attack. This works like targeting a {@condition hidden} creature, but the flat check and attack roll are both rolled in secret by the GM. The GM won't tell you why you missed—whether it was due to failing the flat check, rolling an insufficient attack roll, or choosing the wrong square. The GM might allow you to try targeting an undetected creature with some spells or other abilities in a similar fashion. {@condition Undetected} creatures are subject to area effects normally.","For instance, suppose an enemy elf wizard cast {@spell invisibility} and then {@action sneak||Sneaked} away. You suspect that with the elf's Speed of 30 feet, they probably moved 15 feet toward an open door. You move up and attack a space 15 feet from where the elf started and directly on the path to the door. The GM secretly rolls an attack roll and flat check, but they know that you were not quite correct—the elf was actually in the adjacent space! The GM tells you that you missed, so you decide to make your next attack on the adjacent space, just in case. This time, it's the right space, and the GM's secret attack roll and flat check both succeed, so you hit!"],"source":"CRB"},{"type":"pf2-h4","page":467,"name":"Unnoticed","entries":["If you have no idea a creature is even present, that creature is unnoticed by you. A creature that is undetected might also be unnoticed. This condition usually matters for abilities that can be used only against targets totally unaware of your presence."],"source":"CRB"}],"source":"CRB"}],"data":{"quickref":4},"source":"CRB"},{"type":"section","page":450,"name":"Special Checks","entries":["Some categories of checks follow special rules. The most notable are flat checks and secret checks.",{"type":"pf2-h3","page":450,"name":"Flat Checks","entries":["When the chance something will happen or fail to happen is based purely on chance, you'll attempt a flat check. A flat check never includes any modifiers, bonuses, or penalties—you just roll a d20 and compare the result on the die to the DC. Only abilities that specifically apply to flat checks can change the checks' DCs; most such effects affect only certain types of flat checks.","If more than one flat check would ever cause or prevent the same thing, just roll once and use the highest DC. In the rare circumstance that a flat check has a DC of 1 or lower, skip rolling; you automatically succeed. Conversely, if one ever has a DC of 21 or higher, you automatically fail."],"source":"CRB"},{"type":"pf2-h3","page":450,"name":"Secret Checks","entries":["Sometimes you as the player shouldn't know the exact result and effect of a check. In these situations, the rules (or the GM) will call for a secret check. The secret trait appears on anything that uses secret checks. This type of check uses the same formulas you normally would use for that check, but is rolled by the GM, who doesn't reveal the result. Instead, the GM simply describes the information or effects determined by the check's result. If you don't know a secret check is happening (for instance, if the GM rolls a secret Fortitude save against a poison that you failed to notice), you can't use any fortune or misfortune abilities (see the sidebar on page 449) on that check, but if a fortune or misfortune effect would apply automatically, the GM applies it to the secret check. If you know that the GM is attempting a secret check—as often happens with {@action Recall Knowledge} or Seek—you can usually activate fortune or misfortune abilities for that check. Just tell the GM, and they'll apply the ability to the check.","The GM can choose to make any check secret, even if it's not usually rolled secretly. Conversely, the GM can let you roll any check yourself, even if that check would usually be secret. Some groups find it simpler to have players roll all secret checks and just try to avoid acting on any out-of-character knowledge, while others enjoy the mystery."],"source":"CRB"}],"data":{"quickref":4},"source":"CRB"},{"type":"section","page":446,"name":"Specific Checks","entries":["While most checks follow these basic rules, it's useful to know about a few specific types of checks, how they're used, and how they differ from one another.",{"type":"pf2-h3","page":446,"name":"Attack Rolls","entries":["When you use a {@action Strike} action or make a spell attack, you attempt a check called an attack roll. Attack rolls take a variety of forms and are often highly variable based on the weapon you are using for the attack, but there are three main types: melee attack rolls, ranged attack rolls, and spell attack rolls. Spell attack rolls work a little bit differently, so they are explained separately on the next page.","{@b Melee attack rolls} use Strength as their ability modifier by default. If you're using a weapon or attack with the {@trait finesse} trait, then you can use your Dexterity modifier instead.",{"type":"pf2-inset","entries":["Melee attack roll result = d20 roll + Strength modifier (or optionally Dexterity modifier for a {@trait finesse} weapon) + proficiency bonus + other bonuses + penalties"]},"{@b Ranged attack rolls} use Dexterity as their ability modifier.",{"type":"pf2-inset","entries":["Ranged attack roll result = d20 roll + Dexterity modifier + proficiency bonus + other bonuses + penalties"]},"When attacking with a weapon, whether melee or ranged, you add your proficiency bonus for the weapon you're using. Your class determines your proficiency rank for various weapons. Sometimes, you'll have different proficiency ranks for different weapons. For instance, at 5th level, a fighter gains the weapon mastery class feature, which grants master proficiency with the simple and martial weapons of one weapon group, expert proficiency with advanced weapons of that group and other simple and martial weapons, and trained proficiency in all other advanced weapons.","The bonuses you might apply to attack rolls can come from a variety of sources. Circumstance bonuses can come from the aid of an ally or a beneficial situation. Status bonuses are typically granted by spells and other magical aids. The item bonus to attack rolls comes from magic weapons—notably, a weapon's potency rune (page 580).","Penalties to attack rolls come from situations and effects as well. Circumstance penalties come from risky tactics or detrimental circumstances, status penalties come from spells and magic working against you, and item penalties occur when you use a shoddy item (page 273). When making attack rolls, two main types of untyped penalties are likely to apply. The first is the multiple attack penalty, and the second is the range penalty. The first applies anytime you make more than one attack action during the course of your turn, and the other applies only with ranged or thrown weapons. Both are described below.",{"type":"pf2-h4","page":446,"name":"Multiple Attack Penalty","entries":["The more attacks you make beyond your first in a single turn, the less accurate you become, represented by the multiple attack penalty. The second time you use an {@trait attack} action during your turn, you take a –5 penalty to your check. The third time you attack, and on any subsequent attacks, you take a –10 penalty to your check. Every check that has the {@trait attack} trait counts toward your multiple attack penalty, including {@action Strike||Strikes}, spell attack rolls, certain skill actions like {@action Shove}, and many others.","Some weapons and abilities reduce multiple attack penalties, such as {@trait agile} weapons, which reduce these penalties to –4 on the second attack or –8 on further attacks.",{"type":"table","colStyles":["text-center","text-center","text-center"],"rows":[["Attack","Multiple Attack Penalty","Agile"],["First","None","None"],["Second","–5","–4"],["Third or subsequent","–10","–8"]]},"Always calculate your multiple attack penalty for the weapon you're using on that attack. For example, let's say you're wielding a {@item longsword} in one hand and a {@item shortsword} (which has the {@trait agile} trait) in your other hand, and you are going to make three {@action Strike||Strikes} with these weapons during the course of your turn. The first {@action Strike} you make during your turn has no penalty, no matter what weapon you are using. The second Strike will take either a –5 penalty if you use the {@item longsword} or a –4 penalty if you use the {@item shortsword}.","Just like the second attack, the penalty for your third attack is based on which weapon you're using for that particular {@action Strike}. It would be a –10 penalty with the {@item longsword} and a –8 penalty with the {@item shortsword}, no matter what weapon you used for your previous {@action Strike||Strikes}.","The multiple attack penalty applies only during your turn, so you don't have to keep track of it if you can perform an Attack of Opportunity or a similar reaction that lets you make a Strike on someone else's turn.",{"type":"pf2-h4","page":446,"name":"Range Penalty","entries":["Ranged and thrown weapons each have a listed range increment, and attacks with them grow less accurate against targets farther away (range and range increments are covered in depth on page 279). As long as your target is at or within the listed range increment, also called the first range increment, you take no penalty to the attack roll. If you're attacking beyond that range increment, you take a –2 penalty for each additional increment beyond the first.","You can attempt to attack with a ranged weapon or thrown weapon up to six range increments away, but the farther away you are, the harder it is to hit your target.","For example, the range increment of a crossbow is 120 feet. If you are shooting at a target no farther away than that distance, you take no penalty due to range. If they're beyond 120 feet but no more than 240 feet away, you take a –2 penalty due to range. If they're beyond 240 feet but no more than 360 feet away, you take a –4 penalty due to range, and so on, until you reach the last range increment: beyond 600 feet but no more than 720 feet away, where you take a –10 penalty due to range."],"source":"CRB"},{"type":"pf2-h4","page":447,"name":"Armor Class","entries":["Attack rolls are compared to a special difficulty class called an {@b Armor Class} ({@b AC}), which measures how hard it is for your foes to hit you with {@action Strike||Strikes} and other attack actions. Just like for any other check and DC, the result of an attack roll must meet or exceed your AC to be successful, which allows your foe to deal damage to you.","Armor Class is calculated using the following formula.",{"type":"pf2-inset","entries":["Armor Class = 10 + Dexterity modifier (up to your armor's Dex Cap) + proficiency bonus + armor's item bonus to AC + other bonuses + penalties"]},"Use the proficiency bonus for the category (light, medium, or heavy) or the specific type of armor you're wearing. If you're not wearing armor, use your proficiency in unarmored defense.","Armor Class can benefit from bonuses with a variety of sources, much like attack rolls. Armor itself grants an item bonus, so other item bonuses usually won't apply to your AC, but magic armor can increase the item bonus granted by your armor.","Penalties to AC come from situations and effects in much the same way bonuses do. Circumstance penalties come from unfavorable situations, and status penalties come from effects that impede your abilities or from broken armor. You take an item penalty when you wear shoddy armor (page 273)."],"source":"CRB"}],"source":"CRB"}],"source":"CRB"},{"type":"pf2-brown-box","page":447,"name":"STRIDING AND STRIKING","entries":["Two of the simplest and most common actions you'll use in combat are Stride and Strike, described in full on page 471.","{@b {@action Stride}} is an action that has the move trait and that allows you to move a number of feet up to your Speed.","You'll often need to Stride multiple times to reach a foe who's far away or to run from danger! Move actions can often trigger reactions or free actions. However, unlike other actions, a move action can trigger reactions not only when you first use the action, but also for every 5 feet you move during that action, as described on page 474. The Step action (page 471) lets you move without triggering reactions, but only 5 feet.","{@b {@action Strike}} is an action that has the attack trait and that allows you to attack with a weapon you're wielding or an unarmed attack (such as a fist).","If you're using a melee weapon or unarmed attack, your target must be within your reach; if you're attacking with a ranged weapon, your target must be within range. Your reach is how far you can physically extend a part of your body to make an unarmed attack, or the farthest distance you can reach with a melee weapon. This is typically 5 feet, but special weapons and larger creatures have longer reaches. Your range is how far away you can attack with a ranged weapon or with some types of magical attacks.","Different weapons and magical attacks have different maximum ranges, and ranged weapons get less effective as you exceed their range increments.","Striking multiple times in a turn has diminishing returns. The multiple attack penalty (detailed on page 446) applies to each attack after the first, whether those attacks are {@action Strike||Strikes}, special attacks like the Grapple action of the {@skill Athletics} skill, or spell attack rolls."],"source":"CRB"},{"type":"pf2-h3","page":447,"name":"Spell Attack Rolls","entries":["If you cast spells, you might be able to make a spell attack roll. These rolls are usually made when a spell makes an attack against a creature's AC.","The ability modifier for a spell attack roll depends on how you gained access to your spells. If your class grants you spellcasting, use your key ability modifier. Innate spells use your Charisma modifier unless the ability that granted them states otherwise. Focus spells and other sources of spells specify which ability modifier you use for spell attack rolls in the ability that granted them. If you have spells from multiple sources or traditions, you might use different ability modifiers for spell attack rolls for these different sources of spells. For example, a dwarf cleric with the Stonewalker ancestry feat would use her Charisma modifier when casting {@spell meld into stone} from that feat, since it's a divine innate spell, but she would use her Wisdom modifier when casting {@spell heal} and other spells using her cleric divine spellcasting.","Determine the spell attack roll with the following formula.",{"type":"pf2-inset","entries":["Spell attack roll result = d20 roll + ability modifier used for spellcasting + proficiency bonus + other bonuses + penalties"]},"If you have the ability to cast spells, you'll have a proficiency rank for your spell attack rolls, so you'll always add a proficiency bonus. Like your ability modifier, this proficiency rank may vary from one spell to another if you have spells from multiple sources. Spell attack rolls can benefit from circumstance bonuses and status bonuses, though item bonuses to spell attack rolls are rare. Penalties affect spell attack rolls just like any other attack roll—including your multiple attack penalty.","Many times, instead of requiring you to make a spell attack roll, the spells you cast will require those within the area or targeted by the spell to attempt a saving throw against your {@b Spell DC} to determine how the spell affects them.","Your spell DC is calculated using the following formula.",{"type":"pf2-inset","entries":["Spell DC = 10 + ability modifier used for spellcasting + proficiency bonus + other bonuses + penalties"]}],"data":{"quickrefIndex":true},"source":"CRB"},{"type":"pf2-h3","page":448,"name":"Perception","entries":["Perception measures your ability to be aware of your environment. Every creature has Perception, which works with and is limited by a creature's senses (described on page 464). Whenever you need to attempt a check based on your awareness, you'll attempt a Perception check.","Your Perception uses your Wisdom modifier, so you'll use the following formula when attempting a Perception check.",{"type":"pf2-inset","entries":["Perception check result = d20 roll + Wisdom modifier + proficiency bonus + other bonuses + penalties"]},"Nearly all creatures are at least trained in Perception, so you will almost always add a proficiency bonus to your Perception modifier. You might add a circumstance bonus for advantageous situations or environments, and typically get status bonuses from spells or other magical effects. Items can also grant you a bonus to Perception, typically in a certain situation. For instance, a fine spyglass grants a +1 item bonus to Perception when attempting to see something a long distance away. Circumstance penalties to Perception occur when an environment or situation (such as fog) hampers your senses, while status penalties typically come from conditions, spells, and magic effects that foil the senses. You'll rarely encounter item penalties or untyped penalties for Perception.","Many abilities are compared to your {@b Perception DC} to determine whether they succeed. Your Perception DC is 10 + your total Perception modifier.",{"type":"pf2-h4","page":448,"name":"Perception for Initiative","entries":["Often, you'll roll a Perception check to determine your order in initiative. When you do this, instead of comparing the result against a DC, everyone in the encounter will compare their results. The creature with the highest result acts first, the creature with the second-highest result goes second, and so on. Sometimes you may be called on to roll a skill check for initiative instead, but you'll compare results just as if you had rolled Perception. The full rules for initiative are found in the rules for encounter mode on page 468."],"source":"CRB"}],"source":"CRB"},{"type":"pf2-h3","page":448,"name":"Saving Throws","entries":["There are three types of saving throws: Fortitude saves, Reflex saves, and Will saves. In all cases, saving throws measure your ability to shrug off harmful effects in the form of afflictions, damage, or conditions. You'll always add a proficiency bonus to each save. Your class might give a different proficiency to each save, but you'll be trained at minimum. Some circumstances and spells might give you circumstance or status bonuses to saves, and you might find {@item resilient} armor or other magic items that give an item bonus.","{@b Fortitude saving throws} allow you to reduce the effects of abilities and afflictions that can debilitate the body.","They use your Constitution modifier and are calculated as shown in the formula below.",{"type":"pf2-inset","entries":["Fortitude save result = d20 roll + Constitution modifier + proficiency bonus + other bonuses + penalties"]},"{@b Reflex saving throws} measure how well you can respond quickly to a situation and how gracefully you can avoid effects that have been thrown at you. They use your Dexterity modifier and are calculated as shown in the formula below.",{"type":"pf2-inset","entries":["Reflex save result = d20 roll + Dexterity modifier + proficiency bonus + other bonuses + penalties"]},"{@b Will saving throws} measure how well you can resist attacks to your mind and spirit. They use your Wisdom modifier and are calculated as shown in the formula below.",{"type":"pf2-inset","entries":["Will save result = d20 roll + Wisdom modifier + proficiency bonus + other bonuses + penalties"]},"Sometimes you'll need to know your DC for a given saving throw. The DC for a saving throw is 10 + the total modifier for that saving throw.","Most of the time, when you attempt a saving throw, you don't have to use your actions or your reaction. You don't even need to be able to act to attempt saving throws. However, in some special cases you might have to take an action to attempt a save. For instance, you can try to recover from the sickened condition by spending an action to attempt a Fortitude save.",{"type":"pf2-h4","page":449,"name":"Basic Saving Throws","entries":["Sometimes you will be called on to attempt a basic saving throw. This type of saving throw works just like any other saving throw—the \"basic\" part refers to the effects.","For a basic save, you'll attempt the check and determine whether you critically succeed, succeed, fail, or critically fail like you would any other saving throw. Then one of the following outcomes applies based on your degree of success—no matter what caused the saving throw.",{"type":"successDegree","entries":{"Critical Success":"You take no damage from the spell, hazard, or effect that caused you to attempt the save.","Success":"You take half the listed damage from the effect.","Failure":"You take the full damage listed from the effect.","Critical Failure":"You take double the listed damage from the effect."}}],"source":"CRB"}],"source":"CRB"},{"type":"pf2-brown-box","page":449,"name":"FORTUNE AND MISFORTUNE EFFECTS","entries":["Fortune and misfortune effects can alter how you roll your dice. These abilities might allow you to reroll a failed roll, force you to reroll a successful roll, allow you to roll twice and use the higher result, or force you to roll twice and use the lower result.","You can never have more than one fortune and more than one misfortune effect come into play on a single roll. For instance, if an effect lets you roll twice and use the higher roll, you can't then use Halfling Luck (a fortune effect) to reroll if you fail. If multiple fortune effects would apply, you have to pick which to use. If two misfortune effects apply, the GM decides which is worse and applies it.","If both a fortune effect and a misfortune effect would apply to the same roll, the two cancel each other out, and you roll normally."],"source":"CRB"},{"type":"pf2-h3","page":449,"name":"Skill Checks","entries":["Pathfinder has a variety of skills, from {@skill Athletics} to {@skill Medicine} to {@skill Occultism}. Each grants you a set of related actions that rely on you rolling a skill check. Each skill has a key ability score, based on the scope of the skill in question. For instance, {@skill Athletics} deals with feats of physical prowess, like swimming and jumping, so its key ability score is Strength. {@skill Medicine} deals with the ability to diagnose and treat wounds and ailments, so its key ability score is Wisdom. The key ability score for each skill is listed in Chapter 4: Skills. No matter which skill you're using, you calculate a check for it using the following formula.",{"type":"pf2-inset","entries":["Skill check result = d20 roll + modifier of the skill's key ability score + proficiency bonus + other bonuses + penalties"]},"You're unlikely to be trained in every skill. When using a skill in which you're untrained, your proficiency bonus is +0; otherwise, it equals your level plus 2 for trained, or higher once you become expert or better. The proficiency rank is specific to the skill you're using. Aid from another character or some other beneficial situation may grant you a circumstance bonus. A status bonus might come from a helpful spell or magical effect. Sometimes tools related to the skill grant you an item bonus to your skill checks. Conversely, unfavorable situations might give you a circumstance penalty to your skill check, while harmful spells, magic, or conditions might also impose a status penalty. Using shoddy or makeshift tools might cause you to take an item penalty. Sometimes a skill action can be an attack, and in these cases, the skill check might take a multiple attack penalty, as described on page 446.","When an ability calls for you to use the DC for a specific skill, you can calculate it by adding 10 + your total modifier for that skill."],"source":"CRB"},{"type":"pf2-h3","page":450,"name":"Notating Total Modifiers","entries":["When creating your character and adventuring you'll record the total modifier for various important checks on your character sheet. Since many bonuses and penalties are due to the immediate circumstances, spells, and other temporary magical effects, you typically won't apply them to your notations.","Item bonuses and penalties are often more persistent, so you will often want to record them ahead of time. For instance, if you are using a weapon with a {@item +1 weapon potency} rune, you'll want to add the +1 item bonus to your notation for your attack rolls with that weapon, since you will include that bonus every time you attack with that weapon. But if you have a fine spyglass, you wouldn't add its item bonus to your Perception check notation, since you gain that bonus only if you are using sight—and the spyglass!—to see long distances."],"source":"CRB"}],"data":{"quickref":4},"source":"CRB"}]},{"type":"entries","entries":[{"type":"section","name":"Difficulty Classes","page":503,"alias":["DCs"],"entries":[{"type":"pf2-h2","page":503,"name":"Simple DCs","entries":["Sometimes you need to quickly set a Difficulty Class. The easiest method is to select a simple DC from Table 10–4 by estimating which proficiency rank best matches the task (that rank is usually not required to succeed at the task).","If it's something pretty much anyone would have a decent chance at, use the untrained DC. If it would require a degree of training, use the DC listed for trained, expert, master, or legendary proficiency, as appropriate to the complexity of the task. For example, say a PC was trying to uncover the true history behind a fable. You determine this requires a check to Recall Knowledge, and that only someone with master proficiency in Folktale Lore would know the information, so you'd set the DC at 30—the simple master DC.","Simple DCs work well when you need a DC on the fly and there's no level associated with the task. They're most useful for skill checks. Because there isn't much gradation between the simple DCs, they don't work as well for hazards or combatants, where the PCs' lives are on the line; you're better off using level-based DCs for such challenges.",{"type":"data","tag":"table","name":"Simple DCs","source":"CRB"}],"data":{"quickrefIndex":true},"source":"CRB"},{"type":"pf2-h2","page":503,"name":"Level-Based DCs","entries":["When you're determining a skill DC based on something that has a level, use Table 10–5 to set the DC. Find the level of the subject, and assign the corresponding DC. Since spells use a 1–10 scale, use the Spell Level column for them.","Use these DCs when a PC needs to Identify a Spell or {@action Recall Knowledge} about a creature, attempts to Earn Income by performing a task of a certain level, and so on. You can also use the level-based DCs for obstacles instead of assigning a simple DC. For example, you might determine that a wall in a high-level dungeon was constructed of smooth metal and is hard to climb. You could simply say only someone with master proficiency could climb it, and use the simple DC of 30. Or you might decide that the 15th-level villain who created the dungeon crafted the wall, and use the 15th-level DC of 34. Either approach is reasonable!","Note that PCs who invest in a skill become more likely to succeed at a DC of their level as they increase in level, and the listed DCs eventually become very easy for them.",{"type":"data","tag":"table","name":"DCs by Level","source":"CRB"}],"data":{"quickrefIndex":true},"source":"CRB"},{"type":"pf2-h2","page":503,"name":"Adjusting Difficulty","entries":["You might decide a DC should differ from the baseline, whether to account for PCs' areas of expertise or to represent the rarity of spells or items. A DC adjustment represents an essential difference in the difficulty of a task and applies to anyone attempting a specific check for it.","Adjustments happen most often with tasks whose DCs are based on their level. Adjustments use a scale of –10 to +10, from incredibly easy checks to incredibly hard ones, and are broken into increments of 2, 5, and 10.","You'll often apply the adjustments for uncommon, rare, or unique subjects.",{"type":"data","tag":"table","name":"DC Adjustments","source":"CRB"},"The adjustments' names don't translate to how hard a task actually is for a PC or group of PCs, and adjustments aren't meant to balance out or replace PCs' bonuses and penalties. PCs who invest in a skill will become better and better at that skill as they increase in level. For example, even the best 1st-level PC has grim odds against an incredibly hard 1st-level DC, with a huge chance of critical failure, but by 20th level, an optimized character with a modicum of magic or assistance can take down incredibly hard 20th-level DCs over half the time, critically failing only on a 1. At higher levels, many groups will find that the very hard DC is more like standard for them; keep that in mind if you need a check that presents a true challenge to a high level group.","You might use different DCs for a task based on the particular skill or statistic used for the check. Let's say your PCs encounter a magical tome about aberrant creatures. The tome is 4th-level and has the occult trait, so you set the DC of an {@skill Occultism} check to Identify the Magic to 19, based on Table 10–5. As noted in Identify Magic, other magic-related skills can typically be used at a higher DC, so you might decide the check is very hard for a character using {@skill Arcana} and set the DC at 24 for characters using that skill. If a character in your group had Aberration Lore, you might determine that it would be easy or very easy to use that skill and adjust the DC to 17 or 14. These adjustments aren't taking the place of characters' bonuses, modifiers, and penalties—they are due to the applicability of the skills being used.",{"type":"pf2-h3","page":504,"name":"Group Attempts","entries":["The DCs in this chapter give an individual character a strong and increasing chance of success if they have some proficiency. On occasion, though, you'll have a task that only one person in the group needs to succeed at, but that everyone can attempt. The number of dice being rolled means that there's a very high chance at least one of them will succeed. Most of the time, that's perfectly fine, but sometimes you'll want the task to be a challenge, with some uncertainty as to whether the party can succeed. In these cases, make the check very hard, or incredibly hard if you want it to be particularly difficult or at high levels.","At these DCs, most of the party will probably fail, but someone will probably still succeed, likely a character who has heavily invested in the given skill, as is expected for specialized characters."],"source":"CRB"}],"data":{"quickrefIndex":true},"source":"CRB"},{"type":"pf2-h2","page":504,"name":"Minimum Proficiency","entries":["Sometimes succeeding at a particular task requires a character to have a specific proficiency rank in addition to a success on the check. Locks and traps often require a certain proficiency rank to successfully use the Pick a Lock or Disable a Device actions of {@skill Thievery}. A character whose proficiency rank is lower than what's listed can attempt the check, but they can't succeed. You can apply similar minimum proficiencies to other tasks. You might decide, for example, that a particular arcane theorem requires training in {@skill Arcana} to understand. An untrained barbarian can't succeed at the check, but she can still attempt it if she wants—after all, she needs to have a chance to critically fail and get erroneous information!","For checks that require a minimum proficiency, keep the following guidelines in mind. A 2nd-level or lower task should almost never require expert proficiency, a 6th-level or lower task should almost never require master proficiency, and a 14th-level or lower task should almost never require legendary proficiency. If they did, no character of the appropriate level could succeed."],"data":{"quickrefIndex":true},"source":"CRB"},{"type":"pf2-h2","page":504,"name":"Specific Actions","entries":["Several parts of this book, most notably Chapter 4: Skills, state that you as the GM set the DCs for certain checks or determine other parameters. Here are guidelines for the most common tasks. Remember that all of these are guidelines, and you can adjust them as necessary to suit the situation.",{"type":"pf2-h3","page":504,"name":"Craft","entries":["When a character Crafts an item, use the item's level to determine the DC, applying the adjustments from Table 10–6 for the item's rarity if it's not common. You might also apply the easy DC adjustment for an item the crafter has made before. Repairing an item usually uses the DC of the item's level with no adjustments, though you might adjust the DC to be more difficult for an item of a higher level than the character can Craft."],"source":"CRB"},{"type":"pf2-h3","page":504,"name":"Earn Income","entries":["You set the task level when someone tries to Earn Income.","The highest-level task available is usually the same as the level of the settlement where the character is located. If you don't know the settlement's level, it's usually 0–1 for a village, 2–4 for a town, or 5–7 for a city. A PC might need to travel to a metropolis or capital to find tasks of levels 8-10, and to the largest cities in the world or another plane to routinely find tasks beyond that. Some locations might have higher-level tasks available based on the nature of the settlement. A major port might have higher-level tasks for Sailing Lore, a city with a vibrant arts scene might have higher-level tasks for {@skill Performance}, and so on. If someone is trying to use a particularly obscure skill, they might have trouble finding tasks of an ideal level, or any at all—no one in most settlements is clamoring for the expertise of someone with Troll Lore.","Once the PC has decided on a particular level of task from those available, use the DC for that level from Table 10–5. You might adjust the DC to be more difficult if there's inclement weather during an outdoor job, a rowdy audience for a performance, or the like."],"source":"CRB"},{"type":"pf2-h3","page":505,"name":"Gather Information","entries":["To set the DC to Gather Information, use a simple DC representing the availability of information about the subject. Adjust the DC upward if the PC Gathering Information seeks in-depth information. For example, if a character wants to Gather Information about a visiting caravan, you might decide that a common person wouldn't know much about it, but any merchant or guard would, so learning basic facts uses the simple DC for trained proficiency. A caravan leader's name is superficial, so discovering it might be DC 15 (the simple trained DC in Table 10–4). Learning the identity of the leader's employers, however, might be DC 20 if the employers are more obscure."],"source":"CRB"},{"type":"pf2-h3","page":505,"name":"Identify Magic or Learn a Spell","entries":["The DC to {@action Identify Magic} or {@action Learn a Spell} is usually the DC listed in Table 10–5 for the spell or item's level, adjusted for its rarity. A very strange item or phenomenon usually uses a higher DC adjustment. For a cursed item or certain illusory items, use an incredibly hard DC to increase the chance of misidentification."],"source":"CRB"},{"type":"pf2-h3","page":505,"name":"Recall Knowledge","entries":["On most topics, you can use simple DCs for checks to {@action Recall Knowledge}. For a check about a specific creature, trap, or other subject with a level, use a {@quickref level-based DCs||4|level-based dcs} (adjusting for rarity as needed). You might adjust the difficulty down, maybe even drastically, if the subject is especially notorious or famed. Knowing simple tales about an infamous dragon's exploits, for example, might be incredibly easy for the dragon's level, or even just a simple trained DC.",{"type":"pf2-h4","page":505,"name":"Alternative Skills","entries":["As noted in the action's description, a character might attempt to {@action Recall Knowledge} using a different skill than the ones listed as the default options. If the skill is highly applicable, like using {@skill Medicine} to identify a medicinal tonic, you probably don't need to adjust the DC. If its relevance is a stretch, adjust the DC upward as described in {@quickref Adjusting Difficulty||4|Adjusting Difficulty}."],"source":"CRB"},{"type":"pf2-h4","page":505,"name":"Additional Knowledge","entries":["Sometimes a character might want to follow up on a check to {@action Recall Knowledge}, rolling another check to discover more information. After a success, further uses of {@action Recall Knowledge} can yield more information, but you should adjust the difficulty to be higher for each attempt. Once a character has attempted an incredibly hard check or failed a check, further attempts are fruitless—the character has recalled everything they know about the subject."],"source":"CRB"},{"type":"pf2-h4","page":505,"name":"Creature Identification","entries":["A character who successfully identifies a creature learns one of its best-known attributes—such as a troll's regeneration (and the fact that it can be stopped by acid or fire) or a manticore's tail spikes. On a critical success, the character also learns something subtler, like a demon's weakness or the trigger for one of the creature's reactions.","The skill used to identify a creature usually depends on that creature's trait, as shown on Table 10–7, but you have leeway on which skills apply. For instance, hags are humanoids but have a strong connection to occult spells and live outside society, so you might allow a character to use {@skill Occultism} to identify them without any DC adjustment, while Society is harder. Lore skills can also be used to identify their specific creature. Using the applicable Lore usually has an easy or very easy DC (before adjusting for rarity).",{"type":"data","tag":"table","name":"Creature Identification Skills","source":"CRB"}],"source":"CRB"}],"source":"CRB"},{"type":"pf2-brown-box","page":506,"name":"DETERMINING THE SCOPE OF LORE","entries":["{@skill Lore} skills are one of the most specialized aspects of Pathfinder, but they require GM oversight, particularly in determining which {@skill Lore} subcategories are acceptable for characters to select. A {@skill Lore} subcategory represents a narrow focus, and thus it shouldn't replace all or even most of an entire skill, nor should it convey vast swaths of information. For example, a single {@skill Lore} subcategory doesn't cover all religions—that's covered by the {@skill Religion} skill—but a character could have a {@skill Lore} subcategory that covers a single deity. One {@skill Lore} subcategory won't cover an entire country or all of history, but it could cover a city, an ancient civilization, or one aspect of a modern country, like Taldan History {@skill Lore}. A single {@skill Lore} subcategory couldn't cover the entire multiverse, but it could cover a whole plane other than the Material Plane."],"source":"CRB"},{"type":"pf2-h3","page":506,"name":"Sense Direction","entries":["Pick the most appropriate simple DC when someone uses {@skill Survival} to Sense Direction. This is usually the trained DC in normal wilderness, expert in deep forest or underground, master in featureless or tricky locations, or legendary in weird or surreal environments on other planes."],"source":"CRB"},{"type":"pf2-h3","page":506,"name":"Social Skills","entries":["When a character uses {@skill Deception}, {@skill Diplomacy}, {@skill Intimidation}, or {@skill Performance} to influence or impress someone whose level or Will DC you don't know, estimate the level of the creature and use that DC. A commoner is usually level 0 or 1. Don't worry about being exact. It often makes sense to adjust the DC based on the target's attitude for {@skill Deception}, {@skill Diplomacy}, or {@skill Performance}, making the DC easy for a friendly creature, very easy for a helpful one, hard for an unfriendly one, or very hard for a hostile one. You might adjust the DC further or differently based on the PC's goal; for instance, the DC to Request something an indifferent NPC is fundamentally opposed to might be incredibly hard or impossible, and it might be easy to convince an unfriendly creature to do something it already wants to do."],"source":"CRB"},{"type":"pf2-h3","page":506,"name":"Subsist","entries":["A simple DC is usually sufficient for the Subsist action, with a trained DC for a typical situation. Use the disposition of the environment or city as a guide; an environment with scarce resources or a city with little tolerance for transience might require an expert or higher DC."],"source":"CRB"},{"type":"pf2-h3","page":506,"name":"Track","entries":["Often when a PC uses {@skill Survival} to Track, you can pick a simple DC and adjust it based on the circumstances. For example, an army is usually easy to track, so you could use the untrained DC of 10. If the army marched through mud, you could even adjust this down to DC 5. On the other hand, if the party pursues a cunning survivalist using Cover Tracks, you might use their {@skill Survival} DC as the DC to Track."],"source":"CRB"},{"type":"pf2-h3","page":506,"name":"Train an Animal","entries":["Train Animal (page 268) allows PCs to teach animals tricks. Use the level of the animal as the baseline; you can adjust the DC up if the trick is especially difficult, or down if the animal is especially domesticated, like a dog."],"source":"CRB"}],"source":"CRB"}],"data":{"quickref":5},"source":"CRB"},{"type":"section","source":"GMG","page":120,"name":"Drugs","entries":["Drugs offer short-term benefits with harmful side effects and long-term consequences. These short-term benefits, such as euphoria, draw many to drugs, but addiction keeps users hooked long after their first dose. A character can voluntarily fail their initial save against a drug, but for each dose they consume, they must attempt a saving throw against addiction, a disease that represents cravings and withdrawal. Addiction is unique to each drug, so a character can be affected by multiple instances of addiction at once.","Certain drugs alter how addiction works for that drug, adding the {@trait virulent} trait to the addiction, limiting the maximum stage a character can reach, or adding additional stages beyond those listed in the base affliction.",{"type":"data","tag":"disease","data":{"source":"GMG","page":120,"name":"Addiction","level":", level varies","type":"disease","entries":["Track the maximum stage you reach with each drug's addiction. This maximum stage is separate from your current addiction stage for the drug. The maximum stage can't be reduced, even if you fully remove the disease. When you take the drug, two things happen: you attempt a saving throw against addiction, and you suppress the effects of addiction for 1 day. Failing a save against addiction caused by taking the drug causes you to go to 1 stage higher than the maximum stage you had previously reached (2 stages higher on a critical failure). If you're currently suffering from addiction when you attempt a save from taking the drug, you can't improve your stage; if you succeed at the save, the stage remains the same as it was.","When you attempt your save against addiction each week, the stage you are currently at can't get worse—it can only stay the same or improve. The conditions from addiction can't be removed while you are affected by the addiction, and suppressing addiction by taking the drug only avoids the effects—it doesn't remove the disease.",{"type":"affliction","savingThrow":"Fortitude (DC equals that of the drug)","onset":"1 day","stages":[{"stage":1,"entry":"{@condition fatigued}","duration":"1 week"},{"stage":2,"entry":"{@condition fatigued} and {@condition sickened||sickened 1}","duration":"1 week"},{"stage":3,"entry":"{@condition fatigued}, {@condition drained||drained 1} and {@condition sickened||sickened 1}","duration":"1 week"},{"stage":4,"entry":"{@condition fatigued}, {@condition drained||drained 2}, {@condition sickened||sickened 2} and {@condition stupefied||stupefied 2}","duration":"1 week"}]}]}},{"type":"pf2-brown-box","source":"GMG","page":120,"name":"DRUGS IN YOUR GAME","entries":["Drugs are socially complex, and including them in your game has the potential to make some of your players uncomfortable—particularly players who have struggled with substance abuse themselves or seen friends and family members go through that struggle. As with any potentially difficult subject matter, you should discuss the role drugs play in your game with your players and ensure that all the players at the table are comfortable with the material; if they aren't, avoid the topic.","If you do include drugs in your game, consider the role they'll play. In some campaigns, drugs might simply be an element of flavor and a tool characters use to reach their goals; in others, the side effects and risk of addiction might be a terrible price to pay. The rules assume something of a middle path, where drugs are addictive substances that may provide a short-term benefit but have consequences. To make drugs more accessible in your game, remove some of the more severe stages of addiction. To make them more dangerous, add the {@trait virulent} trait to the addiction affliction, add more stages with increasingly severe effects, or increase the DC of the save against the addiction by 1 for every use of the drug, decreasing back to normal over time as they stop using the drug."]}],"data":{"quickref":5}},{"type":"section","page":512,"name":"Environment","entries":["Each of the environments presented in this section uses the terrain rules (which are summarized on page 514 and appear in full beginning on page 475) in different ways, so be sure to familiarize yourself with those rules before reading this section. Some environments refer to the rules for climate (page 517) and natural disasters (beginning on page 517). Many places have the traits of multiple environments; a snow-covered mountain might use both the arctic and mountain environments, for example. For environmental features with effects based on how tall or deep they are, those effects vary further based on a creature's size. For instance, a shallow bog for a Medium creature might be a deep bog for smaller creatures, and a deep bog for a Medium creature could be only a shallow bog for a larger creature (and so insignificant for a truly massive creature that it isn't even {@quickref difficult terrain||3|terrain}).","Table 10–12 lists the features of various environments alphabetically for quick reference. The Proficiency DC Band entry indicates a range of appropriate simple DCs for that environmental feature, while also providing a rough estimate of the danger or complexity of the feature.",{"type":"data","tag":"table","name":"Enviromental Features","source":"CRB"},{"type":"pf2-h2","page":512,"name":"Environmental Damage","entries":["Some environmental features or natural disasters deal damage. Because the amount of damage can vary based on the specific circumstances, the rules for specific environments and natural disasters use damage categories to describe the damage, rather than exact numbers.","Use Table 10–11 below to determine damage from an environment or natural disaster. When deciding the exact damage amount, use your best judgment based on how extreme you deem the danger to be.",{"type":"data","tag":"table","name":"Enviromental Damage","source":"CRB"}],"source":"CRB"},{"type":"pf2-h2","page":512,"name":"Aquatic","entries":["Aquatic environments are among the most challenging for PCs short of other worlds and unusual planes. PCs in an aquatic environment need a way to breathe (typically a {@spell water breathing} spell) and must usually {@action Swim} to move, though a PC who sinks to the bottom can walk awkwardly, using the rules for {@quickref greater difficult terrain||3|terrain}.","Characters in aquatic environments make frequent use of the {@quickref aquatic combat||3|aquatic combat} and {@quickref drowning and suffocation||3|drowning and suffocating} rules.",{"type":"pf2-h3","page":512,"name":"Currents and Flowing Water","entries":["Ocean currents, flowing rivers, and similar moving water are {@quickref difficult terrain||3|terrain} or {@quickref greater difficult terrain||3|terrain} (depending on the speed of the water) for a creature Swimming against the current. At the end of a creature's turn, it moves a certain distance depending on the current's speed. For instance, a 10-foot current moves a creature 10 feet in the current's direction at the end of that creature's turn."],"source":"CRB"},{"type":"pf2-h3","page":512,"name":"Visibility","entries":["It's much harder to see things at a distance underwater than it is on land, and it's particularly difficult if the water is murky or full of particles. In pure water, the maximum visual range is roughly 240 feet to see a small object, and in murky water, visibility can be reduced to only 10 feet or even less."],"source":"CRB"}],"source":"CRB"},{"type":"pf2-h2","page":512,"name":"Arctic","entries":["The main challenge in an arctic environment is the low temperature, but arctic environments also contain ice and snow. The disasters that most often strike in arctic environments are avalanches, blizzards, and floods.",{"type":"pf2-h3","page":512,"name":"Ice","entries":["Icy ground is both uneven ground and {@quickref difficult terrain||3|terrain}, as characters slip and slide due to poor traction."],"source":"CRB"},{"type":"pf2-h3","page":512,"name":"Snow","entries":["Depending on the depth of snow and its composition, most snowy ground is either {@quickref difficult terrain||3|terrain} or {@quickref greater difficult terrain||3|terrain}. In denser snow, characters can attempt to walk along the surface without breaking through, but some patches might be loose or soft enough that they're uneven ground."],"source":"CRB"}],"source":"CRB"},{"type":"pf2-h2","page":512,"name":"Desert","entries":["Desert encompasses sandy and rocky deserts as well as badlands. Though tundra is technically a desert, it's classified as arctic, as the climate is the primary challenge in such areas. Sandy deserts often have quicksand hazards (page 526) and sandstorms.",{"type":"pf2-h3","page":513,"name":"Rubble","entries":["Rocky deserts are strewn with rubble, which is {@quickref difficult terrain||3|terrain}. Rubble dense enough to be walked over rather than navigated through is uneven ground."],"source":"CRB"},{"type":"pf2-h3","page":513,"name":"Sand","entries":["Packed sand doesn't usually significantly impede a character's movement, but loose sand is either {@quickref difficult terrain||3|terrain} (if it's shallow) or uneven ground (if it's deep).","The wind in a desert often shifts sand into dunes, hills of loose sand with uneven ground facing the wind and steeper inclines away from the wind."],"source":"CRB"}],"source":"CRB"},{"type":"pf2-h2","page":513,"name":"Forest","entries":["These diverse environments include jungles and other wooded areas. They are sometimes struck by wildfires.",{"type":"pf2-h3","page":513,"name":"Canopies","entries":["Particularly dense forests, such as rain forests, have a canopy level above the ground. A creature trying to reach the canopy or travel along it must Climb. Swinging on vines and branches usually requires an {@skill Acrobatics} or {@skill Athletics} check. A canopy provides cover, and a thicker one can prevent creatures in the canopy from seeing those on the ground, and vice versa."],"source":"CRB"},{"type":"pf2-h3","page":513,"name":"Trees","entries":["While trees are omnipresent in a forest, they typically don't provide cover unless a character uses the Take Cover action. Only larger trees that take up an entire 5-foot square on the map (or more) are big enough to provide cover automatically."],"source":"CRB"},{"type":"pf2-h3","page":513,"name":"Undergrowth","entries":["Light undergrowth is {@quickref difficult terrain||3|terrain} that allows a character to Take Cover. Heavy undergrowth is {@quickref greater difficult terrain||3|terrain} that automatically provides cover. Some sorts of undergrowth, such as thorns, might also be hazardous terrain, and areas with plenty of twisting roots might be uneven ground."],"source":"CRB"}],"source":"CRB"},{"type":"pf2-h2","page":513,"name":"Mountain","entries":["Mountain environments also include hills, which share many aspects of mountains, though not their more extreme features. The most common disasters here are avalanches.",{"type":"pf2-h3","page":513,"name":"Chasms","entries":["Chasms are natural pits, typically at least 20 feet long and clearly visible (barring mundane or magical efforts to conceal them). The main danger posed by a chasm is that characters must Long Jump to get across. Alternatively, characters can take the safer but slower route of Climbing down the near side of the chasm and then ascending the far side to get across."],"source":"CRB"},{"type":"pf2-h3","page":513,"name":"Cliffs","entries":["Cliffs and rock walls require creatures to {@action Climb} to ascend or descend. Without extensive safety precautions, a critical failure can result in significant falling damage."],"source":"CRB"},{"type":"pf2-h3","page":513,"name":"Rubble","entries":["Mountains often have extremely rocky areas or shifting, gravelly scree that makes for {@quickref difficult terrain||3|terrain}. Especially deep or pervasive rubble is uneven ground."],"source":"CRB"},{"type":"pf2-h3","page":514,"name":"Slopes","entries":["Slopes vary from the gentle rises of normal terrain to {@quickref difficult terrain||3|terrain} and inclines, depending on the angle of elevation. Moving down a slope is typically normal terrain, but characters might need to Climb up particularly steep slopes."],"source":"CRB"},{"type":"pf2-h3","page":514,"name":"Undergrowth","entries":["Light undergrowth is common in mountains. It is {@quickref difficult terrain||3|terrain} and allows a character to Take Cover."],"source":"CRB"}],"source":"CRB"},{"type":"pf2-h2","page":514,"name":"Plains","entries":["The plains environment encompasses grasslands such as savannas and farmland. The most common disasters in plains are tornadoes and wildfires.",{"type":"pf2-h3","page":514,"name":"Hedges","entries":["Hedges are planted rows of bushes, shrubs, and trees.","Their iconic appearance in adventures consists of tall hedges grown into mazes. A typical hedge is 2 to 5 feet tall, takes up a row of squares, and provides cover. A character trying to push through a hedge faces {@quickref greater difficult terrain||3|terrain}; it's sometimes faster to Climb over."],"source":"CRB"},{"type":"pf2-h3","page":514,"name":"Undergrowth","entries":["Light undergrowth is {@quickref difficult terrain||3|terrain} that allows a character to Take Cover. Heavy undergrowth is {@quickref greater difficult terrain||3|terrain} that provides cover automatically.","Undergrowth in plains is usually light with a few scattered areas of heavy undergrowth, but fields of certain crops, like corn, are entirely heavy undergrowth."],"source":"CRB"}],"source":"CRB"},{"type":"pf2-h2","page":514,"name":"Swamp","entries":["Wetlands are the most common kind of swamp, but this category also includes drier marshes such as moors.","Swamps often contain quicksand hazards (page 526).","Despite their soggy nature, swamps aren't very likely to experience heavy flooding, since they act as natural sponges and absorb a great deal of water before they flood.",{"type":"pf2-h3","page":514,"name":"Bogs","entries":["Also called mires, bogs are watery areas that accumulate peat, are covered by shrubs and moss, and sometimes feature floating islands of vegetation covering deeper pools.","Shallow bogs are {@quickref difficult terrain||3|terrain} for a Medium creature, and deep bogs are {@quickref greater difficult terrain||3|terrain}. If a bog is deep enough that a creature can't reach the bottom, the creature has to Swim. Bogs are also acidic, so particularly extreme or magical bogs can be hazardous terrain."],"source":"CRB"},{"type":"pf2-h3","page":514,"name":"Undergrowth","entries":["Light undergrowth is {@quickref difficult terrain||3|terrain} that allows a character to Take Cover, while heavy undergrowth is {@quickref greater difficult terrain||3|terrain} that provides cover automatically.","Some sorts of undergrowth, such as thorns, are also hazardous terrain, and areas with plenty of twisting roots are uneven ground."],"source":"CRB"}],"source":"CRB"},{"type":"pf2-brown-box","page":514,"name":"TERRAIN RULES","entries":["Environments make frequent use of the rules for {@quickref difficult terrain||3|terrain}, {@quickref greater difficult terrain||3|terrain}, and hazardous terrain, so those rules are summarized here.","{@b Difficult terrain} is any terrain that impedes movement, ranging from particularly rough or unstable surfaces to thick ground cover and countless other impediments. Moving into a square of {@quickref difficult terrain||3|terrain} (or moving 5 feet into or within an area of {@quickref difficult terrain||3|terrain}, if you're not using a grid) costs an extra 5 feet of movement. Moving into a square of {@b greater difficult terrain} instead costs 10 additional feet of movement. This additional cost is not increased when moving diagonally. Creatures can't normally Step into {@quickref difficult terrain||3|terrain}.","Any movement creatures make while jumping ignores terrain that the creature is jumping over. Some abilities (such as flight or being incorporeal) allow creatures to avoid the movement reduction from some types of {@quickref difficult terrain||3|terrain}. Certain other abilities let creatures ignore {@quickref difficult terrain||3|terrain} while traveling on foot; such an ability also allows a creature to move through {@quickref greater difficult terrain||3|terrain} using the movement cost for {@quickref difficult terrain||3|terrain}, but unless the ability specifies otherwise, these abilities don't let creatures ignore {@quickref greater difficult terrain||3|terrain}.","{@b Hazardous terrain} damages creatures whenever they move through it. For instance, an acid pool, a pit of burning embers, and a spike-filled passageway all constitute hazardous terrain. The amount and type of damage depend on the specific hazardous terrain."],"source":"CRB"},{"type":"pf2-h2","page":514,"name":"Urban","entries":["Urban environments include open city spaces as well as buildings. The building information in this section also applies to ruins and constructed dungeons. Depending on their construction and location, cities might be vulnerable to many sorts of disasters, especially fires and floods.",{"type":"pf2-h3","page":514,"name":"Crowds","entries":["Crowded thoroughfares and similar areas are {@quickref difficult terrain||3|terrain}, or {@quickref greater difficult terrain||3|terrain} if an area is truly packed with people. You might allow a character to get a crowd to part using {@skill Diplomacy}, {@skill Intimidation}, or {@skill Performance}.","A crowd exposed to an obvious danger, like a fire or a rampaging monster, attempts to move away from the danger as quickly as possible, but it is slowed by its own mass. A fleeing crowd typically moves at the Speed of an average member each round (usually 25 feet), potentially trampling or leaving behind slower-moving members of the crowd."],"data":{"quickrefIndex":true},"source":"CRB"},{"type":"pf2-h3","page":515,"name":"Doors","entries":["Opening an unlocked door requires an Interact action (or more than one for a particularly complicated or large door). Stuck doors must be Forced Open, and locked ones require a character to Pick the Lock or Force them Open."],"source":"CRB"},{"type":"pf2-h3","page":515,"name":"Floors","entries":["Wooden floors are easy to walk on, as are flagstone floors made of fitted stones. However, floors of worn flagstone often contain areas of uneven ground."],"source":"CRB"},{"type":"pf2-h3","page":515,"name":"Gates","entries":["Walled settlements often have gates that the city can close for defense or open to allow travel. A typical gate consists of one portcullis at each end of a gatehouse, with murder holes in between or other protected spots from which guards can attack foes."],"source":"CRB"},{"type":"pf2-h3","page":515,"name":"Guards","entries":["Most settlements of significant size have guards working in shifts to protect the settlement at all hours, patrolling the streets and guarding various posts. The size of this force varies from one guard for every 1,000 residents to a force 10 times this number."],"source":"CRB"},{"type":"pf2-h3","page":515,"name":"Portcullises","entries":["A portcullis is a wooden or iron grate that descends to seal off a gate or corridor. Most are raised on ropes or chains operated by a winch, and they have locking mechanisms that keep them from being lifted easily. The rules on lifting a portcullis or bending its bars appear in the sidebar on this page. If a portcullis falls on a creature, use a slamming door trap (page 523)."],"source":"CRB"},{"type":"pf2-brown-box","page":515,"name":"DOORS, GATES, AND WALLS","entries":["Some of the most common obstacles that characters face in urban areas and dungeons are doors, gates, and walls.",{"type":"pf2-title","name":"Climbing"},"The table below gives the typical DC for {@skill Athletics} checks to Climb a structure, which is usually a simple DC. You might adjust the difficulty based on the specifics of the structure and environment.",{"type":"pf2-title","name":"Demolishing"},"A character might want to smash their way through a door, a window, or certain walls. The Hardness, Hit Point, and Broken Threshold values provided in the table below are based on the material the structure is typically made out of, so a portcullis made of iron, for example, has a higher Hardness than one of wood. For more on damaging objects, see page 272.","Strong walls, such as well-maintained masonry or hewn stone, can't be broken without dedicated work and proper tools. Getting through such walls requires downtime.",{"type":"table","rowLabelIdx":[0,5,11],"colStyles":["text-center","text-center","text-center"],"rows":[["Door","Climb DC","Hardness, HP (BT)"],["Wood","20","10, 40 (20)"],["Stone","30","14, 56 (28)"],["Reinforced Wood","15","15, 60 (30)"],["Iron","30","18, 72 (36)"],["Wall","Climb DC","Hardness, HP (BT)"],["Crumbling masonry","15","10, 40 (20)"],["Wooden slats","15","10, 40 (20)"],["Masonry","20","14, 56 (28)"],["Hewn stone","30","14, 56 (28)"],["Iron","40","18, 72 (36)"],["Portcullis","Climb DC","Hardness, HP (BT)"],["Wood","10","10, 40 (20)"],["Iron","10","18, 72 (36)"]]},{"type":"pf2-title","name":"Forcing Open"},"Structures that can be opened—such as doors, gates, and windows—can be Forced Open using {@skill Athletics}. This is usually necessary only if they're locked or stuck. The DC to Force Open a structure uses the {@skill Thievery} DC of its lock but adjusts it to be very hard (increasing the DC by 5).","If there's no lock, use the following table; when lifting a portcullis, use the lock DC or the DC from the table, whichever is higher."],"source":"CRB"},{"type":"pf2-h3","page":515,"name":"Rooftops","entries":["Rooftops make for memorable ambushes, chase scenes, infiltrations, and running fights. Flat roofs are easy to move across, but they're rare in any settlement that receives significant snowfall, since heavy buildups of snow can collapse a roof. Angled roofs are uneven ground, or inclines if they're especially steep. The peak of an angled roof is a narrow surface.","Hurdling from roof to roof often requires a Long Jump, though some buildings are close enough to Leap between.","A High Jump might be necessary to reach a higher roof, or a Leap followed by Grabbing an Edge and Climbing up."],"source":"CRB"},{"type":"pf2-h3","page":515,"name":"Sewers","entries":["Sewers are generally 10 feet or more below street level and are equipped with ladders or other means to ascend and descend. Raised paths along the walls allow sewer workers access, while channels in the center carry the waste itself. Less sophisticated sewers, or sections those workers don't usually access, might require wading through diseaseridden waste. Sewers can be accessed through sewer grates, which usually require 2 or more Interact actions to open.",{"type":"pf2-h4","page":516,"name":"Sewer Gas","entries":["Sewer gas often contains pockets of highly flammable gas. A pocket of sewer gas exposed to a source of flame explodes, dealing moderate environmental fire damage to creatures in the area."],"source":"CRB"}],"source":"CRB"}],"source":"CRB"},{"type":"pf2-h3","page":516,"name":"Stairs","entries":["Stairs are {@quickref difficult terrain||3|terrain} for characters moving up them, and shoddy stairs might also be uneven ground. Some temples and giant-built structures have enormous stairs that are {@quickref greater difficult terrain||3|terrain} both up and down, or might require Climbing every step."],"source":"CRB"},{"type":"pf2-h3","page":516,"name":"Streets","entries":["Most settlements have narrow and twisting streets that were largely established organically as the settlement grew. These roads are rarely more than 20 feet wide, with alleys as narrow as 5 feet. Streets are generally paved with cobblestones. If the cobblestones are in poor repair, they could be {@quickref difficult terrain||3|terrain} or uneven ground.","Particularly lawful or well-planned cities have major thoroughfares that allow wagons and merchants to reach marketplaces and other important areas in town. These need to be at least 25 feet wide to accommodate wagons moving in both directions, and they often have narrow sidewalks that allow pedestrians to avoid wagon traffic."],"source":"CRB"},{"type":"pf2-h3","page":516,"name":"Walls","entries":["Well-built structures have exterior walls of brick or stonemasonry. Smaller, lower-quality, or temporary structures might have wooden walls. Interior walls tend to be less sturdy; they could be made of wooden planks, or even simply of thick, opaque paper held in a wooden frame. An underground structure might have thick walls carved out of solid rock to prevent the weight of the ground above from collapsing the structure. Rules for climbing and breaking walls are in the sidebar on page 515."],"source":"CRB"},{"type":"pf2-h2","page":516,"name":"Underground","entries":["Underground environments consist of caves and natural underground areas. Artificial dungeons and ruins combine underground features with urban features like stairs and walls. Deep underground vaults have some of the same terrain features as mountains, such as chasms and cliffs.","The most common disasters underground are collapses.",{"type":"pf2-h3","page":516,"name":"Floors","entries":["Natural underground environments rarely have flat floors, instead featuring abrupt changes in elevation that result in {@quickref difficult terrain||3|terrain}, uneven ground, and inclines."],"source":"CRB"},{"type":"pf2-h3","page":516,"name":"Ledges","entries":["Ledges are narrow surfaces that overlook a lower area or provide the only means to move along the edge of a chasm. Moving across a narrow ledge requires using {@skill Acrobatics} to Balance."],"source":"CRB"},{"type":"pf2-h3","page":516,"name":"Rubble","entries":["Caverns can be covered in rubble, which is {@quickref difficult terrain||3|terrain}. Deep or pervasive rubble is also uneven ground."],"source":"CRB"},{"type":"pf2-h3","page":516,"name":"Stalagmites and Stalactites","entries":["Stalagmites are tapering columns that rise from the floor of a cave. Areas filled with stalagmites are {@quickref greater difficult terrain||3|terrain}, and especially large stalagmites have to be sidestepped or Climbed. Stalagmites can be sharp enough they can be used as hazardous terrain in some circumstances, as can stalactites (icicle-shaped formations that hang from the roof of a cave) if they're knocked loose from a ceiling or overhang."],"source":"CRB"},{"type":"pf2-h3","page":517,"name":"Walls","entries":["Natural cave walls are uneven, with nooks, crannies, and ledges. Since most caves are formed by water, cave walls are often damp, making them even more difficult to Climb."],"source":"CRB"},{"type":"pf2-brown-box","page":517,"name":"DUNGEONS","entries":["Dungeon environments, which include both ruins and contemporary buildings constructed in the wilderness, are a fairly common venue for adventures. As an environment, they combine urban features like doors and buildings (page 515) with features from an underground environment, and occasionally components from other environments. While underground dungeons are particularly common, you might also consider setting your adventure in a ruin reclaimed by the forest, with giant trees spreading their roots through the walls, or a ruin deep in a swamp, with bogs covering access to some of the ruin's hidden secrets."],"source":"CRB"}],"source":"CRB"},{"type":"pf2-h2","page":517,"name":"Climate","entries":["Weather is more than just set dressing to establish mood—it has mechanical effects you can combine with environmental components to create a more memorable encounter. Weather can impose circumstance penalties on certain checks, from –1 to –4 based on severity.",{"type":"pf2-h3","page":517,"name":"Fog","entries":["Fog imposes a circumstance penalty to visual {@skill Perception} checks, depending on the thickness; it causes creatures viewed through significant amounts of fog to be concealed; and it cuts off all visibility at half a mile or less—possibly much less. Conditions limiting visibility to about a mile are called mist, and those that do so to about 3 miles are called haze."],"source":"CRB"},{"type":"pf2-h3","page":517,"name":"Precipitation","entries":["Precipitation includes rain as well as colder snow, sleet, and hail. Wet precipitation douses flames, and frozen precipitation can create areas of snow or ice on the ground. Drizzle or light snowfall has little mechanical effect beyond limited visibility.",{"type":"pf2-h4","page":517,"name":"Visibility","entries":["Most forms of precipitation impose circumstance penalties on visual {@skill Perception} checks. Hail often is sparser but loud, instead penalizing auditory {@skill Perception} checks.","Especially heavy precipitation, such as a downpour of rain or heavy snow, might make creatures concealed if they're far away."],"source":"CRB"},{"type":"pf2-h4","page":517,"name":"Fatigue","entries":["Precipitation causes discomfort and fatigue. Anything heavier than drizzle or light snowfall reduces the time it takes for characters to become fatigued from overland travel to only 4 hours. Heavy precipitation can be dangerous in cold environments when characters go without protection. Soaked characters treat the temperature as one step colder (mild to severe, severe to extreme; see Temperature below)."],"source":"CRB"},{"type":"pf2-h4","page":517,"name":"Thunderstorms","entries":["High winds and heavy precipitation accompany many thunderstorms. There's also a very small chance that a character might be struck by lightning during a storm. A lightning strike usually deals moderate electricity damage, or major electricity damage in a severe thunderstorm."],"source":"CRB"}],"source":"CRB"},{"type":"pf2-h3","page":517,"name":"Temperature","entries":["Often, temperature doesn't impose enough of a mechanical effect to worry about beyond describing the clothing the characters need to wear to be comfortable.","Particularly hot and cold weather can make creatures fatigued more quickly during overland travel and can cause damage if harsh enough, as shown in Table 10–13 on page 518.","Appropriate cold-weather gear (such as the winter clothing) can negate the damage from severe cold or reduce the damage from extreme cold to that of particularly severe cold.",{"type":"data","tag":"table","name":"Temperature Effects","source":"CRB"}],"source":"CRB"},{"type":"pf2-h3","page":517,"name":"Wind","entries":["Wind imposes a circumstance penalty on auditory {@skill Perception} checks depending on its strength. It also interferes with physical ranged attacks such as arrows, imposing a circumstance penalty to attack rolls involving such weapons, and potentially making attacks with them impossible in powerful windstorms. Wind snuffs out handheld flames; lanterns protect their flame from the wind, but particularly powerful winds can extinguish these as well.",{"type":"pf2-h4","page":517,"name":"Moving in Wind","entries":["Wind is difficult or {@quickref greater difficult terrain||3|terrain} when Flying.","Moving in wind of sufficient strength requires a Maneuver in Flight action, and fliers are blown away on a critical failure or if they don't succeed at a minimum of one such check each round.","Even on the ground, particularly strong winds might require a creature to succeed at an {@skill Athletics} check to move, knocking the creature back and prone on a critical failure. On such checks, Small creatures typically take a –1 circumstance penalty, and Tiny creatures typically take a –2 penalty."],"source":"CRB"}],"source":"CRB"}],"source":"CRB"},{"type":"pf2-h2","page":518,"name":"Natural Disasters","entries":["Climate and environmental features can be a hindrance or long-term threat, but natural disasters represent acute danger, especially to those directly exposed to their fury.","The damage in the following sections uses the categories in {@table Environmental Damage||Table 10–11: Environmental Damage}.",{"type":"pf2-h3","page":518,"name":"Avalanches","entries":["Though the term avalanche specifically refers to a cascading flow of ice and snow down a mountain's slope, the same rules work for landslides, mudslides, and other similar disasters. Avalanches of wet snow usually travel up to 200 feet per round, though powdery snow can travel up to 10 times faster. Rockslides and mudslides are slower, sometimes even slow enough that a character might be able to outrun them.","An avalanche deals major or even massive bludgeoning damage to creatures and objects in its path. These victims are also buried under a significant mass. Creatures caught in an avalanche's path can attempt a Reflex save; if they succeed, they take only half the bludgeoning damage, and if they critically succeed, they also avoid being buried.",{"type":"pf2-h4","page":518,"name":"Burial","entries":["Buried creatures take minor bludgeoning damage each minute, and they potentially take minor cold damage if buried under an avalanche of snow. At the GM's discretion, creatures without a sufficient air pocket could also risk suffocation (page 478). A buried creature is restrained and usually can't free itself.","Allies or bystanders can attempt to dig out a buried creature. Each creature digging clears roughly a 5-footby- 5-foot square every 4 minutes with a successful {@skill Athletics} check (or every 2 minutes on a critical success).","Using shovels or other proper tools halves the time."],"source":"CRB"}],"source":"CRB"},{"type":"pf2-h3","page":518,"name":"Blizzards","entries":["Blizzards combine cold weather, heavy snow, and strong winds. They don't pose a single direct threat as other disasters do; instead, the combination of these factors all at once poses a substantial impediment to characters."],"source":"CRB"},{"type":"pf2-h3","page":518,"name":"Collapses","entries":["Collapses and cave-ins occur when caverns or buildings fall, dumping tons of rock or other material on those caught below or inside them. Creatures under the collapse take major or massive bludgeoning damage and become buried, just as with an avalanche. Fortunately, collapses don't spread unless they weaken the overall integrity of the area and lead to further collapses."],"source":"CRB"},{"type":"pf2-h3","page":518,"name":"Earthquakes","entries":["Earthquakes often cause other natural disasters in the form of avalanches, collapses, floods, and tsunamis, but they also present unique threats such as fissures, soil liquefaction, and tremors.",{"type":"pf2-h4","page":518,"name":"Fissures","entries":["Fissures and other ground ruptures can destabilize structures, but more directly they lead to creatures taking bludgeoning damage from falling into a fissure."],"source":"CRB"},{"type":"pf2-h4","page":518,"name":"Soil Liquefaction","entries":["Liquefaction occurs when granular particles shake to the point where they temporarily lose their solid form and act as liquids. When this happens to soil, it can cause creatures and even whole buildings to sink into the ground. You can use the {@spell earthquake} spell for more specific rules, though that spell represents only one particular kind of localized quake."],"source":"CRB"},{"type":"pf2-h4","page":518,"name":"Tremors","entries":["Tremors knock creatures prone, causing them to fall or careen into other objects, which can deal bludgeoning damage appropriate to the severity of the quake."],"source":"CRB"}],"source":"CRB"},{"type":"pf2-h3","page":518,"name":"Floods","entries":["Though more gradual floods can damage structures and drown creatures, flash floods are similar to avalanches, except with a liquid mass instead of a solid one. Instead of burying creatures, a flash flood carries creatures and even massive objects away, buffeting the creatures and potentially drowning them. The drowning rules appear on page 478.",{"type":"data","tag":"table","name":"Temperature Effects","source":"CRB"}],"source":"CRB"},{"type":"pf2-h3","page":519,"name":"Sandstorms","entries":["Mild sandstorms and dust storms don't present much more danger than a windy rainstorm, but they can cause damage to a creature's lungs and spread diseases across long distances. Heavy sandstorms deal minor slashing damage each round to those exposed to the sand, force creatures to hold their breath to avoid suffocation, or both."],"source":"CRB"},{"type":"pf2-h3","page":519,"name":"Tornadoes","entries":["In a tornado's path, wind conditions impose severe circumstance penalties, but creatures that would normally be blown away are instead picked up in the tornado's funnel, where they take massive bludgeoning damage from flying debris as they rise through the cone until they are eventually expelled (taking bludgeoning damage from falling).","Tornadoes usually travel around 300 feet per round (roughly 30 miles per hour). They normally travel a few miles before dissipating. Some tornadoes are stationary or travel much faster."],"source":"CRB"},{"type":"pf2-h3","page":519,"name":"Tsunamis","entries":["Tsunamis present many of the same dangers as flash floods but are much larger and more destructive. Tsunami waves can reach <100 feet> or more in height, wrecking buildings and creatures alike with massive bludgeoning damage from both the wave itself and debris pulled up along its path of destruction."],"source":"CRB"},{"type":"pf2-h3","page":519,"name":"Volcanic Eruptions","entries":["Volcanic eruptions can contain any combination of ash, lava bombs, lava flows, pyroclastic flows, and vents.",{"type":"pf2-h4","page":519,"name":"Ash","entries":["Ash from volcanic eruptions is hot enough to cause minor fire damage each minute. It limits visibility like a thick fog and can make air unbreathable, requiring characters to hold their breath or suffocate (page 478).","Ash clouds generate ash lightning strikes, which typically deal moderate electricity damage but are very unlikely to hit an individual creature. Ash buildup on the ground creates areas of uneven ground, {@quickref difficult terrain||3|terrain}, or {@quickref greater difficult terrain||3|terrain}, and ash in the atmosphere can block the sun for weeks or even months, leading to colder temperatures and longer winters."],"source":"CRB"},{"type":"pf2-h4","page":519,"name":"Lava Bombs","entries":["Pressure can launch lava into the air that falls as lava bombs: masses of lava that solidify as they fly and shatter on impact, dealing at least moderate bludgeoning damage and moderate fire damage."],"source":"CRB"},{"type":"pf2-h4","page":519,"name":"Lava Flows","entries":["Lava flows are an iconic volcanic threat; they usually move between 5 and 60 feet per round over normal ground, so characters can often outrun them. However, flows can move up to 300 feet per round in a steep volcanic tube or channel. Lava emanates heat that deals minor fire damage even before it comes into contact with creatures, and immersion in lava deals massive fire damage each round."],"source":"CRB"},{"type":"pf2-h4","page":519,"name":"Pyroclastic Flows","entries":["Mixes of hot gases and rock debris, pyroclastic flows spread much faster than lava, sometimes more than 4,000 feet per round. While cooler than the hottest lava, pyroclastic flows are capable of overwhelming entire settlements. They work like avalanches but deal half of their damage as fire damage."],"source":"CRB"},{"type":"pf2-h4","page":519,"name":"Vents","entries":["Steam vents shoot from the ground, dealing moderate fire damage or more in a wide column. Acidic and poisonous gases released from beneath the surface can create wide areas of hazardous terrain that deals at least minor acid or poison damage."],"source":"CRB"}],"source":"CRB"},{"type":"pf2-h3","page":519,"name":"Wildfires","entries":["Wildfires travel mainly along a front moving in a single direction. In a forest, the front can advance up to 70 feet per round (7 miles per hour). They can move up to twice as fast across plains due to a lack of shade and the relatively low humidity. Embers from the fire, carried by winds and rising hot air, can scatter, forming spot fires as far as 10 miles away from the main wildfire. Wildfires present three main threats: flames, heat, and smoke.",{"type":"pf2-h4","page":519,"name":"Flames","entries":["Flames are hazardous terrain, usually dealing moderate damage and potentially setting a character on fire, dealing moderate persistent fire damage. The flames from a small fire are often less dangerous than the advancing heat from the front of a large fire."],"source":"CRB"},{"type":"pf2-h4","page":519,"name":"Heat","entries":["Wildfires increase the temperature in advance of the front, reaching nearly 1,500° F at the fire's arrival, as hot as some lava. This begins as minor fire damage every round at a reasonable distance from the front and increases to massive fire damage for someone within the wildfire."],"source":"CRB"},{"type":"pf2-h4","page":519,"name":"Smoke","entries":["Wind can carry smoke far in front of the wildfire itself. Smoke imposes a circumstance penalty to visual {@skill Perception} checks, depending on the thickness. It causes creatures viewed through significant amounts of smoke to be concealed, and it cuts off all visibility at half a mile or less. Near or within the wildfire, the combination of smoke and heated air require characters to hold their breath or suffocate (page 478)."],"source":"CRB"}],"source":"CRB"}],"source":"CRB"}],"data":{"quickref":5},"source":"CRB"},{"type":"section","page":520,"name":"Hazards","entries":[{"type":"pf2-h2","page":520,"name":"Detecting a Hazard","entries":["Every hazard has a trigger of some kind that sets its dangers in motion. For traps, this could be a mechanism like a trip wire or a pressure plate, while for an environmental hazard or haunt, the trigger may simply be proximity. When characters approach a hazard, they have a chance of finding the trigger area or mechanism before triggering the hazard. They automatically receive a check to detect hazards unless the hazards require a minimum proficiency rank to do so.","During exploration, determine whether the party detects a hazard when the PCs first enter the general area in which it appears. If the hazard doesn't list a minimum proficiency rank, roll a secret Perception check against the hazard's {@skill Stealth} DC for each PC. For hazards with a minimum proficiency rank, roll only if someone is actively searching (using the Search activity while exploring or the {@action Seek} action in an encounter), and only if they have the listed proficiency rank or higher. Anyone who succeeds becomes aware of the hazard, and you can describe what they notice.","Magical hazards that don't have a minimum proficiency rank can be found using {@spell detect magic}, but this spell doesn't provide enough information to understand or disable the hazard—it only reveals the hazard's presence.","Determining a magical hazard's properties thoroughly enough to disable it requires either the use of more powerful magic or a successful skill check, likely using {@action Identify Magic} or {@action Recall Knowledge}. Magical hazards with a minimum proficiency rank cannot be found with {@spell detect magic} at all."],"source":"CRB"},{"type":"pf2-h2","page":520,"name":"Triggering a Hazard","entries":["If the group fails to detect a hazard and the hazard's trigger is a standard part of traveling (such as stepping on a floor plate or moving through a magical sensor while walking), the hazard's reaction occurs. Hazards that would be triggered only when someone directly manipulates the environment—by opening a door, for example—use their reactions only if a PC explicitly takes that action.",{"type":"pf2-h3","page":520,"name":"Reaction or Free Action","entries":["Most hazards have reactions that occur when they're triggered. For simple hazards, the reaction is the entirety of the hazard's effect. For complex hazards, the reaction may also cause the hazard to roll initiative, either starting a combat encounter or joining one already in progress, and the hazard continues to pose a threat over multiple rounds. Some hazards have a triggered free action instead of a reaction; for instance, quicksand can suck down multiple creatures per round."],"source":"CRB"},{"type":"pf2-h3","page":520,"name":"Routine","entries":["A complex hazard usually follows a set of preprogrammed actions called a routine. Once triggered, the hazard first performs its initial reaction; then, if the PCs are not yet in encounter mode, they should roll initiative. (If they're already in encounter mode, their initiative remains the same.) The hazard might tell you to roll initiative for it—in this case, the hazard rolls initiative using its {@skill Stealth} modifier.","After this happens, the hazard follows its routine each round on its initiative. The number of actions a hazard can take each round, as well as what they can be used for, depend on the hazard."],"source":"CRB"},{"type":"pf2-brown-box","page":520,"name":"MONSTERS AND HAZARDS","entries":["The statistics for NPCs and monsters usually don't list their proficiency ranks. Most of the time, they don't need to deal with detecting or disabling hazards the way PCs do, so you don't need this information. However, if a PC resets a trap in a monster's path or plans to lure a monster into a hazard, you can improvise this information.","For Perception, a monster is usually an expert at 3rd or 4th level, a master at 8th or 9th level, and legendary at 16th or 17th level. If the monster has {@skill Thievery} listed in its skills, it has the highest proficiency possible for its level (trained at 1st, expert at 3rd, master at 7th, and legendary at 15th); otherwise, it's untrained. Of course, an individual monster might deviate from these guidelines, especially if it's mindless or not very perceptive."],"source":"CRB"},{"type":"pf2-h3","page":520,"name":"Resetting a Hazard","entries":["Some hazards can be reset, allowing them to be triggered again. This can occur automatically, as for quicksand, whose surface settles after 24 hours, or manually, like a hidden pit, whose trapdoor must be closed for the pit to become hidden again."],"source":"CRB"}],"source":"CRB"},{"type":"pf2-h2","page":521,"name":"Disabling a Hazard","entries":["The most versatile method for deactivating traps is the Disable a Device action of the {@skill Thievery} skill, though most mechanical traps can also simply be smashed, and magical traps can usually be counteracted. Environmental hazards often can be overcome with {@skill Nature} or {@skill Survival}, and haunts can often be overcome with {@skill Occultism} or {@skill Religion}. The specific skill and DC required to disable a hazard are listed in the hazard's stat block. Like using Disable a Device, using these skills to disable a trap is a 2-action activity with the same degrees of success, though the activity might have different traits determined by the GM. As with detecting a hazard, disabling a hazard might require a character to have a certain proficiency rank in the listed skill.","A character must first detect a hazard (or have it pointed out to them) to try to deactivate it. They can attempt to deactivate a hazard whether or not it has already been triggered, though some hazards no longer pose a danger once their reactions have occurred, especially if there is no way for them to be reset.","For most hazards, a successful check for the listed skill against the DC in the stat block disables the hazard without triggering it. Any other means of deactivating the hazard are included in the hazard's stat block, as are any additional steps required to properly deactivate it.","A critical failure on any roll to disable a hazard triggers it, including a critical failure on a roll to counteract a magic hazard.","Some hazards require multiple successful checks to deactivate, typically because they have a particularly complicated component or have several discrete portions. For hazards with a complex component, a critical success on a check to disable the hazard counts as two successes on a single component.",{"type":"pf2-h3","page":521,"name":"Damaging a Hazard","entries":["Rather than trying to carefully disable a hazard, a character might just smash it. Damaging a mechanical trap or another physical hazard works like damaging objects: the hazard reduces the damage it takes by its Hardness. In most cases, hitting the hazard also triggers it, as explained in Attacking a Hazard below. If a hazard's Hit Points are reduced to its Broken Threshold (BT) or lower, the hazard becomes broken and can't be activated, though it can still be repaired. If it's reduced to 0 HP, it's destroyed and can't be repaired. (See page 272 in Chapter 6 for more information on damaging objects.)","Hazards' AC, applicable saving throw modifiers, Hardness, HP, and BT are listed in their stat blocks. A hazard that doesn't list one of these statistics can't be affected by anything targeting that statistic. For example, a hazard that has HP but no BT can't be broken, but can still be destroyed. Hazards are immune to anything an object is immune to unless specifically noted otherwise, and they can't be targeted by anything that can't target objects. Some hazards may have additional immunities, as well as resistances or weaknesses.",{"type":"pf2-h4","page":521,"name":"Attacking a Hazard","entries":["If someone hits a hazard—especially if it's a mechanical trap—they usually trigger it, though you might determine otherwise in some cases. An attack that breaks the hazard might prevent it from triggering, depending on the circumstances. If the hazard has multiple parts, breaking one part might still trigger the trap. For example, if a trap has a trip wire in one location and launches an attack from another location, severing the trip wire could still trigger the attack. Destroying a trap in one blow almost never triggers it. These rules also apply to most damaging spells or other effects in addition to attacks."],"source":"CRB"},{"type":"pf2-h4","page":521,"name":"Repairing a Hazard","entries":["You might allow a character to repair a damaged hazard to restore its functionality. You determine the specifics of this, since it can vary by trap. The Repair action might be insufficient if fixing the trap requires gathering scattered components or the like. If the item has a Reset entry, the character needs to do whatever is listed there, in addition to repairing the damage."],"source":"CRB"}],"source":"CRB"},{"type":"pf2-h3","page":521,"name":"Counteracting a Magical Hazard","entries":["Some magical hazards can be counteracted using {@spell dispel magic} and the counteracting rules found on page 458. These hazards' spell levels and counteract DCs are listed in their stat block. Counteracting a hazard otherwise works like using a skill check to disable the hazard."],"source":"CRB"}],"source":"CRB"},{"type":"pf2-h2","page":521,"name":"Hazard Experience","entries":["Characters gain Experience Points for overcoming a hazard, whether they disable it, avoid it, or simply endure its attacks. If they trigger the same hazard later on, they don't gain XP for the hazard again. The XP values for hazards of different levels also appear on page 508, but are repeated here for convenience. The XP for a complex hazard is equal to the XP for a monster of the same level, and the XP for a simple hazard is one-fifth of that. Hazards of a lower level than the party's level –4 are trivial and award no XP.",{"type":"data","tag":"table","name":"Hazard XP","source":"CRB"}],"source":"CRB"},{"type":"pf2-h2","page":522,"name":"Hazard Format","entries":["Hazards are presented in a stat block format similar to those used for monsters. A few notes regarding the format follow the sample stat block.",{"type":"data","tag":"generic","data":{"source":"CRB","page":522,"name":"Hazard Name","category":"Hazard","level":" [Level]","traits":["traits"],"sections":[[[{"name":"Stealth","entry":"This entry lists the {@skill Stealth} modifier for a complex\nhazard's initiative or the {@skill Stealth} DC to detect a simple\nhazard, followed by the minimum proficiency rank to detect\nthe hazard (if any) in parentheses. If {@spell detect magic} can be\nused to detect the hazard, this information is located here\nas well."}],[{"name":"Description","entry":"This explains what the hazard looks like and might\ninclude special rules."}]],[[{"name":"Disable","entry":"The DC of any skill checks required to disable the\nhazard are here; if the hazard can be counteracted, its spell\nlevel and counteract DC are listed in parentheses."}],[{"name":"AC","entry":"the hazard's AC"},{"name":"Saving Throws","entry":"the hazard's saves. Usually\nonly haunts are subject to Will saves."}],[{"name":"Hardness","entry":"the hazard's Hardness"},{"name":"HP","entry":"the hazard's Hit Points,\nwith its Broken Threshold in parentheses"},{"name":"Immunities","entry":"the\nhazard's immunities"},{"name":"Weaknesses","entry":"the hazard's weaknesses,\nif any"},{"name":"Resistances","entry":"the hazard's resistances, if any"}],[{"name":"Action Type","entry":"{@as r} or {@as f} This is the reaction or free action the\nhazard uses"},{"name":"Trigger","entry":"The trigger that sets off the hazard\nappears here"},{"name":"Effect","entry":"For a simple hazard, this effect is often\nall the hazard does. For a complex hazard, this might also\ncause the hazard to roll initiative.\nRoutine This section describes what a"}],[{"name":"Routine","entry":"This section describes what a complex hazard does on\neach of its turns during an encounter; the number in parentheses\nafter the word \"Routine\" indicates how many actions the hazard\ncan use each turn. Simple hazards don't have this entry."}],[{"name":"Action","entry":"Any action the hazard can use appears here. Typically,\nthis is a melee or ranged attack."}]],[[{"name":"Reset","entry":"If the hazard can be reset, that information is here."}]]]}},{"type":"pf2-h3","page":522,"name":"Level","entries":["The hazard's level indicates what level of party it's a good challenge for. If the hazard involves a toxin, curse, or other non-spell feature, that feature's level is the hazard's level."],"source":"CRB"},{"type":"pf2-h3","page":522,"name":"Traits","entries":["The most notable hazard traits are trap (constructed to harm intruders), environmental (natural hazards), and haunt (spectral phenomena). Traps have a trait to indicate whether they're magical or mechanical. Hazards that have initiative and a routine have the complex trait."],"source":"CRB"},{"type":"pf2-h3","page":522,"name":"Stealth or Stealth DC","entries":["Complex hazards list their {@skill Stealth} modifier, which they use for initiative, instead of their {@skill Stealth} DC. If you need the DC, it's equal to this modifier + 10."],"source":"CRB"}],"source":"CRB"},{"type":"pf2-h2","page":526,"name":"Hazards","entries":["{@note To view all Hazards, please view the {@filter Hazards page.|hazards||source=CRB}}",{"type":"pf2-brown-box","page":528,"name":"UPGRADED SUMMONING RUNES","entries":["You can make a summoning rune of nearly any level. It summons a creature of a level equal to the trap's level.","Use {@table DCs by Level||Table 10–5: DCs by Level} to determine the {@skill Thievery} DC and spell DC, using the trap's level and applying a {@table DC Adjustments||hard adjustment} (+2). The {@skill Stealth} modifier for the trap is equal to this number –10. Stronger summoning runes usually require expert proficiency or better in {@skill Perception} to find, and they might require a higher proficiency rank in {@skill Thievery} to disable."],"source":"CRB"}],"source":"CRB"}],"data":{"quickref":5},"source":"CRB"},{"type":"section","page":483,"name":"Planning a Campaign","entries":["A Pathfinder game is typically structured as a campaign—a serialized story that focuses on a single party of characters.","A campaign is subdivided into multiple adventures, smaller stories that involve exploration and interaction with nonplayer characters. A single adventure represents a complete story that might be connected to the larger arc of a campaign. Playing an adventure spans one or more game sessions—gatherings where the group plays a part of the adventure over the course of several hours.","A campaign provides the overall structure for your Pathfinder game. As you prepare for your campaign, you'll establish its scope and themes, which you'll then reinforce in the adventures and scenes that take place within it.",{"type":"pf2-brown-box","page":483,"name":"COLLABORATION DURING PLAY","entries":["As Game Master, you have the final say on how the world and rules function, and how nonplayer characters act. This rule's purpose is to make the game run smoothly, with one guiding hand ensuring consistency. It's not intended to make one player into a dictator over the rest of the group. Collaboration is vital to roleplaying games!","How you implement collaboration in a game depends on what your players are interested in. In some groups, players enjoy adding details to the world and to nonplayer characters. In others, players want to feel like the world is outside their control, and the only decisions they get to make are those made by their own characters. Both are fun and acceptable ways to play.","You are encouraged to collect input from your players before you start, asking what storytelling genres they'd like to emphasize, which areas of the world they want to play in, the types of enemies they'd like to face, or which published adventure they want to play. A good campaign includes some back-and-forth at the beginning as the players figure out what characters they want to play and you figure out what sort of adventure to run. The results can range from building an adventure entirely to fit the characters to choosing a specific published adventure, having the players make their characters, and then just adapting the beginning of that adventure so that all the player characters have a reason to be involved.","As you play, opportunities to collaborate will occur again and again. When players throw out suggestions or come up with specific theories about the events of the campaign, they're telling you what they'd like to see in the game. Try to find ways to incorporate their suggestions, but with enough of a twist that each still includes something unexpected."],"source":"CRB"},{"type":"pf2-h3","page":483,"name":"Campaign Length","entries":["The length of a campaign can range from a few sessions to many years. Two main factors determine campaign length: how much time you need to complete the story, and how much time players want to devote to the game.","A single session, or a \"one-shot,\" is great if your group is trying out Pathfinder or wants to play a specific short adventure. This requires a smaller time commitment but requires the GM to present the events of the game in a way that is immediately engaging, since there's less opportunity for the players to become invested in the story or setting.","If you want to play through a longer campaign, you'll need to add some story elements that speak directly to the characters in your game rather than just to the events of the adventure. In other words, the characters should have individual goals in addition to the group's overall goals.","You can estimate how long a campaign will take by looking at the amount of time you actually have to play, or the number of character levels you intend the characters to advance. It typically takes three to four sessions for a group to level up. Since you'll probably cancel sessions on occasion, playing once a week for a year results in roughly a 14-level campaign, playing every 2 weeks for a year gives you an 8-level campaign, and playing monthly allows for a 5-level campaign. If you play only once a month, you might consider holding longer sessions and using fast advancement (page 509).","It's entirely okay to have a campaign with an indefinite length. Many groups play through one adventure and then decide to take on another. If you run an indefinite campaign, however, avoid ongoing plots that you can't satisfactorily end if the campaign comes to a close after the next adventure. If you introduce an overwhelmingly powerful villain who's crucial to the story but can't be stopped until the player characters are 15th level, ending the campaign at 8th level will feel anticlimactic.","It pays to be conservative when estimating your campaign length and scope. It's always tempting to run a 20-level epic campaign with complex, interwoven plots, but such games can fall apart long before the end if your group can play only once a month and the players have other responsibilities.",{"type":"pf2-h4","name":"Expected Duration","entries":["Not every campaign ends at the same point. Some campaigns go all the way to 20th level, ending after the player characters attain the height of power and confront the greatest threats any mortal could face. Others end at a lower level, after the group takes down a major villain or solves a crucial problem. And still other campaigns end when players become unable to attend or decide its a good time to stop playing.","You should have an end point in mind when you start a campaign. Still, you have to be flexible, since you're telling the story alongside other players, and your initial expectations for the campaign may be proven incorrect. When you think you're heading toward a satisfying conclusion, it's useful to check in with the other players. You might say, \"I think we have about two sessions left. Does that work for everyone? Is there any unfinished business you want to take care of?\" This lets you gauge whether your assumptions match up with the rest of the group—and make any necessary adjustments."]}],"source":"CRB"},{"type":"pf2-h3","page":484,"name":"Themes","entries":["The themes you choose for your campaign are what distinguish it from other campaigns. They include the major dramatic questions of your story and the repeated use of certain environments or creatures, and they can also include embracing a genre beyond traditional high fantasy. The themes you choose for your campaign also suggest storyline elements you might use.","A storyline's themes usually relate to the backstories, motivations, and flaws of the player characters and villains. For example, if you've chosen revenge as one of the themes of your game, you might introduce a villain whose quest for revenge tears his life apart and causes tragic harm to those around him. If one of the player characters is a chaotic good believer in liberty and freedom, you might engage that character by pitting the group against slavers. Or, you might choose a theme of love, leading to nonplayer characters involved in doomed romances, seeking to regain lovers they have lost, or courting the player characters.","Using similar locations and related creatures helps you form connections between disparate adventures. The players feel like their characters are becoming experts negotiating with giants, navigating seaways, battling devils, exploring the planes, or dealing with whatever the recurring elements are. For example, you might have the players explore a frozen tundra early on, then later travel to an icy plane filled with more difficult challenges that can be overcome using knowledge they've previously developed. Likewise, hobgoblin soldiers may be tough enemies for your group at low levels, but as the PCs attain higher levels and the hobgoblins become mere minions of another creature, the players feel a sense of progression.","Pathfinder is a fantasy adventure game, but you can shift your campaign to include elements of other fictional genres. You might want to infuse your game a with a sense of horror, reduce the amount of magic and use slow advancement (page 509) to make it a tale of sword and sorcery, or turn magic into technology for a steampunk setting."],"source":"CRB"},{"type":"pf2-h3","page":485,"name":"A Welcoming Environment","entries":["The role of Game Master comes with the responsibility of ensuring you and the rest of the players have a rewarding, fun time during the game. Games can deal with difficult subjects and have stressful moments, but fundamentally Pathfinder is a leisure activity. It can remain so only if the players follow the social contract and respect one another.","Players with physical or mental disabilities might find themselves more challenged than abled players. Work with your players to ensure they have the resources and support they need. Additionally, be on the lookout for behavior that's inappropriate, whether intentional or inadvertent, and pay careful attention to players' body language during the game. If you notice a player becoming uncomfortable, you are empowered to pause the game, take it in a new direction, privately check in with your players during or after the session, or take any other action you think is appropriate.","If a player tells you they're uncomfortable with something in the game, whether it's content you've presented as the GM or another player's or PC's actions, listen carefully to that player and take steps to ensure they can once again have fun during your game. If you're preparing prewritten material and you find a character or a situation inappropriate, you are fully empowered to change any details as you see fit. You also have the authority (and responsibility) to ask players to change their behavior—or even leave the table—if what they're doing is unacceptable or makes others feel uncomfortable. It's never appropriate to make the person who is uncomfortable responsible for resolving a problem. It's okay if mistakes happen. What's important is how you respond and move forward.","Gaming is for everyone. Never let those acting in bad faith undermine your game or exclude other players. Your efforts are part of the long-term process of making games and game culture welcoming to all. Working together, we can build a community where players of all identities and experiences feel safe.",{"type":"pf2-brown-box","page":485,"name":"TOOLS FOR RESPONSIBLE PLAY","entries":["Consent and comfort are important topics for roleplaying games, and many designers have created techniques to help facilitate responsible play. Some methods you can use are lines and veils, developed by Ron Edwards, and the X-Card, developed by John Stavropoulos.","Lines and Veils The terms \"line\" and \"veil\" can give your table a common vocabulary for the concepts described in this section. A line is a hard limit to the actions players might take, such as \"We're drawing a line at torture.\" The group agrees not to cross a line and omits that content from the game.","A veil indicates something that shouldn't be described in detail. The scene fades to black for a veil, or the group moves on to discuss a different topic, though whatever the veil is drawn across still happens. For example, you might say, \"We'll draw a veil across the scene as those characters head into the bedroom.\" You might come up with some lines and veils in advance, but then find more as play continues.","The X-Card Draw an \"X\" on a card, and you've got an X-Card. Place it on the table at the start of the session and describe its use to the players: any player can silently reject content they find upsetting by tapping the X-Card; whoever's speaking then rewinds a bit and continues on, excising the objectionable content. As with setting the basic guidelines for your campaign, there are no questions asked, no judgment, and no argument when someone invokes the X-Card. You can, however, ask for clarification if you need it, such as \"How far back should I rewind this?\" Some groups instead make an X with their hands, say \"Let's X that out,\" or use some other method. Either way, follow up with the player privately, after the game, to see if the guidelines need to be revised.","You can find more details at {@b {@link tinyurl.com/x-card-rpg|https://tinyurl.com/x-card-rpg}}."],"source":"CRB"},{"type":"pf2-h4","page":486,"name":"Objectionable Content","entries":["Before a campaign begins, check in with your players—as a group or individually—to find out what types of content they want to allow in the game, and which topics they would prefer to avoid. Because the story unfolds in real time, it's essential that you discuss these topics before the game starts. These discussions are intended to keep players safe, and so it's not okay to ask why someone wants a type of content banned. If someone wants it banned, ban it—no questions asked.","It can help to start with a rating, like those used for movies or video games. Pathfinder games often include violence and cruelty. What's the limit on how graphically these concepts should be described? Can players swear at the table? Does anyone have phobias they don't want to appear in the game, such as spiders or body horror?","After you figure out the limits on objectionable content, you have four important tasks:",{"type":"list","items":["Clearly convey these limits to the other players.","Ensure you and the players abide by the boundaries.","Act immediately if someone becomes uncomfortable about content during a session, even if it wasn't already banned in a prior discussion. Once the issue is resolved, move on.","Resolve the issue if any player deliberately pushes these boundaries, tries to find loopholes, tries to renegotiate the limits, or belittles people for having a different tolerance to objectionable content."]}],"source":"CRB"},{"type":"pf2-h4","page":486,"name":"The Pathfinder Baseline","entries":["You might find that your players don't have much to say on the topic of objectionable content, and just assume that general societal mores will keep the most uncomfortable topics out of the game. That's not always enough, as that approach relies on shared assumptions that aren't always accurate. The following is a set of basic assumptions that works for many groups, which you can modify to fit your preferences and those of the other players.",{"type":"list","items":["Bloodshed, injuries, and even dismemberment might be described. However, excessive descriptions of gore and cruelty should be avoided.","Romantic and sexual relationships can happen in the game, but players should avoid being overly suggestive. Sex always happens \"off-screen.\" Because attempts at initiating a relationship between player characters can be uncomfortably similar to one player hitting on another, this should generally be avoided (and is entirely inappropriate when playing with strangers).","Avoid excessively gross or scatological descriptions."]},"The following acts should never be performed by player characters:",{"type":"list","items":["Torture","Rape, nonconsensual sexual contact, or sexual threats","Harm to children, including sexual abuse","Owning slaves or profiting from the slave trade","Reprehensible uses of mind-control magic"]},"Villains might engage in such acts, but they won't happen \"on-screen\" or won't be described in detail. Many groups choose to not have villains engage in these activities at all, keeping these reprehensible acts out of mind entirely."],"source":"CRB"},{"type":"pf2-h4","name":"Social Splash Damage","page":486,"entries":["As important as it is to take care of yourself and the other players in your game, be mindful of your group's impact on the other people around you. If you're playing in a space that's not your own, respect your hosts. If you're playing in public, consider the comfort of the people around you, not just what your group is comfortable with. It's easy to get caught up in a game, as we get sucked into the microcosm of an imagined world, but don't ignore the real world around you. Be aware when you're making too much noise, leaving a mess, alarming passersby with graphic descriptions of violence, or even just giving the cold shoulder to curious spectators witnessing RPG play for the first time."],"source":"CRB"}],"source":"CRB"},{"type":"pf2-h3","page":486,"name":"Character Creation","entries":["At the outset of a new campaign, the players will create new player characters. Part of that process involves you introducing what the campaign will be about and what types of characters are most appropriate. Work with the players to determine which rule options are available. The safest options are the common choices from the {@book Pathfinder Core Rulebook|CRB}. If players want to use common options from other books or uncommon or rare options, through play, review those options to see if any of them conflict with the style of campaign you have in mind or might present strange surprises down the road. It's usually best to allow new options, but there's no obligation to do so. Be as open as you're comfortable with."],"source":"CRB"}],"data":{"quickref":5},"source":"CRB"},{"type":"section","page":486,"name":"Preparing an Adventure","entries":["An adventure is a self-contained collection of story elements, characters, and settings that become the basis for the story you and the other players tell. Think of the adventure as an outline for your own story. You'll have major beats you want to include, some consistent characters, and themes you want to convey, but all sorts of things can change during the process of turning the outline into a completed story.","You might use a published adventure from Paizo or another company, or you might construct your own adventure as you prepare for your game sessions.",{"type":"pf2-h3","page":486,"name":"Published Adventures","entries":["Prewritten adventures include background information and nonplayer characters needed for the story, plus all the locations, maps, and monster groups necessary for both exploration and encounters. Prewritten adventures can speed up your preparation, since you can simply read the relevant sections of the adventure before a game, and you don't have to create everything from scratch. A published adventure already includes the expected amount of encounters and treasure, and you can find adventures built for different character levels to match your group. Reading a published adventure or running one as your first game can help you see how adventures are structured, which makes it easier to write one later if you choose.","Though a published adventure is prewritten, it's not set in stone. Changing the details of an adventure to suit your group isn't just acceptable, it's preferred! Use the backstories and predilections of the player characters to inform how you change the adventure. This can mean altering adversaries so they're linked to the player characters, changing the setting to a place some of the player characters are from, or excising particular scenes if you know they won't appeal to your players."],"source":"CRB"},{"type":"pf2-h3","page":487,"name":"Creating Adventures","entries":["Building your own adventure is much more challenging than using a published one, but it lets you express yourself, be even more creative, and tailor the game directly to the players and their characters. Later sections in this chapter include guidelines for building and running encounters, placing treasure, and setting appropriately difficult challenges, all to help you construct your own adventures.","Adventure plotting can start at many different points. You might begin with a particular antagonist, then construct an adventure that fits that villain's theme and leads the group to them. Alternatively, you could start with an interesting location for exploration, then populate it with adversaries and challenges appropriate to the setting.",{"type":"pf2-h4","page":487,"name":"Locations","entries":["Memorable settings that include mysterious and fantastical locations for players to visit can elicit the players' curiosity.","Exploring each location should be a treat in itself, not just a chore the players must complete to get from one fight to the next. As you create a locale, picture it in your mind's eye and write down minor details you can include as you narrate the game. Describing decorations, natural landmarks, wildlife, peculiar smells, and even temperature changes make a place feel more real.","Beyond monsters and loot, your locations can include environment-based challenges, from environmental conditions like blizzards to puzzles, traps, or other hazards.","These challenges should suit your adventure's location: walls of brambles in a castle ruin overrun with vegetation, pools of acid in a cursed swamp, or magical traps in the tomb of a paranoid wizard. Rules for environments appear on page 512, and those for hazards start on page 520."],"source":"CRB"},{"type":"pf2-h4","page":487,"name":"Encounters","entries":["A robust set of encounters forms the backbone of your adventure. Encounters often feature combat with other creatures, but they can also include hazards, or you might create social encounters in which characters duel only with words. The rules for building encounters appropriate to your group's level begin below.","Some adventures have a clear and direct progression, with encounters occurring at specific times or in a specific order. Others, such as a dungeon filled with interconnected rooms the group can investigate in any order, are nonlinear, and the group can face encounters in any order—or even avoid them entirely. Most adventures are somewhere in between, with some keystone encounters you know the characters will need to contend with, but others that are optional."],"source":"CRB"},{"type":"pf2-h4","page":487,"name":"Treasure","entries":["Your adventure should give out an amount of treasure that's appropriate to the characters' level. The guidelines for assigning treasure are on page 508. You can dole out treasure in all kinds of ways. Treasure could be items carried by an adversary, rewards from a patron for completing a mission, or a classic pile of coins and items inside a wooden chest guarded by a monster. It's best to spread treasure throughout an adventure rather than stockpiled in a single hoard. This gives the players incremental rewards, letting their characters advance in frequent small steps rather than giant leaps separated by many hours of play."],"source":"CRB"}],"source":"CRB"},{"type":"pf2-brown-box","page":488,"name":"USING RARITY AND ACCESS","entries":["The rarity system has two purposes: to convey how common or rare certain spells, creatures, or items are in the game world, and to give you an easy tool to control the complexity of your game. Uncommon and rare options aren't more powerful than other options of their level, but they introduce complications for certain types of stories, or are less common in the world. For instance, it might be more challenging to run a mystery adventure when a player can cast an uncommon spell such as {@spell detect evil}.","At the start of the campaign, communicate your preferred expectations on rarity to the players. Unless you decide otherwise, the players can choose from any common options they qualify for, plus any uncommon options granted by their character choices—primarily their ancestry and class. By default, a character who tries hard enough might eventually find an uncommon option, whereas a rare option is always a special reward.","Beyond that baseline, you can grant access as freely as you want; some GMs open up all uncommon and rare options universally. If you're not sure, just look over any uncommon or rare elements before you include them as rewards or otherwise allow a player to acquire them.",{"type":"pf2-title","name":"Rewards"},"You can use uncommon and rare rules elements to reward characters. These still have the same value and approximate power as any other treasure of the same Price, but they're just a bit more special because they hail from distant lands or have unusual or surprising abilities.","Items are the most likely candidates for uncommon or rare rewards, but an NPC might teach an uncommon or rare spell to a PC in gratitude or to help the party prepare for a certain adversary. You can also improvise extra benefits based around uncommon or rare items. For instance, if a PC gains a rare plant with occult uses, you might also decide that the PC should temporarily get more money if they use it while Earning Income using Herbalism Lore, because it enables them to produce novel poultices.",{"type":"pf2-title","name":"Different Locations"},"The rarities in this book assume you're playing in the Inner Sea region of Golarion, where most Pathfinder games are set. These rarities are also suitable for most western medieval fantasy games. However, you might want to alter the rarities for a campaign set in another location on Golarion (detailed in Chapter 8), to emphasize a non-human culture, or to play in a fantasy setting with different roots, like a wuxia game based on Chinese culture. These changes most often affect basic items. If you start your campaign in a dwarven stronghold, for example, you might make all the weapons with the dwarf trait common. You should feel free to adjust rarities to suit your campaign's theme, but if you do, you should share your changes with your group."],"source":"CRB"},{"type":"pf2-h3","page":488,"name":"Building Encounters","entries":["The most common type of encounter is a combat encounter, where the PCs face other creatures. Combat encounters are strictly governed by rules; the guidelines that follow will help you build combat encounters that pose appropriate challenges for your group. Building hazard encounters works the same way. Social encounters are more free-form, and are up to you as the GM to design.","To build a combat encounter, first decide how the encounter fits in the adventure as a whole. Then, estimate how much of a threat you want the encounter to pose, using one of five categories below.","{@b Trivial-threat} encounters are so easy that the characters have essentially no chance of losing; they shouldn't even need to spend significant resources unless they are particularly wasteful. These encounters work best as warm-ups, palate cleansers, or reminders of how awesome the characters are. A trivial-threat encounter can still be fun to play, so don't ignore them just because of the lack of threat.","{@b Low-threat} encounters present a veneer of difficulty and typically use some of the party's resources. However, it would be rare or the result of very poor tactics for the entire party to be seriously threatened.","{@b Moderate-threat} encounters are a serious challenge to the characters, though unlikely to overpower them completely. Characters usually need to use sound tactics and manage their resources wisely to come out of a moderate-threat encounter ready to continue on and face a harder challenge without resting.","{@b Severe-threat} encounters are the hardest encounters most groups of characters can consistently defeat. These encounters are most appropriate for important moments in your story, such as confronting a final boss. Bad luck, poor tactics, or a lack of resources due to prior encounters can easily turn a severe-threat encounter against the characters, and a wise group keeps the option to disengage open.","{@b Extreme-threat} encounters are so dangerous that they are likely to be an even match for the characters, particularly if the characters are low on resources. This makes them too challenging for most uses. An extremethreat encounter might be appropriate for a fully rested group of characters that can go all-out, for the climactic encounter at the end of an entire campaign, or for a group of veteran players using advanced tactics and teamwork.",{"type":"pf2-h4","page":488,"name":"XP Budget","entries":["Once you've selected a threat level, it's time to build the encounter. You have an XP budget based on the threat, and each creature costs some of that budget. Start with the monsters or NPCs that are most important to the encounter, then decide how you want to use the rest of your XP budget. Many encounters won't match the XP budget exactly, but they should come close. The XP budget is based on a group of four characters. If your group is larger or smaller, see Different Party Sizes below."],"source":"CRB"},{"type":"pf2-h4","page":488,"name":"Choosing Creatures","entries":["In all but the most unusual circumstances, you'll select creatures for your encounter that range from 4 levels lower than the PCs' level to 4 levels higher (see {@table Creature XP and Role||Table 10–2: Creature XP and Role}). Each creature has a part to play in your encounter, from a lowly lackey to a boss so mighty it could defeat the entire party single-handedly.","Each creature costs some of the XP from your XP budget for the encounter, based on its level compared to the levels of the characters in your party. For instance, if the PCs are 5th level, a 2nd-level creature is a \"party level –3\" creature, a lackey appropriate for a lowto- moderate-threat encounter, and it costs 15 XP in an encounter's XP budget. Party level is explained in detail on page 508."],"source":"CRB"},{"type":"pf2-h4","page":488,"name":"Different Party Sizes","entries":["For each additional character in the party beyond the fourth, increase your XP budget by the amount shown in the Character Adjustment value for your encounter in {@table Encounter Budget||Table 10–1: Encounter Budget}. If you have fewer than four characters, use the same process in reverse: for each missing character, remove that amount of XP from your XP budget. Note that if you adjust your XP budget to account for party size, the XP awards for the encounter don't change—you'll always award the amount of XP listed for a group of four characters.","It's best to use the XP increase from more characters to add more enemies or hazards, and the XP decrease from fewer characters to subtract enemies and hazards, rather than making one enemy tougher or weaker. Encounters are typically more satisfying if the number of enemy creatures is fairly close to the number of player characters."],"source":"CRB"},{"type":"data","tag":"table","source":"CRB","name":"Encounter Budget"},{"type":"data","tag":"table","source":"CRB","name":"Creature XP and Role"}],"data":{"quickrefIndex":true},"source":"CRB"}],"data":{"quickref":5},"source":"CRB"},{"type":"section","page":507,"name":"Rewards","entries":[{"type":"pf2-h2","page":507,"name":"Hero Points","entries":["Unlike Experience Points and treasure, which stay with a character, Hero Points are granted and used on a per-session basis. At the start of a game session, you give out 1 Hero Point to each player character. You can also give out more Hero Points during the game, typically after a heroic moment or accomplishment (see below). As noted on page 467, a player can spend 1 Hero Point for a reroll, or they can spend all their Hero Points to recover when near death.","In a typical game, you'll hand out about 1 Hero Point during each hour of play after the first (for example, 3 extra points in a 4-hour session). If you want a more overthetop game, or if your group is up against incredible odds and showing immense bravery, you might give them out at a faster rate, like 1 every 30 minutes (6 over a 4-hour session). Try to ensure each PC has opportunities to earn Hero Points, and avoid granting all of the Hero Points to a single character.","Brave last stands, protecting innocents, and using a smart strategy or spell to save the day could all earn a character a Hero Point. Look for those moments when everybody at the table celebrates or sits back in awe of a character's accomplishments; that's your cue to issue that character a Hero Point.","The party could also gain Hero Points for their accomplishments throughout the game. For a moderate or major accomplishment, consider giving out a Hero Point as well. This point typically goes to a PC who was instrumental in attaining that accomplishment."],"source":"CRB"},{"type":"pf2-h2","page":507,"name":"Experience Points","entries":["As characters adventure, they earn Experience Points (XP).","These awards come from achieving goals, completing social encounters, exploring new places, fighting monsters, overcoming hazards, and other sorts of deeds. You have a great deal of control over when the characters gain XP, though the following guidelines are what you're expected to give out in a standard campaign.","Normally, when a player character reaches 1,000 XP or more, they level up, reduce their XP by 1,000, and start progressing toward the next level. Other means of advancement are described in the Advancement Speeds sidebar on page 509.",{"type":"pf2-h3","page":507,"name":"XP Awards","entries":["Experience Points are awarded for encounters, exploration, and progress in an adventure. When the PCs face direct opposition, such as a fight or a social conflict, the XP earned is based on the level of the challenge the party overcame. Characters can also gain XP from exploration, such as finding secret areas, locating a hideout, enduring a dangerous environment, or mapping an entire dungeon.","Any XP awarded goes to all members of the group. For instance, if the party wins a battle worth 100 XP, they each get 100 XP, even if the party's rogue was off in a vault stealing treasure during the battle. But if the rogue collected a splendid and famous gemstone, which you've decided was a moderate accomplishment worth 30 XP, each member of the party gets 30 XP, too.",{"type":"pf2-h3","page":507,"name":"Adversaries and Hazards","entries":["Encounters with adversaries and hazards grant a set amount of XP. When the group overcomes an encounter with creatures or hazards, each character gains XP equal to the total XP of the creatures and hazards in the encounter (this excludes XP adjustments for different party sizes; see Party Size on page 508 for details).","Trivial encounters don't normally grant any XP, but you might decide to award the same XP as for a minor or moderate accomplishment for a trivial encounter that was important to the story, or for an encounter that became trivial because of the order in which the PCs encountered it in a nonlinear adventure."],"source":"CRB"},{"type":"pf2-h3","page":507,"name":"Accomplishments","entries":["Characters' actions that move the story forward—like securing a major alliance, establishing an organization, or causing an NPC to have a change of heart—are considered accomplishments and should be rewarded with XP. Their significance determines the size of the XP award. Determine whether the achievement was a minor, moderate, or major accomplishment, and refer to {@table XP Awards||Table 10–8: XP Awards} to award an appropriate amount of XP. Minor accomplishments include all sorts of significant, memorable, or surprising moments in the game. A moderate accomplishment typically represents a goal that takes most of a session to complete, and a major accomplishment is usually the culmination of the characters' efforts across many sessions. Moderate and major accomplishments usually come after heroic effort, so that's an ideal time to also give a Hero Point to one or more of the characters involved.","As mentioned earlier, it's up to you how much XP to give out for accomplishments. As a general guideline, in a given game session, you'll typically give several minor awards, one or two moderate awards, and only one major award, if any."],"source":"CRB"},{"type":"data","tag":"table","name":"XP Awards","source":"CRB"}],"source":"CRB"},{"type":"pf2-h3","page":508,"name":"Party Size","entries":["The rules for advancement assume a group of four PCs. The rules for encounters (page 489) describe how to accommodate groups of a different size, but the XP awards don't change—always award the amount of XP listed for a group of four characters. You usually won't need to make many adjustments for a differently sized group outside of encounters. Be careful of providing too many ways to get accomplishment XP when you have a large group, though, since they can pursue multiple accomplishments at once, which can lead to the PCs leveling up too fast."],"source":"CRB"},{"type":"pf2-h3","page":508,"name":"Group Parity and Party Level","entries":["It's recommended that you keep all the player characters at the same XP total. This makes it much easier to know what challenges are suitable for your players. Having characters at different levels can mean weaker characters die more easily and their players feel less effective, which in turn makes the game less fun for those players.","If you choose not to keep the whole group at the same character level, you'll need to select a party level to determine your XP budget for encounters. Choose the level you think best represents the party's ability as a whole. Use the highest level if only one or two characters are behind, or an average if everyone is at a different level. If only one character is two or more levels ahead, use a party level suitable for the lower-level characters, and adjust the encounters as if there were one additional PC for every 2 levels the higher-level character has beyond the rest of the party.","Party members who are behind the party level gain double the XP other characters do until they reach the party's level. When tracking individually, you'll need to decide whether party members get XP for missed sessions."],"source":"CRB"}],"source":"CRB"},{"type":"pf2-h2","page":508,"name":"Treasure","entries":["As the GM, it's your job to distribute treasure to the player characters. Treasure appears throughout an adventure, and the PCs obtain it by raiding treasure hoards, defeating foes who carry valuable items or currency, getting paid for successful quests, and any other way you can imagine.","This section provides guidelines for distributing treasure in a typical Pathfinder campaign, but you always have the freedom to assign extra treasure for a high-powered game, less treasure for a gritty survival horror adventure, or any amount in between.",{"type":"pf2-h3","page":508,"name":"Treasure by Level","entries":["{@table Party Treasure by Level||Table 10–9: Party Treasure by Level} on the next page shows how much treasure you should give out over the course of a level for a group of four PCs. The Total Value column gives an approximate total value of all the treasure, in case you want to spend it like a budget. The next several columns provide suggestions for breaking down that total into permanent items, which the PCs keep and use for a long time; consumables, which are destroyed after being used once; and currency, which includes coins, gems, and other valuables primarily spent to acquire items or services. The final column gives the amount of currency to add for each PC beyond four in the group; use this only if you have more than four characters in the game. (Different Party Sizes on page 510 provides more guidance on this.) For instance, between the time your PCs reach 3rd level and the time they reach 4th level, you should give them the treasure listed in the table for 3rd level, worth approximately 500 gp: two 4th-level permanent items, two 3rd-level permanent items, two 4th-level consumables, two 3rd-level consumables, two 2nd-level consumables, and 120 gp worth of currency.","When assigning 1st-level permanent items, your best options are armor, weapons, and other gear from Chapter 6 worth between 10 and 20 gp. The treasure listed in the row for 20th level represents a full level's worth of adventures, even though there is no way to reach 21st level.","Some creature entries in the {@Pf2eTools Pathfinder Bestiary|bestiary.html} list treasure that can be gained by defeating an individual creature; this counts toward the treasure for any given level.","Published adventures include a suitable amount of treasure throughout the adventure, though you should still monitor the party's capabilities as the PCs progress through the adventure to make sure they don't end up behind.",{"type":"pf2-h4","page":509,"name":"Currency","entries":["A party will find money and other treasure that isn't useful on its own but that can be sold or spent on other things. The gp values in the Party Currency column don't refer only to coins. Gems, art objects, crafting materials (including precious materials), jewelry, and even items of much lower level than the party's level can all be more interesting than a pile of gold.","If you include a lower-level permanent item as part of a currency reward, count only half the item's Price toward the gp amount, assuming the party will sell the item or use it as crafting material. But lower-level consumables might still be useful, particularly scrolls, and if you think your party will use them, count those items at their full Price."],"source":"CRB"},{"type":"pf2-brown-box","page":509,"name":"ADVANCEMENT SPEEDS","entries":["By varying the amount of XP it takes to gain a level, you can change how quickly characters gain power. The game rules assume a group playing with standard advancement.","Fast advancement works best when you know you won't be playing a very long campaign and want to accomplish as much as possible quickly; slow advancement works best for a gritty campaign where all progress is hard won.","You can alter XP from one adventure to the next to get a different feel. During a street-level murder mystery and travel through a haunted wilderness, you might use slow advancement. When the PCs reach the dungeon, you might switch to standard or fast advancement. The values below are just examples. You can use values even higher or lower.",{"type":"table","colStyles":["text-center","text-center"],"rows":[["Advancement Speed","XP to Level Up"],["Fast","800 XP"],["Standad","1,000 XP"],["Slow","1,200 XP"]]},{"type":"pf2-title","name":"Story-Based Leveling"},"If you don't want to deal with managing and handing out XP, or if you want to have progression based solely on events in the story, you can ignore the XP process entirely and instead simply decide when the characters level up.","Generally, the characters should gain a level every three to four game sessions, just after the most appropriate big event that happens during that time, such as defeating a significant villain or achieving a major goal."],"source":"CRB"},{"type":"pf2-h4","page":509,"name":"Other Types of Treasure","entries":["Not all treasure has to be items or currency. Crafters can use the {@skill Crafting} skill to turn raw materials directly into items instead of buying those items with coins. Knowledge can expand a character's abilities, and formulas make good treasure for item-crafting characters. A spellcaster might get access to new spells from an enemy's spellbook or an ancient scholar, while a monk might retrain techniques with rarer ones learned from a master on a remote mountaintop."],"source":"CRB"},{"type":"pf2-h4","page":509,"name":"Treasure and Rarity","entries":["Giving out uncommon and rare items and formulas can get players more interested in treasure. It's best to introduce uncommon items as a reward fairly regularly but rare items only occasionally. These rewards are especially compelling when the adventurers get the item by defeating or outsmarting an enemy who carries an item that fits their backstory or theme.","Uncommon and rare formulas make great treasure for a character who Crafts items. Note that if an uncommon or rare formula is broadly disseminated, it eventually becomes more common. This can take months or years, but the item might start showing up in shops all around the world."],"source":"CRB"},{"type":"data","tag":"table","name":"Party Treasure by Level","source":"CRB"},{"type":"pf2-h4","page":510,"name":"Different Item Levels","entries":["The levels listed for items on {@table Party Treasure by Level||Table 10–9: Party Treasure by Level} aren't set in stone. You can provide items of slightly higher or lower level as long as you take into account the value of the items you hand out. For instance, suppose you were considering giving a party of 11th-level PCs a {@item runestone} with a {@item fortification} rune (with a Price of 2,000 gp) as one of their 12th-level items, but you realize they've had trouble finding armor in their recent adventures, so you instead decide to give them a suit of 11th-level +2 resilient armor (1,400 gp) instead. Since the armor has a lower Price than the rune, you might also add a 9th-level {@item shadow} rune (650 gp) to make up the difference. The total isn't exactly the same, but that's all right.","However, if you wanted to place a 13th-level permanent item in a treasure hoard, you could remove two 11thlevel permanent items to make a roughly equivalent exchange. When you make an exchange upward like this, be cautious: not only might you introduce an item with effects that are disruptive at the party's current level of play, but you also might give an amazing item to one PC while other characters don't gain any new items at all!","If you're playing in a long-term campaign, you can spread out the treasure over time. A major milestone can give extra treasure at one level, followed by a tougher dungeon with fewer new items at the next level. Check back occasionally to see whether each PC's treasure is comparable to the amount they'd get if they created a new character at their current level, as described under Treasure for New Characters below. They should be a bit higher. but if there's a significant discrepancy, adjust the adventure's upcoming treasure rewards accordingly."],"source":"CRB"},{"type":"pf2-h4","page":510,"name":"Different Party Sizes","entries":["If a party has more than four characters, add the following for each additional character:",{"type":"list","items":["One permanent item of the party's level or 1 level higher","Two consumables, usually one of the party's level and one of 1 level higher","Currency equal to the value in the Currency per Additional PC column of Table 10–9"]},"If the party has fewer than four characters, you can subtract the same amount for each missing character, but since the game is inherently more challenging with a smaller group that can't cover all roles as efficiently, you might consider subtracting less treasure and allowing the extra gear help compensate for the smaller group size."],"source":"CRB"}],"source":"CRB"},{"type":"pf2-brown-box","page":510,"name":"ADJUSTING TREASURE","entries":["The treasure you award to the party should be monitored and adjusted as you play. You might need to give out treasure you hadn't originally planned for, especially if the group bypasses part of an adventure. Keep an eye on the party's resources. If they're running out of consumables or money, or if they're having trouble in combat because their items aren't up to the task, you can make adjustments.","This is especially common in adventures that have little downtime or that take place far from civilization. If the group goes a long time without being able to purchase or Craft useful items, the PCs will be flush with coins and valuables but behind on useful equipment. In a situation like this, you can either place more useful treasure in the adventure or introduce NPCs who are willing to trade.",{"type":"pf2-title","name":"Megadungeons and Sandboxes"},"Some adventures have an expectation that the player characters explore where they want and find only what their skill, luck, and ingenuity afford. Two common examples of this type of adventure are the sprawling dungeon with multiple different sections and paths, often called a megadungeon, and free-form exploration, often called a sandbox and typically occurring in a wilderness.","If you want to build a free-form adventure like this where characters are likely to miss at least some of the treasure, increase the amount of treasure you place. Be aware, however, that a meticulous group can end up with more treasure than normal and will have advantages in later adventures.","For a simple guideline to these situations, increase the treasure as though there were one more PC in the party.","If the structure is especially loose, especially in sandbox adventures, you can increase this amount even further."],"source":"CRB"},{"type":"pf2-h3","page":510,"name":"Treasure for New Characters","entries":["When your new campaign starts at a higher level, a new player joins an existing group, or a current player's character dies and they need a new one, your campaign will have one or more PCs who don't start at 1st level. In these cases, refer to {@table Character Wealth||Table 10–10: Character Wealth} on the next page, which shows how many common permanent items of various levels the PC should have, in addition to currency. A single item on this table is always a baseline item. If the player wants armor or a weapon with property runes, they must buy the property runes separately, and for armor or a weapon made of a precious material, they must pay for the precious material separately as well.","These values are for a PC just starting out at the given level. If the PC is joining a party that has already made progress toward the next level, consider giving the new character an additional item of their current level. If your party has kept the treasure of dead or retired PCs and passed it on to new characters, you might need to give the new character less than the values on the table or reduce some of the treasure rewards of the next few adventures.",{"type":"pf2-h4","page":511,"name":"Item Selection","entries":["You should work with the new character's player to decide which items their character has. Allow the player to make suggestions, and if they know what items they want their character to have, respect their choices unless you believe those choices will have a negative impact on your game.","At your discretion, you can grant the player character uncommon or rare items that fit their backstory and concept, keeping in mind how many items of those rarities you have introduced into your game. The player can also spend currency on consumables or lower-level permanent items, keeping the rest as coinage. As usual, you determine which items the character can find for purchase.","A PC can voluntarily choose an item that has a lower level than any or all of the listed items, but they don't gain any more currency by doing so.","If you choose, you can allow the player to instead start with a lump sum of currency and buy whatever common items they want, with a maximum item level of 1 lower than the character's level. This has a lower total value than the normal allotment of permanent items and currency, since the player can select a higher ratio of high-level items."],"source":"CRB"},{"type":"data","tag":"table","name":"Character Wealth","source":"CRB"}],"source":"CRB"},{"type":"pf2-h3","page":511,"name":"Buying and Selling Items","entries":["Characters can usually buy and sell items only during downtime. An item can typically be sold for only half its Price, though art objects, gems, and raw materials can be sold for their full Price (page 271)."],"source":"CRB"}],"source":"CRB"}],"data":{"quickref":5},"source":"CRB"},{"type":"section","page":493,"name":"Running Modes of Play","entries":["Encounters take place in real time or slower, and they involve direct engagement between players and enemies, potential allies, or each other. Combat and direct social interaction usually take place in encounter mode.","Exploration is the connective tissue of an adventure, and it is used whenever characters are exploring a place where there's danger or uncertainty, such as an unfamiliar city or a dungeon. In exploration mode, characters aren't in immediate peril, but they must still be on their toes. Exploration and encounters are collectively called adventuring.","When the party isn't adventuring, the characters are in downtime. This mode covers most of a normal person's life, such as mundane, day-to-day tasks and working toward long-term goals.",{"type":"pf2-h2","page":493,"name":"Encounters","entries":["Encounter mode is the most structured mode of play, and you'll mostly be following the rules presented in Chapter 9 to run this mode. Because you usually call for initiative during exploration before transitioning into an encounter, guidelines for initiative order appear on page 498 in the discussion of exploration mode. Rules for building combat encounters appear on page 488.","{@b Stakes:} Moderate to high. Encounters always have significant stakes, and they are played in a step-by-step time frame to reflect that.","{@b Time Scale:} Encounter mode is highly structured and proceeds in combat rounds for combat encounters, while other sorts of encounters can have rounds of any length. In combat, 1 minute consists of 10 rounds, where each combat round is 6 seconds long, but you might decide a verbal confrontation proceeds in minute-long or longer rounds to give each speaker enough time to make a solid point.","{@b Actions and Reactions:} In combat encounters, each participant's turn is broken into discrete actions, and participants can use reactions when their triggers occur.","Reactions can occur in social situations, though their triggers are usually more descriptive and less tactical.",{"type":"pf2-h3","page":493,"name":"Choosing Adversaries' Actions","entries":["Players often coordinate and plan to be as efficient as possible, but their adversaries might not. As the GM, you're roleplaying these foes, and you decide their tactics.","Most creatures have a basic grasp of simple tactics like flanking or focusing on a single target. But you should remember that they also react based on emotions and make mistakes—perhaps even more than the player characters do.","When selecting targets or choosing which abilities to use, rely on the adversaries' knowledge of the situation, not your own. You might know that the cleric has a high Will save modifier, but a monster might still try to use a fear ability on her. That doesn't mean you should play adversaries as complete fools; they can learn from their mistakes, make sound plans, and even research the player characters in advance.","Adversaries usually don't attack a character who's knocked out. Even if a creature knows a fallen character might come back into the fight, only the most vicious creatures focus on helpless foes rather than the more immediate threats around them.","Running adversaries is a mix of being true to the creature and doing what's best for the drama of the game. Think of your encounter like a fight scene in a movie or novel. If the fighter taunts a fire giant to draw its attention away from the fragile wizard, the tactically sound decision is for the giant to keep pummeling the wizard. But is that the best choice for the scene? Perhaps everyone will have more fun if the giant redirects its ire to the infuriating fighter."],"source":"CRB"},{"type":"pf2-h3","page":493,"name":"Bypassed Encounters","entries":["What happens if you've planned a fight or challenge and the PCs find a way to avoid it entirely? This could leave them behind in XP or cause them to miss important information or treasure.","In the case of XP, the guidelines are simple: If the player characters avoided the challenge through smart tactical play, a savvy diplomatic exchange, clever use of magic, or another approach that required ingenuity and planning, award them the normal XP for the encounter.","If they did something that took only moderate effort or was a lucky break, like finding a secret passage and using it to avoid a fight, award them XP for a minor or moderate accomplishment. In an adventure that's more free-form, like a sprawling dungeon with multiple paths, there might be no reward for bypassing an encounter, because doing so was trivial.","You'll have to think on your feet if information or items get skipped when players bypass encounters. First, look for another reasonable place in the adventure to place the information or item. If it makes sense, move the original encounter to another part of the adventure and give the PCs a major advantage for bypassing the encounter in the first place."],"source":"CRB"},{"type":"pf2-brown-box","page":494,"name":"PLAYING WITHOUT A GRID","entries":["The Pathfinder rules are built to play combat encounters on a 1-inch grid, but you can play without a grid or map. In what's traditionally called the \"theater of the mind,\" you and other players imagine the locations of the combatants and the environment. In this style of play, you'll frequently need to make judgment calls. These are usually simple, like \"Can I see the ogre from where I'm standing?\" or \"Can I get to the ogre with one Stride?\" It's often best to have a player tell you what they want to do, such as \"I want to cross the beam to get to the ogre and attack it.\" Then, you tell the player how that breaks down into actions, like \"You'll need to spend one action and succeed at an {@skill Acrobatics} check, then Stride to get close enough, then you'll have one action left for a Strike.\"","When preparing encounters, avoid using lots of {@quickref difficult terrain||3|terrain}, cover, or other battlefield challenges that work better on a grid. Also, be more lenient with combat tactics like flanking. You won't have a way to measure flanking, but the rules expect melee characters like rogues to often get into a flanking position—often, two characters ganging up in melee is enough to count."],"source":"CRB"},{"type":"pf2-h3","page":494,"name":"Ending Encounters","entries":["A combat encounter typically ends when all the creatures on one side are killed or knocked unconscious. Once this happens, you can stop acting in initiative order.","The surviving side then has ample time to ensure that everyone taken out stays down. However, you might need to keep using combat rounds if any player characters are near death, clinging to a cliff, or in some other situation where every moment matters for their survival.","You can decide a fight is over if there's no challenge left, and the player characters are just cleaning up the last few weak enemies. However, avoid doing this if any of the players still have inventive and interesting things they want to try or spells they're concentrating on—ending an encounter early is a tool to avoid boredom, not to deny someone their fun. You can end a fight early in several ways: the foes can surrender, an adversary can die before its Hit Points actually run out, or you can simply say the battle's over and that the PCs easily dispatch their remaining foes. In this last case, you might ask, \"Is everyone okay if we call the fight?\" to make sure your players are on board.","One side might surrender when almost all its members are defeated or if spells or skills thoroughly demoralize them. Once there's a surrender, come out of initiative order and enter into a short negotiation.","These conversations are really about whether the winners will show mercy to the losers or just kill or otherwise get rid of them. The surrendering side usually doesn't have much leverage in these cases, so avoid long back-and-forth discussions.",{"type":"pf2-h3","page":494,"name":"Fleeing Enemies","entries":["Fleeing enemies can be a problem. Player characters often want to pursue foes that flee because they think an enemy might return as a threat later on. Avoid playing this out move by move, as it can easily bog down the game. If every adversary is fleeing, forgo initiative order and give each PC the option to pursue any one fleeing foe. Each PC can declare one action, spell, or other ability to use to try to keep up. Then, compare the PC's Speed to that of the target, assess how much the pursuer's chosen spell or ability would help, and factor in any abilities the quarry has that would aid escape. If you determine that the pursuer catches up, go back into combat with the original initiative order. If not, the quarry escapes for now.","If the PCs decide to flee, it's usually best to let them do so. Pick a particular location and allow them to escape once they all reach it. However, if they're encumbered or otherwise slowed down, or if enemies have higher Speeds and a strong motive to pursue, you might impose consequences upon PCs who flee."],"source":"CRB"}],"source":"CRB"},{"type":"pf2-h3","page":494,"name":"Social Encounters","entries":["Most conversations play best as free-form roleplaying, with maybe one or two checks for social skills involved.","Sometimes, though, a tense situation or crucial parlay requires a social encounter that uses initiative, much like a combat encounter. As with any other encounter, the stakes of a social encounter need to be high! A failed social encounter could mean a character is imprisoned or put to death, a major rival becomes a political powerhouse, or a key ally is disgraced and ostracized.","Using the structure of an encounter is {@condition helpful} because it makes the timing clearer than in free-form play, and each character feels like they're contributing. When running a social encounter, establish the stakes up front, so the players know the consequences of success or failure and the circumstances that will cause the encounter to end.","You have much more flexibility in how you run a social encounter than in a combat encounter. Extending the length of rounds beyond 6 seconds, allowing more improvisation, and focusing less on special attacks and spells all differentiate a social encounter from a combat one. In most cases, you don't need to worry about character's movements, nor do you need a map. Some examples of social encounters include:",{"type":"list","items":["Proving someone's innocence in front of a judge.","Convincing a neighboring monarch to help defend against an invasion.","Besting a rival bard in a battle of wits.","Exposing a villain's deception before a noble court."]},{"type":"pf2-h4","page":494,"name":"Initiative and Actions","entries":["Initiative in a social encounter typically has characters rolling {@skill Society} or a Charisma-based skill, such as {@skill Diplomacy} or {@skill Deception}. As with other encounters, a character's approach to the conflict determines which skill they'll roll. On a character's turn, they typically get to attempt one roll, usually by using a skill action. Let the player roleplay what their character says and does, then determine what they'll roll. Allow them to use any abilities or spells that might help them make their case, though keep in mind that when most people see the visual signs of a spell being cast, they think someone is using magic to try to influence or harm them, and they have a negative reaction.","Good social encounters include an opposition. This can be direct, such as a rival who argues against the characters' case, or passive, such as a mob that automatically becomes more unruly as each round passes. Give the opposition one or more positions in the initiative order so you can convey what it is doing. You can create game statistics for the opposition, especially if it's an individual, but in situations like that of the unruly mob, you might need nothing more than establish a set of increasingly difficult DCs."],"source":"CRB"},{"type":"pf2-h4","page":495,"name":"Measuring Success and Progress","entries":["You'll need to decide how to measure the characters' success in social encounters, because there's no AC to target or HP to whittle down. Chapter 4 includes guidance on setting DCs for social skill actions, often using a target's Will DC. If you need a DC for people who don't have stats, such as a crowd or an NPC for whom you haven't already generated statistics, use the guidelines on setting DCs, found on page 503. You can either pick a simple DC or use a level-based DC, estimating a level for the subject or how challenging it should be to sway them.","The attitude conditions—{@condition hostile}, {@condition unfriendly}, {@condition indifferent}, friendly, and helpful—provide a useful way to track the progress of a social encounter. Use these to represent the attitude of an authority, a crowd, a jury, or the like. A typical goal for a social encounter is to change the attitude of a person or group to helpful so they assist you, or calming a hostile group or person to defuse a situation. Try to give the players a clear idea of how much they've progressed as the encounter proceeds.","Another option is to track the number of successes or failures the characters accrue. For instance, you might need to trick four guards into leaving their posts, and count each successful attempt to Lie or Create a Diversion toward a total of four necessary successes. You can combine these two methods; if the PCs need a group of important nobles to vote their way, the goal of the encounter might be to ensure that a majority of the nobles have a better attitude toward the PCs than they have of a rival—all within a limited time frame."],"source":"CRB"},{"type":"pf2-h4","page":495,"name":"Consequences","entries":["When you set stakes at the start of a social encounter, give an idea of the consequences. Beyond whatever narrative benefits player characters might gain, a social encounter usually includes an XP award. Because these are encounters along the same lines as combat encounters, they grant a sizable amount of XP, typically that of a moderate accomplishment, or even a major accomplishment if the encounter was the culmination of long-term plans or a significant adversary got their comeuppance.","The outcome of a social encounter should direct the story of the game. Look for repercussions. Which NPCs might view the PCs more favorably now? Which might hold a grudge or formulate a new plan? A social encounter can seal the fate of an NPC and end their story, but this isn't true for player characters. Even if something looks truly dire for them, such as a death sentence, the social encounter isn't the end—there's still time for desperate heroics or a twist in the story."],"source":"CRB"}],"source":"CRB"}],"source":"CRB"},{"type":"pf2-h2","page":496,"name":"Exploration","entries":["Exploration mode is intentionally less regimented than encounters. As a result, during exploration you'll be making judgment calls on just about everything that happens.","Fundamentally, exploration is all about rewarding the PCs for learning about their surroundings. To facilitate this, it's especially important to have and convey a clear mental picture of the group's surroundings. You'll be better able to keep track of where the players are and describe the sights, sounds, and other sensations of their adventuring locales. Encourage the players to have their characters truly explore, and reward their curiosity. The things they try to do in exploration mode show you what they're interested in and what they consider important.","As you play, you'll get a good feel for the aspects of exploration that intrigue certain players, and you can add more of those things to your adventures or emphasize these points in published adventures.","{@b Stakes:} Low to moderate. Exploration mode should be used when there's some amount of risk, but no immediate danger. The PCs might be in an environment where they're likely to face monsters or hazards, but they usually stay in exploration mode until they enter a fight or engage in some other direct interaction.","{@b Time Scale:} When the PCs are in exploration mode, time in the game world passes much faster than real-world time at the table, so it's rarely measured out to the second or the minute. You can speed up or slow down how quickly things are happening as needed. If it's important to know exactly how much time is passing, you can usually estimate time spent in exploration mode to 10-minute increments.","{@b Actions and Reactions:} Though exploration isn't broken into rounds, exploration activities assume the PCs are spending part of their time using actions, such as Seeking or Interacting. If they have specific actions they want to use, they should ask; you can decide whether the actions apply and whether to switch to encounter mode for greater detail. PCs can use any relevant reactions that come up during exploration mode.",{"type":"pf2-h3","page":496,"name":"Exploration Activities","entries":["In exploration mode, each player who wants to do something beyond just traveling chooses an exploration activity for their character. The most common activities are Avoid Notice, Detect Magic, Hustle, and Search, though there are many options available. While players usually hew close to these default activities, there's no need for them to memorize the exploration activities and use them exactly. Instead, allow each player to describe what their character is doing. Then, as the GM, you can determine which activity applies. This also means you determine how an activity works if the character's actions differ from those on the list.","The following sections discuss exploration activities that require adjudication from you beyond the guidelines for players detailed on pages 479–480 of Chapter 9.",{"type":"pf2-h4","page":496,"name":"Detect Magic","entries":["This activity doesn't enable characters to automatically find every single magical aura or object during travel. Hazards that require a minimum proficiency can't be found with {@spell detect magic}, nor can illusions of equal or higher level than the spell.","When characters find something magical using this activity, let them know and give them the option to stop and explore further or continue on. Stopping brings you into a more roleplay-heavy scene in which players can search through an area, assess different items, or otherwise try to figure out the source of the magic and what it does. Continuing on might cause the group to miss out on beneficial magic items or trigger a magic trap."],"source":"CRB"},{"type":"pf2-h4","page":496,"name":"Follow the Expert","entries":["A skilled character can help out less skilled allies who choose to {@action Follow the Expert}. This is a good way to help a character with a low {@skill Stealth} modifier sneak around, get a character with poor {@skill Athletics} up a steep cliff, and so on. Usually, a character who is {@action Following the Expert} can't perform other exploration activities or follow more than one person at a time."],"source":"CRB"},{"type":"pf2-h4","page":496,"name":"Investigate","entries":["As with {@action Searching} or {@action Detecting Magic}, the initial result of {@action Investigating} is usually enough to give the investigator a clue that leads into a more thorough examination, but it rarely gives all possible information. For instance, a character might note that the walls of a dungeon are covered with {@language Abyssal} writing, but they would need to stop to read the text or determine that it's written in blood."],"source":"CRB"},{"type":"pf2-h4","page":496,"name":"Search","entries":["With a successful Perception check while {@action Search||Searching}, a character notices the presence or absence of something unusual in the area, but it doesn't provide a comprehensive catalog of everything there. Instead, it gives a jumping-off point for closer inspection or an encounter. For instance, if an area has both a DC 30 secret door and a DC 25 trap, and a {@action Search||Searching} character got a 28 on their Perception check, you would tell the player that their character noticed a trap in the area, and you'd give a rough idea of the trap's location and nature. The party needs to examine the area more to learn specifics about the trap, and someone would need to Search again to get another chance to find the secret door.","If an area contains many objects or something that will take a while to search (such as a cabinet full of papers), {@action Search||Searching} would reveal the cabinet, but the PCs would have to examine it more thoroughly to check the papers. This usually requires the party to stop for a complete search.","You roll a secret Perception check for a {@action Search||Searching} character to detect any secrets they pass that's in a place that stands out (such as near a door or a turn in a corridor), but not one that's in a more inconspicuous place (like a random point in a long hallway) unless they are searching particularly slowly and meticulously."],"source":"CRB"}],"source":"CRB"},{"type":"pf2-brown-box","page":498,"name":"EXPLORATION ACTIVITIES","entries":["The following exploration activities are fully detailed on pages 479–480 of Chapter 9. Many more appear within Chapter 4: Skills.",{"type":"list","items":["{@action Avoid Notice}","{@action Defend}","{@action Detect Magic}","{@action Follow the Expert}","{@action Hustle}","{@action Investigate}","{@action Repeat a Spell}","{@action Scout}","{@action Search}"]},{"type":"pf2-title","name":"Improvising New Activities"},"If a player wants to do something not covered by other rules, here are some guidelines. If the activity is similar to an action someone could use in an encounter, such as Avoid Notice, it usually consists of a single action repeated roughly 10 times per minute (such as using the Sneak action 10 times) or an alternation of actions that works out similarly (such as Search, which alternates Stride and Seek). An activity using a quicker pace, corresponding to roughly 20 actions per minute, might have limited use or cause fatigue, as would one requiring intense concentration.","You might find that a player wants to do something equivalent to spending 3 actions every 6 seconds, just like they would in combat. Characters can exert themselves to this extent in combat only because combat lasts such a short time—such exertion isn't sustainable over the longer time frame of exploration."],"source":"CRB"},{"type":"pf2-h3","page":497,"name":"Setting a Party Order","entries":["In exploration mode, it often matters which characters are in the front or back of the party formation. Let the players decide among themselves where in the group their characters are while exploring. This order can determine who gets attacked first when enemies or traps threaten from various directions. It's up to you to determine the specifics of who gets targeted based on the situation.","When you come out of exploration mode, the group usually remains in the same general formation. Decide the PCs' exact positions, with their input, if you're moving to a grid (as usually happens at the start of a combat encounter). If they come out of exploration mode on their own terms, they can move around as they see fit. For example, if they detect a trap and the rogue starts attempting to disarm it, the other characters can move to whatever locations they think are safe."],"source":"CRB"},{"type":"pf2-h3","page":497,"name":"Adverse Terrain and Weather","entries":["Exploration gets slower when the party faces dense jungles, deep snow, sandstorms, extreme heat, or similar difficult conditions. You decide how much these factors impact the characters' progress. The specific effects of certain types of terrain and weather are described starting on page 512.","{@quickref difficult terrain||3|terrain} such as thick undergrowth usually slows down progress. Unless it's important how far the group gets in a particular time frame, this can be covered with a quick description of chopping through the vines or trudging through a bog. If the characters are on a deadline, adjust their progress on {@table Travel Speed||Table 9–2: Travel Speed}, typically cutting it in half if almost all of the land is {@quickref difficult terrain||3|terrain} or to one-third for {@quickref greater difficult terrain||3|terrain}.","Hazardous terrain, such as the caldera of an active volcano, might physically harm the player characters. The group might have the option to travel directly through or go around by spending more time. You can transition into a more detailed scene while the characters move through hazardous terrain and attempt to mitigate the damage with spells or skill checks. If they endure hazardous terrain, consider giving the PCs a minor or moderate XP reward at the end of their exploration, with slightly more XP if they took smart precautions to avoid taking damage.","Dangerous crevasses, swampy bogs, quicksand, and similar dangers are environmental hazards, which are described beginning on page 512."],"source":"CRB"},{"type":"pf2-h3","page":498,"name":"Hazards","entries":["Exploration can get broken up by traps and other hazards (see Hazards on page 520). Simple hazards pose a threat to the PCs only once and can be dealt with in exploration mode. Complex hazards require jumping into encounter mode until the hazard is dealt with. Disabling a trap or overcoming a hazard usually takes place in encounter mode. PCs have a better chance to detect hazards while exploring if they're using the Search activity (and the Detect Magic activity, in the case of some magic traps)."],"source":"CRB"},{"type":"pf2-h3","page":498,"name":"Rolling Initiative","entries":["Transitioning from exploration to an encounter usually involves rolling for initiative. Call for initiative once a trap is triggered, as soon as two opposing groups come into contact, or when a creature on one side decides to take action against the other. For example:",{"type":"list","items":["A group of PCs are exploring a cavern. They enter a narrow passage patrolled by a group of kobold warriors. Now that the two groups are in the same area, it's time to roll initiative.","Amiri and a kobold champion agree to have a {@condition friendly} wrestling match. They square off on a patch of dirt, and you call for initiative using {@skill Athletics}.","Merisiel and Kyra are negotiating with the kobold king. Things aren't going well, so Merisiel decides to launch a surprise attack. As soon as she says this is her plan, you call for initiative.","Harsk and Ezren are trying to Balance across a narrow beam to reach an isolated kobold treasure trove. When they get halfway across, a red dragon who was hiding behind the mountain flies around to attack! As soon as the dragon makes its appearance, you call for an initiative roll."]},{"type":"pf2-h4","page":498,"name":"Initiative after Reactions","entries":["In some cases, a trap or a foe has a reaction that tells you to roll initiative. For instance, a complex trap that's triggered might make an attack with its reaction before the initiative order begins. In these cases, resolve all the results of the reaction before calling for initiative rolls."],"source":"CRB"},{"type":"pf2-h4","page":498,"name":"Choosing the Type of Roll","entries":["When choosing what type of roll to use for initiative, lean toward the most obvious choice. The most common roll is {@skill Perception}; this is what the kobolds would use in the first example, as would Kyra and the kobold king in the third example. The next most common skills to use are {@skill Stealth} (for sneaking up, like the dragon in the last example) and {@skill Deception} (for tricking opponents, like Merisiel in the third example). For social contests, it's common to use {@skill Deception}, {@skill Diplomacy}, {@skill Intimidation}, {@skill Performance}, or {@skill Society}.","If you're unsure what roll to call for, use {@skill Perception}. If a different type of roll could make sense for a character, you should usually offer the choice of that roll or {@skill Perception} and let the player decide. Don't do this if it's absolutely clear another kind of check matters more sense than {@skill Perception}, such as when the character is sneaking up on enemies and should definitely use {@skill Stealth}.","You can allow a player to make a case that they should use a different skill than {@skill Perception}, but only if they base it on something they've established beforehand. For example, if in the prelude to the attack, Merisiel's player had said, \"I'm going to dangle down off the chandelier to get the drop on them,\" you could let them use {@skill Acrobatics} for their initiative roll. If they just said, \"Hey, I want to attack these guys. Can I use {@skill Acrobatics}?\" without having established a reason beforehand, you probably shouldn't allow it."],"source":"CRB"},{"type":"pf2-h4","page":498,"name":"Character Placement","entries":["When calling for initiative for a combat encounter, you'll need to decide where the participants in the encounter go on the battle map. Use the party's order, described on page 497, as a base. You can move forward characters who are using {@skill Stealth} to get into position, putting them in a place they could reasonably have moved up to before having a chance to be detected. Consult with each player to make sure their position makes sense to both of you."],"source":"CRB"}],"source":"CRB"},{"type":"pf2-brown-box","page":499,"name":"MONITORING SPELL DURATIONS","entries":["Spell durations are approximate values that codify the vagaries and eccentricities of magic into a convenient number. However, that doesn't mean you can set your watch by a spell with a 1-hour duration. This is one of the reasons the passage of time outside of encounters is in your hands and isn't as precise as encounter rounds.","If a question arises about whether a spell has expired, you make the call. You shouldn't be punitive, but you also shouldn't treat characters like they move with clockwork precision and perfect efficiency between encounters.","There are two times these durations matter most: when players try to fit multiple encounters within the duration of a spell, and when they want to use a spell before a fight and keep it in effect during the encounter.",{"type":"pf2-title","name":"Multiple Encounters"},"A 1-minute spell should last for multiple encounters only if the encounters happen in very close proximity (usually in two adjoining rooms) and if the PCs go directly from one fight to the next without leaving encounter mode. If they want to stop and heal, or if the party debates whether to go on, the process takes enough time that the spell runs out.","Be more generous with spells lasting 10 minutes or more. A 10-minute spell easily lasts for one encounter and could continue for another if the locations are close. A 1-hour spell usually lasts for several encounters.",{"type":"pf2-title","name":"Before a Fight"},"Casting advantageous spells before a fight (sometimes called \"pre-buffing\") gives the characters a big advantage, since they can spend more combat rounds on offensive actions instead of preparatory ones. If the players have the drop on their foes, you usually can let each character cast one spell or prepare in some similar way, then roll initiative.","Casting preparatory spells before combat becomes a problem when it feels rote and the players assume it will always work—that sort of planning can't hold up in every situation! In many cases, the act of casting spells gives away the party's presence. In cases where the PCs' preparations could give them away, you might roll for initiative before everyone can complete their preparations."],"source":"CRB"},{"type":"pf2-h3","page":499,"name":"Resting","entries":["Characters require 8 hours of sleep each day. Though resting typically happens at night, a group gains the same benefits for resting during the day. Either way, they can gain the benefits of resting only once every 24 hours. A character who rests for 8 hours recovers in the following ways:",{"type":"list","items":["The character regains Hit Points equal to their Constitution modifier (minimum 1) multiplied by their level. If they rest without any shelter or comfort, you might reduce this healing by half (to a minimum of 1 HP).","The character loses the {@condition fatigued} condition.","The character reduces the severity of the {@condition doomed} and {@condition drained} conditions by 1.","Most spellcasters need to rest before they regain their spells for the day."]},"A group in exploration mode can attempt to rest, but they aren't entirely safe from danger, and their rest might be interrupted. The 8 hours of rest do not need to be consecutive, however, and after an interruption, characters can go back to sleep.","Sleeping in armor results in poor rest and causes a character to wake up fatigued. If a character would have recovered from fatigue, sleeping in armor prevents it.","If a character goes more than 16 hours without going to sleep, they become fatigued.","Taking long-term rest for faster recovery is part of downtime and can't be done during exploration. See page 502 for these rules.",{"type":"pf2-h4","page":499,"name":"Resting","entries":["Adventuring parties usually put a few people on guard to watch out for danger while the others rest. Spending time on watch also interrupts sleep, so a night's schedule needs to account for everyone's time on guard duty. Table 10–3:","Watches and Rest on the next page indicates how long the group needs to set aside for rest, assuming everyone gets a rotating watch assignment of equal length.","If a surprise encounter would occur during rest, you can roll a die to randomly determine which character is on watch at the time. All characters roll initiative; sleeping characters typically roll Perception with a –4 status penalty for being unconscious. They don't automatically wake up when rolling initiative, but they might roll a Perception check to wake up at the start of their turn due to noise. If a savvy enemy waits for a particularly vulnerable character to take watch before attacking, the attack can happen on that character's watch automatically. However, you might have the ambusher attempt a {@skill Stealth} check against the Perception DCs of all characters to see if anyone noticed its approach.",{"type":"data","tag":"table","source":"CRB","name":"Watches and Rest"}],"source":"CRB"}],"source":"CRB"},{"type":"pf2-h3","page":500,"name":"Daily Preperations","entries":["Just before setting out to explore, or after a night's rest, the PCs spend time to prepare for the adventuring day. This typically happens over the span of 30 minutes to an hour in the morning, but only after 8 full hours of rest. Daily preparations include the following.",{"type":"list","items":["Spellcasters who prepare spells choose which spells they'll have available that day.","Focus Points and other abilities that reset during daily preparations refresh. This includes abilities that can be used only a certain number of times per day.","Each character equips their gear. This includes donning their armor and strapping on their weapons.","Characters invest up to 10 worn magic items to gain their benefits for the day (page 531)."]}],"source":"CRB"},{"type":"pf2-h3","page":500,"name":"Starvation and Thirst","entries":["Typically characters eat and drink enough to survive comfortably. When they can't, they're fatigued until they do. After 1 day + a creature's Constitution modifier without water, it takes 1d4 damage each hour that can't be healed until it quenches its thirst. After the same amount of time without food, it takes 1 damage each day that can't be healed until it sates its hunger."],"source":"CRB"}],"source":"CRB"},{"type":"pf2-h2","page":500,"name":"Downtime","entries":["In downtime, you can sum up the important events of a whole day with just one roll. Use this mode when the characters return home or otherwise aren't adventuring.","Usually, downtime is a few minutes at the start of a session or a break between major chapters of an adventure. As with exploration, you might punctuate downtime with roleplaying or encounters when it's natural to do so.","This section describes ways to handle downtime and details several activities and considerations specific to downtime, such as cost of living, buying and selling goods, long-term rest, and retraining. Most other downtime activities are skill actions; a number of these common downtime activities and their associated skills are listed below. See the relevant skills in Chapter 4 for details.",{"type":"list","items":["{@action Craft} ({@skill Crafting})","{@action Earn Income} ({@skill Crafting}, {@skill Lore}, {@skill Performance})","{@action Treat Disease} ({@skill Medicine})","{@action Create Forgery} ({@skill Society})","{@action Subsist} ({@skill Society}, {@skill Survival})"]},"{@b Stakes:} None to low. Downtime is the counterpart to adventuring and covers low-risk activities.","{@b Time Scale:} Downtime can last days, weeks, months, or years in the game world in a few minutes of real time.","{@b Actions and Reactions:} If you need to use actions and reactions, switch to exploration or encounter mode.","A creature that can't act is unable to perform most downtime activities, but it can take long-term rest.",{"type":"pf2-h3","page":500,"name":"Playing out a Downtime Day","entries":["At the start of a given day of downtime, have all the players declare what their characters are trying to accomplish that day. You can then resolve one character's efforts at a time (or group some characters together, if they are cooperating on a single project). Some activities, such as Earning Income, require only a simple roll and some embellishment from you and the player. Other activities are more involved, incorporating encounters or exploration. You can call on the players to play out their downtime activities in any order, though it's often best to do the simplest ones first. Players who aren't part of a more involved activity might have time to take a break from the table while the more complex activities are played out.","Characters can undertake their daily preparations if they want, just as they would on a day of exploration. Ask players to establish a standard set of preparations, and you can assume the characters go through the same routine every day unless their players say otherwise.",{"type":"pf2-h4","page":500,"name":"Cooperation","entries":["Multiple characters can cooperate on the same downtime task. If it's a simple task that requires just one check, such as a party Subsisting as they await rescue on a desert island, one character rolls the necessary check while everyone else Aids that character. If it's a complex task, assume all of them are working on different parts of it at one time, so all their efforts count toward its completion. For example, a party might collaborate to build a theater, with one character drawing up architectural plans, one doing manual labor, and one talking to local politicians and guilds."],"source":"CRB"},{"type":"pf2-h4","page":500,"name":"Checks","entries":["Some downtime activities require rolls, typically skill checks. Because these rolls represent the culmination of a series of tasks over a long period, players can't use most abilities or spells that manipulate die rolls, such as activating a magic item to gain a bonus or casting a fortune spell to roll twice. Constant benefits still apply, though, so someone might invest a magic item that gives them a bonus without requiring activation. You might make specific exceptions to this rule. If something could apply constantly, or so often that it might as well be constant, it's more likely to be used for downtime checks; for instance {@feat Assurance} could apply."],"source":"CRB"}],"source":"CRB"},{"type":"pf2-h3","page":501,"name":"Longer Periods of Downtime","entries":["Running downtime during a long time off—like several weeks, months, or even years—can be more challenging.","However, it's also an opportunity for the characters to progress toward long-term plans rather than worrying about day-to-day activities. Because so much time is involved, characters don't roll a check for each day. Instead, they deal with a few special events, average out the rest of the downtime, and pay for their cost of living.",{"type":"pf2-h4","page":501,"name":"Events","entries":["After the characters state what they want to achieve in their downtime, select a few standout events for each of them—usually one event for a period of a week or a month, or four events for a year or longer. These events should be tailored to each character and their goals, and they can serve as hooks for adventures or plot development.","Though the following examples of downtime events all involve Earning Income, you can use them to spark ideas for other activities. A character using Perform to Earn Income could produce a commanding performance of a new play for visiting nobility. Someone using {@skill Crafting} might get a lucrative commission to craft a special item. A character with Lore might have to research a difficult problem that needs a quick response.","PCs who want to do things that don't correspond to a specific downtime activity should still experience downtime events; you just choose the relevant skill and DC. For example, if a character intends to build their own library to house their books on magic, you might decide setting the foundation and organizing the library once construction is finished are major events. The first could be a {@skill Crafting} check, and the second an {@skill Arcana} or Library Lore check."],"source":"CRB"},{"type":"pf2-h4","page":501,"name":"Average Progress","entries":["For long periods of downtime, you might not want to roll for every week, or even every month. Instead, set the level for one task using the lowest level the character can reliably find in the place where they spend their downtime (see Difficulty Classes on page 503 for more on setting task levels). If the character fails this check, you might allow them to try again after a week (or a month, if you're dealing with years of downtime). Don't allow them to roll again if they succeeded but want to try for a critical success, unless they do something in the story of the game that you think makes it reasonable to allow a new roll.","The events you include during a long stretch of downtime should typically feature higher-level tasks than the baseline. For instance, a character Earning Income with Sailing Lore for 4 months might work at a port doing 1st-level tasks most of the time, but have 1 week of 3rd-level tasks to account for busy periods. You'll normally have the player roll once for the time they spent at 1st-level tasks and once for the week of 3rd-level tasks."],"source":"CRB"}],"source":"CRB"},{"type":"pf2-h3","page":502,"name":"Cost of Living","entries":["For short periods of downtime, characters are usually just passing through a settlement or spending a bit of time there. They can use the prices for inn stays and meals found on page 294. For long stretches of downtime, use the values on {@table Cost of Living||Table 6–16: Cost of Living} on the same page. Deduct these costs from a character's funds after they gain any money from their other downtime activities.","A character can live off the land instead, but each day they do, they typically use the Subsist activity (page 240) to the exclusion of any other downtime activity."],"source":"CRB"},{"type":"pf2-h3","page":502,"name":"Buying and Selling","entries":["After an adventure yields a windfall, the characters might have a number of items they want to sell. Likewise, when they're flush with currency, they might want to stock up on gear. It usually takes 1 day of downtime to sell off a few goods or shop around to buy a couple items. It can take longer to sell off a large number of goods, expensive items, or items that aren't in high demand.","This assumes the characters are at a settlement of decent size during their downtime. In some cases, they might spend time traveling for days to reach bigger cities.","As always, you have final say over what sort of shops and items are available.","An item can usually be purchased at its full Price and sold for half its Price. Supply and demand adjusts these numbers, but only occasionally."],"source":"CRB"},{"type":"pf2-h3","page":502,"name":"Long-Term Rest","entries":["Each full 24-hour period a character spends resting during downtime allows them to recover double what they would for an 8-hour rest (as listed on page 499). They must spend this time resting in a comfortable and secure location, typically in bed.","If they spend significantly longer in bed rest—usually from a few days to a week of downtime—they recover from all damage and most nonpermanent conditions. Characters affected by diseases, long-lasting poisons, or similar afflictions might need to continue attempting saves during downtime. Some curses, permanent injuries, and other situations that require magic or special care to remove don't end automatically during long-term rest."],"source":"CRB"},{"type":"pf2-h3","page":502,"name":"Retraining","entries":["The retraining rules on page 481 allow a player to change some character choices, but they rely on you to decide whether the retraining requires a teacher, how long it takes, if it has any associated costs, and if the ability can be retrained at all. It's reasonable for a character to retrain most choices, and you should allow them. Only choices that are truly intrinsic to the character, like a sorcerer's bloodline, should be off limits without extraordinary circumstances.","Try to make retraining into a story. Use NPCs the character already knows as teachers, have a character undertake intense research in a mysterious old library, or ground the retraining in the game's narrative by making it the consequence of something that happened to the character in a previous session.",{"type":"pf2-h4","page":502,"name":"Time","entries":["Retraining a feat or skill increase typically takes a week. Class features that require a choice can also be retrained but take longer: at least a month, and possibly more. Retraining might take even longer if it would be especially physically demanding or require travel, lengthy experimentation, or in-depth research, but usually you won't want to require more than a month for a feat or skill, or 4 months for a class feature.","A character might need to retrain several options at once. For instance, retraining a skill increase might mean they have skill feats they can no longer use, and so they'll need to retrain those as well. You can add all this retraining time together, then reduce the total a bit to represent the cohesive nature of the retraining."],"source":"CRB"},{"type":"pf2-h4","page":502,"name":"Instruction and Cost","entries":["The rules abstract the process of learning new things as you level up—you're learning on the job—but retraining suggests that the character works with a teacher or undergoes specific practice to retrain. If you want, you can entirely ignore this aspect of retraining, but it does give an opportunity to introduce (or reintroduce) NPCs and further the game's story. You can even have one player character mentor another, particularly when it comes to retraining skills.","Any costs to retraining should be pretty minor—about as much as a PC could gain by Earning Income over the same period of time. The costs are mostly there to make the training feel appropriate within the context of the story, not to consume significant amounts of the character's earnings. A teacher might volunteer to work without pay as a reward for something the character has already done, or simply ask for a favor in return."],"source":"CRB"},{"type":"pf2-h4","page":502,"name":"Disallowed Options","entries":["While some character options can't normally be retrained, you can invent ways for a character to retrain even these—special rituals, incredible quests, or the perfect tutor. For example, ability scores can't normally be retrained, as that can unbalance the game. But not all players necessarily want to exploit the system—maybe a player simply wants to swap an ability boost between two low stats. In situations like this, you could let them spend a few months working out or studying to reassign an ability boost."],"source":"CRB"}],"source":"CRB"}],"source":"CRB"}],"data":{"quickref":5},"source":"CRB"},{"type":"section","page":489,"name":"Running a Game Session","entries":["A campaign happens over a series of sessions. Each session is usually several hours long, with multiple encounters, some exploration, and possibly downtime. Your session can be compared to an episode of a TV show; it should include some twists, turns, and changes, and end leaving people excited about what comes next.",{"type":"pf2-h3","page":489,"name":"Planning a Session","entries":["One of the greatest challenges in gaming is scheduling a time for everyone to get together and play. Often, this responsibility falls on you as the GM, since you're the one who has to prepare your game between sessions. Many games have a set schedule, such as once per week, once every 2 weeks, or once per month. The less frequently your group meets, the better notes and recaps you'll need to keep everyone on the same page.","Plan a time for everybody will arrive, and also try to set a time when playing the game will begin. This can make it easier for everyone to finish chatting, catching up, and eating in a timely fashion so you can start playing the game. Having an end time in mind is also fairly important. A typical game session lasts about 4 hours, though some groups hold 2-hour sessions or play marathon games. Less than 2 hours usually isn't enough time to get much done in most Pathfinder campaigns. If your session will be longer than 2 hours, plan out some 15-minute breaks (in addition to bathroom and beverage breaks, which players can take as needed)."],"source":"CRB"},{"type":"pf2-h3","page":490,"name":"Starting a Session","entries":["Once everyone is ready, get everyone's attention and cover the following topics. These are in a rough order that you can change based on your group's style or a session's needs.",{"type":"list","items":["Recap what happened during the previous sessions.","Establish where the characters are at the beginning of this session. Have they been resting since their last challenge? Are they in a hallway, preparing to raid the next room of a dungeon? Tell players whether their characters had time to rest or recover since the last session.","Remind players that they each have 1 Hero Point at the start of the session ({@quickref here||4|rewards|1}).","Establish goals. The players should have an idea of what they want to do next. Reestablish any goals the group already had, then let the players weigh in on whether these goals still apply, and on whether there's anything else they hope to accomplish in this session.","Commence adventuring! Decide which mode of play you're going to start in, then lead off with a verbal prompt to get the action started. You might ask a question related to a particular character, have everyone immediately roll initiative as a monster attacks, or briefly describe the environment and sensations that surround the player characters, allowing them to react."]}],"source":"CRB"},{"type":"pf2-h3","page":490,"name":"Running a Session","entries":["During a session, you're in charge of keeping the game's action moving, managing the different modes of play, fielding questions, and making rules decisions. You'll also want to keep a rough eye on the time, so you can end when most convenient for the group.","You're the interface between the rules and the imagined world you and the other players share. They will ask you questions, and they'll act based on their own assumptions. It's up to you to establish what's true in the world, but you don't do this unilaterally. You're informed by the setting's backstory, your preparations, and the suggestions and assumptions the other players bring to the table. Keep in mind that until you announce something, your own plans are subject to change. For example, if you originally intended the owner of a tavern to be kindly and well-intentioned, but a player misreads her and invents an interesting conspiracy theory regarding her intentions that sounds fun, you might convert the tavern owner into an agent of evil after all.","You'll also determine when PCs and foes need to attempt checks, as well as the consequences of those rolls. This comes up most often outside of encounters, as encounters are more regimented about when checks happen and how they are resolved. In an encounter, a player can usually determine their own character's turn, with you chiming in only to say whether an attack hits or if something in the environment requires a character to attempt a check.",{"type":"pf2-h4","page":490,"name":"The Spotlight","entries":["As you run the game, keep track of who has the spotlight. It can be easy to keep attention on the most outgoing player or character, but you need to check in with all the players. If a player hasn't contributed in some time, stop and ask, \"What's your character doing at this point?\" If the player's not sure, add a detail or nonplayer character to the scene that the player might find interesting."],"source":"CRB"},{"type":"pf2-h4","page":490,"name":"Distractions and Interrupting","entries":["Maintaining the players' attention keeps a game moving and leads to memorable moments when everyone's in the same zone. Too many interruptions break the flow. This is fine in moderation. Distractions become a problem if they're too frequent, as they cause people to miss things and make misinformed decisions as the session becomes disconnected. Yet every game includes breaks—sometimes intentional, sometimes not—and digressions. Finding the right balance of diversions for your group is essential.","A game is a social gathering, so there's definitely a place for conversation that's not directly related to playing the game. These interruptions become a problem if they're too frequent, or if people are talking over others. If a player repeatedly interrupts you or other people or undercuts every crucial moment of the game with a joke, talk to them about limiting their comments to appropriate times. Often, all you need to do is hold up your hand or otherwise indicate that the player is talking out of turn to delay them until after you or another speaker finishes talking.","Phones and other mobile devices are another major source of distraction. Banning them entirely is often impractical—many players use apps to roll dice or manage their character sheets, or they need to answer texts from their partner, check in on a work project, or otherwise stay connected with people who rely on them. However, you can set ground rules against using a device for anything that's not time-sensitive or game-related, such as refreshing social media, checking the score of a hockey game, playing a mobile game, or answering a non-urgent text. You can relax these rules for players when their characters are \"offstage.\" If a player's character isn't in a scene, that might be a good time for the player to use a mobile device."],"source":"CRB"}],"source":"CRB"},{"type":"pf2-brown-box","page":491,"name":"OFF-SESSION GAMING","entries":["Session play with a full group isn't the only way to play Pathfinder. Finding opportunities to expand on the game outside of its regular schedule can keep your group engaged between sessions.","You can get together with a single player to run a mini-session for their character, covering a mission that's important to their story but doesn't concern the rest of the group. You and the players can work out what their characters do during solid stretches of downtime via e-mail or chat messages. You can also give players opportunities to collaborate on details of the story, like having a player design a heraldic symbol for the adventuring group or map out their home base. You might even decide to award a Hero Point at the next session to a player for events that happened outside a session.","Some events aren't suitable for handling outside of sessions. Any event that strongly affects a character whose player isn't present should be handled at the table when everyone can attend. It's also helpful to recap events that took place outside of the session for all characters so no one feels excluded or lost."],"source":"CRB"},{"type":"pf2-h3","page":491,"name":"Adjudicating the Rules","entries":["As the GM, you are responsible for solving any rules disputes. Remember that keeping your game moving is more important than being 100% correct. Looking up rules at the table can slow the game down, so in many cases it's better to make your best guess rather than scour the book for the exact rule. (It can be instructive to look those rules up during a break or after the session, though!)","To make calls on the fly, use the following guidelines, which are the same principles the game rules are based on. You might want to keep printouts of these guidelines and the DC guidelines (page 503) for quick reference.",{"type":"list","items":["If you don't know how long a quick task takes, go with 1 action, or 2 actions if a character shouldn't be able to perform it three times per round.","If you're not sure what action a task uses, look for the most similar basic action. If you don't find one, make up an undefined action (page XXX) adding any necessary traits (usually attack, concentrate, manipulate, or move).","When two sides are opposed, have one roll against the other's DC. Don't have both sides roll (initiative is the exception to this rule). The character who rolls is usually the one acting (except in the case of saving throws).","If an effect raises or lowers chances of success, grant a +1 circumstance bonus or a –1 circumstance penalty.","If you're not sure how difficult a significant challenge should be, use the DC for the party's level.","If you're making up an effect, creatures should be incapacitated or killed on only a critical success (or for a saving throw, on a critical failure).","If you don't know what check to use, pick the most appropriate skill. If no other skill applies to a check to Recall Knowledge, use an appropriate Lore skill (usually at an untrained proficiency rank).","Use the characters' daily preparations as the time to reset anything that lasts roughly a day.","When a character accomplishes something noteworthy that doesn't have rules for XP, award them XP for an accomplishment (10 to 30 XP, as described {@quickref here||4|rewards|1}).","When the PCs fail at a task, look for a way they might fail forward, meaning the story moves forward with a negative consequence rather than the failure halting progress entirely."]}],"source":"CRB"},{"type":"pf2-h3","page":492,"name":"Special Circumstances","entries":["The player characters in your group will at times attempt tasks that should be easier or harder than the rules or adventure would otherwise lead you to expect, such as a PC Gathering Information in their hometown. In these cases, you can just apply a circumstance bonus or penalty. Usually, this is +1 or –1 for a minor but significant circumstance, but you can adjust this bonus or penalty to +2 or –2 for a major circumstance. The maximum bonus or penalty, +4 or –4, should apply only if someone has an overwhelming advantage or is trying something extremely unlikely but not quite impossible.","You can also add traits to actions. Let's say that during a fight, Seelah dips her sword into a brazier of hot coals before swinging it at an enemy with a weakness to fire. You could add the fire trait to this attack. A PC getting an advantage in this way should usually have to use an action to do so, so Seelah would get the benefit for one attack, but to do it again she'd need to bury her sword in the coals once more."],"source":"CRB"},{"type":"pf2-brown-box","page":492,"name":"SHARING RESPONSIBILITY","entries":["Just because you're the GM and ostensibly in charge doesn't mean you have to do all the extra work to make the campaign run. Some of the tasks described here, like scheduling games, taking notes, and giving recaps, can be delegated to other players. You might also have someone track initiative or the Hit Points of the PCs' foes for you in encounters, or even run those foes if you have a large group and someone would rather do that than control a character of their own. It's also great when someone else can host a session, provide snacks for the group, or take on other responsibilities that aren't directly related to the game.","It's best to figure out a schedule of responsibilities when you're first setting up a game. Ask the players what they're willing to take on. If you start to feel overwhelmed partway through a campaign, you can revisit the topic and try out new options until you find a setup that's comfortable."],"source":"CRB"},{"type":"pf2-h3","page":492,"name":"Incorporating Additional Options","entries":["You might grant players access to additional rule or character options. If you feel confident that allowing a character to take a particular option will be a good addition to your game, then go for it! If you're uncertain or worried about a request, you don't have to allow it, and it's your call to make. However, try to meet players halfway or suggest alternatives. If you want to allow an option on a trial basis but are worried it might become a problem later, talk to the player beforehand and explain that you are tentatively allowing the option, but might change your mind later, after you see how the option can be used during play."],"source":"CRB"},{"type":"pf2-brown-box","page":492,"name":"PAIZO'S PUBLISHED ADVENTURES","entries":["You can purchase the following types of adventures at {@b {@link paizo.com|https://paizo.com}}, your local game store, or many book stores. If you want to acquire all the adventures in a given line, you can purchase a subscription at {@b {@link paizo.com|https://paizo.com}}.",{"type":"pf2-title","name":"Pathfinder Adventure Paths"},"Each monthly volume of a Pathfinder Adventure Path leads into the next as part of a greater story spanning multiple volumes. The first volume of each Adventure Path typically starts at 1st level, and each volume has a self-contained story that eventually leads to a big climax at the end of the final volume. Each volume also typically includes new monsters, rules, and details about the world.","Each Adventure Path has a different theme, and their settings range across the Inner Sea region and beyond.",{"type":"pf2-title","name":"Pathfinder Adventures"},"Pathfinder Adventures are standalone adventures that cover several levels of play. They're self-contained and typically have a unique structure or theme. You can play through a Pathfinder Adventure on its own or as part of your ongoing campaign—some make ideal side adventures for Adventure Paths that have similar themes.",{"type":"pf2-title","name":"Pathfinder Society Scenarios"},"Scenarios are the adventures used by the Pathfinder Society Roleplaying Guild; you can play them as part of the Pathfinder Society or on your own. Each takes about 4 to 5 hours to run, so you can tell a whole story in a short amount of time, but they're also part of a larger continuity and can be combined together to form the basis of a longer campaign."],"source":"CRB"}],"data":{"quickref":5},"source":"CRB"},{"type":"section","source":"GMG","page":39,"name":"Starting at a Higher Level","entries":["A typical campaign starts at 1st level, but you can start at a higher level if you choose. This can be especially satisfying for a one-shot or short campaign, or if your group wants to play a specific adventure made for higher-level groups. The PCs should start at the same level. They simply make a 1st-level character, then level it up the number of times needed to reach the starting level.","The {@table Character Wealth|CRB} table indicates how much currency and what common items of various levels the character should start with. Let the players choose their own items and spend their currency on common items as well if they choose. This table gives them fewer items than they might have had if they had gained items through adventuring, balancing the fact that they can choose what items they want."],"data":{"quickref":5}}]}]}} \ No newline at end of file +{"reference":{"bookref-quick":{"name":"Quick Reference","id":"bookref-quick","contents":[{"name":"Character Creation","headers":["Animal Companions","Archetypes","Character Creation","Characters With Disabilities","Familiars","Leveling Up"]},{"name":"Items & Equipment","headers":["Activating Items","Animals","Armor","Carrying and Using Items","Coins and Currency","Constant Abilities","Creating a Personal Staff","Formulas","Investing Magic Items","Item Damage","Item Level","Items and Sizes","Price","Runes","Scrolls","Services","Shields","Shoddy Items","Staves","Wands","Weapons","Wearing Tools"]},{"name":"Spells","headers":["Cantrips","Casting Spells","Disbelieving Illusions","Durations","Focus Spells","Hostile Actions","Identifying Spells","Innate Spells","Ranges, Areas, and Targets","Reading Spells","Rituals","Saving Throws","Setting Triggers","Spell Attacks","Spell Slots","Walls"]},{"name":"Playing the Game","headers":["Actions","Afflictions","Checks","Concealment and Invisibility","Condition Values","Conditions","Counteracting","Cover","Damage","Downtime Mode","Effects","Encounter Mode","Exploration Mode","Flanking","Game Conventions","Hero Points","Hit Points, Healing, and Dying","Making Choices","Movement","Overriding Conditions","Perception","Special Checks","Specific Checks"]},{"name":"Game Mastering","headers":["Difficulty Classes","Drugs","Environment","Hazards","Planning a Campaign","Preparing an Adventure","Rewards","Running Modes of Play","Running a Game Session","Starting at a Higher Level"]}]}},"data":{"bookref-quick":[{"type":"entries","entries":[{"type":"section","page":214,"name":"Animal Companions","entries":["An animal companion is a loyal comrade who follows your orders without you needing to use Handle an Animal on it. Your animal companion has the {@trait animal} and {@trait minion} traits, and it gains 2 actions during your turn if you use the {@action Command an Animal} action to command it; this is in place of the usual effects of {@action Command an Animal}. If your companion dies, you can spend a week of downtime to replace it at no cost. You can have only one animal companion at a time.",{"type":"pf2-h3","page":214,"name":"Riding Animal Companions","entries":["You or an ally can ride your animal companion as long as it is at least one size larger than the rider. If it is carrying a rider, the animal companion can use only its land Speed, and it can't move and Support you on the same turn. However, if your companion has the mount special ability, it's especially suited for riding and ignores both of these restrictions."],"source":"CRB"},{"type":"pf2-h3","page":214,"name":"Young Animal Companions","entries":["The following are the base statistics for a young animal companion, the first animal companion most characters get. You make adjustments to these statistics depending on the type of animal you choose. As you gain levels, you might make further adjustments as your companion becomes more powerful. An animal companion has the same level you do. Animal companions calculate their modifiers and DCs just as you do with one difference: the only item bonuses they can benefit from are to speed and AC (their maximum item bonus to AC is +2)."],"data":{"quickrefIndex":true},"source":"CRB"},{"type":"pf2-h4","page":214,"name":"Proficiencies","entries":["Your animal companion uses your level to determine its proficiency bonuses. It's trained in its unarmed attacks, unarmored defense, barding, all saving throws, Perception, {@skill Acrobatics}, and {@skill Athletics}. Animal companions can't use abilities that require greater Intelligence, such as Coerce or Decipher Writing, even if trained in the appropriate skill, unless they have a specialization that allows it."],"source":"CRB"},{"type":"pf2-h4","page":214,"name":"Ability Modifiers","entries":["An animal companion begins with base ability modifiers of {@b Str} +2, {@b Dex} +2, {@b Con} +1, {@b Int}–4, {@b Wis} +1, {@b Cha} +0. Each type has its own strengths and increases two of these modifiers by 1 each. These increases are already calculated into the stat blocks in Companion Types below."],"source":"CRB"},{"type":"pf2-h4","page":214,"name":"Hit Points","entries":["Your animal companion has ancestry Hit Points from its type, plus a number of Hit Points equal to 6 plus its Constitution modifier for each level you have."],"source":"CRB"},{"type":"pf2-h3","page":214,"name":"Mature Animal Companions","entries":["To advance a young animal companion to a mature animal companion (usually a result of one of your class feat choices), increase its Strength, Dexterity, Constitution, and Wisdom modifiers by 1. Increase its unarmed attack damage from one die to two dice (for instance 1d8 to 2d8), and its proficiency rank for Perception and all saving throws to expert. Increase its proficiency ranks in {@skill Intimidation}, {@skill Stealth}, and {@skill Survival} to trained, and if it was already trained in one of those skills from its type, increase its proficiency rank in that skill to expert. If your companion is Medium or smaller, it grows by one size."],"data":{"quickrefIndex":true},"source":"CRB"},{"type":"pf2-h3","page":214,"name":"Nimble Animal Companions","entries":["To advance a mature animal companion to a nimble animal companion, increase its Dexterity modifier by 2 and its Strength, Constitution, and Wisdom modifiers by 1. It deals 2 additional damage with its unarmed attacks. Increase its proficiency ranks in {@skill Acrobatics} to expert. It also learns the advanced maneuver for its type. Its attacks become magical for the purpose of ignoring resistances."],"data":{"quickrefIndex":true},"source":"CRB"},{"type":"pf2-h3","page":214,"name":"Savage Animal Companions","entries":["To advance a mature animal companion to a savage animal companion, increase its Strength modifier by 2 and its Dexterity, Constitution, and Wisdom modifiers by 1. It deals 3 additional damage with its unarmed attacks. Increase its proficiency rank in {@skill Athletics} to expert. It also learns the advanced maneuver for its type. If your companion is Medium or smaller, it grows by one size. Its attacks become magical for the purpose of ignoring resistances."],"data":{"quickrefIndex":true},"source":"CRB"},{"type":"pf2-h3","page":214,"name":"Companion Types","entries":["The species of animal you choose is called your {@filter companion's type|companionsfamiliars||Type=Companion}. Each {@filter companion type|companionsfamiliars||Type=Companion} has its own statistics. The Size entry indicates your companion's starting size as a young animal companion. Following the size entry are the companion's unarmed attacks, and then its ability modifiers. The Hit Points entry indicates the companion's ancestry Hit Points. The Skill entry indicates an additional trained skill your companion has. The Senses entry lists your companion's special senses. The Speed entry gives your companion's Speeds. The Special entry, if present, lists any other special abilities your companion has, for example whether it often serves as a mount and is particularly appropriate for mounted classes, such as the champion.","The Support Benefit entry indicates a special benefit you gain by {@action Command an Animal||Commanding the Animal} to use the Support action (see below). The Advanced Maneuver entry indicates a powerful new action your companion learns how to use if it becomes a nimble or savage animal companion."],"source":"CRB"},{"type":"pf2-h3","page":217,"name":"Specialized Animal Companions","entries":["Specialized animal companions are more intelligent and engage in more complex behaviors. The first time an animal gains a specialization, it gains the following: Its proficiency rank for unarmed attacks increases to expert. Its proficiency ranks for saving throws and Perception increase to master.","Increase its Dexterity modifier by 1 and its Intelligence modifier by 2. Its unarmed attack damage increases from two dice to three dice, and it increases its additional damage with unarmed attacks from 2 to 4 or from 3 to 6.","Each specialization grants additional benefits. Most animal companions can have only one specialization.",{"type":"pf2-h4","page":217,"name":"Ambusher","entries":["In your companion's natural environment, it can use a {@action Sneak} action even if it's currently observed. Its proficiency rank in {@skill Stealth} increases to expert (or master if it was already an expert from its type), and its Dexterity modifier increases by 1. Its proficiency rank for unarmored defense increases to expert."],"source":"CRB"},{"type":"pf2-h4","page":217,"name":"Bully","entries":["Your companion terrorizes foes with dominance displays and pushes them around the battlefield. Its proficiency ranks for {@skill Athletics} and {@skill Intimidation} increase to expert (or master if it was already expert from its type), its Strength modifier increases by 1, and its Charisma modifier increases by 3."],"source":"CRB"},{"type":"pf2-h4","page":217,"name":"Daredevil","entries":["Your companion joins the fray with graceful leaps and dives.","It gains the {@classFeature deny advantage|barbarian||3} ability, so it isn't {@condition flat-footed} to hidden, undetected, or flanking creatures unless such a creature's level is greater than yours. Its proficiency rank in {@skill Acrobatics} increases to master, and its Dexterity modifier increases by 1. Its proficiency rank in unarmored defense increases to expert."],"source":"CRB"},{"type":"pf2-h4","page":217,"name":"Racer","entries":["Your companion races. It gains a +10-foot status bonus to its Speed, swim Speed, or fly Speed (your choice). Its proficiency in Fortitude saves increases to legendary, and its Constitution modifier increases by 1."],"source":"CRB"},{"type":"pf2-h4","page":217,"name":"Tracker","entries":["Your companion is an incredible tracker. It can move at full Speed while following tracks. Its proficiency rank in {@skill Survival} increases to expert (or master if it was already an expert from its type), and its Wisdom modifier increases by 1."],"source":"CRB"},{"type":"pf2-h4","page":217,"name":"Wrecker","entries":["Your companion smashes things. Its unarmed attacks ignore half an object's Hardness. Its {@skill Athletics} proficiency increases to master, and its Strength modifier increases by 1."],"source":"CRB"}],"data":{"quickrefIndex":true},"source":"CRB"}],"data":{"quickref":1},"source":"CRB"},{"type":"section","page":219,"name":"Archetypes","entries":["Applying an archetype requires you to select archetype feats instead of class feats. Start by finding the archetype that best fits your character concept, and select the archetype's dedication feat using one of your class feat choices. Once you have the dedication feat, you can select any feat from that archetype in place of a class feat as long as you meet its prerequisites. The archetype feat you select is still subject to any selection restrictions on the class feat it replaces. For example, if you gained an ability at 6th level that granted you a 4th-level class feat with the dwarf trait, you could swap out that class feat only for an archetype feat of 4th level or lower with the dwarf trait. Archetype feats you gain in place of a class feat are called archetype class feats.","Occasionally, an archetype feat works like a skill feat instead of a class feat. These archetype feats have the skill trait, and you select them in place of a skill feat, otherwise following the same rules above. These are not archetype class feats (for instance, to determine the number of Hit Points you gain from the Fighter Resiliency archetype feat).","Each archetype's dedication feat represents a certain portion of your character's time and focus, so once you select a dedication feat for an archetype, you must satisfy its requirements before you can gain another dedication feat. Typically, you satisfy an archetype dedication feat by gaining a certain number of feats from the archetype's list. You cannot retrain a dedication feat as long as you have any other feats from that archetype.","Sometimes an archetype feat lets you gain another feat, such as the alchemist's basic concoction. You must always meet the prerequisites of the feat you gain in this way.","Two special kinds of archetypes are designated by the class and multiclass traits. The archetypes in this book are all multiclass archetypes.",{"type":"pf2-h3","page":219,"name":"Multiclass Archetypes","entries":["Archetypes with the multiclass trait represent diversifying your training into another class's specialties. You can't select a multiclass archetype's dedication feat if you are a member of the class of the same name (for instance, a fighter can't select the Fighter Dedication feat)."],"source":"CRB"},{"type":"pf2-h3","page":219,"name":"Class Archetypes","entries":["Archetypes with the class trait represent a fundamental divergence from your class's specialties, but one that exists within the context of your class. You can select a class archetype only if you are a member of the class of the same name. Class archetypes always alter or replace some of a class's static class features, in addition to any new feats they offer. It may be possible to take a class archetype at 1st level if it alters or replaces some of the class's initial class features.","In that case, you must take that archetype's dedication feat at 2nd level, and after that you proceed normally. You can never have more than one class archetype."],"source":"CRB"},{"type":"pf2-h4","page":219,"name":"Spellcasting Archetypes","alias":["Spellcasting Benefits"],"entries":["Some archetypes grant you a substantial degree of spellcasting, albeit delayed compared to a character from a spellcasting class. In this book, the spellcasting archetypes are bard, cleric, druid, sorcerer, and wizard, the multiclass archetypes for the five main spellcasting classes, but future books might introduce spellcasting archetypes that aren't multiclass archetypes.","A spellcasting archetype allows you to use scrolls, staves, and wands in the same way that a member of a spellcasting class can.","Spellcasting archetypes always grant the ability to cast cantrips in their dedication, and then they have a basic spellcasting feat, an expert spellcasting feat, and a master spellcasting feat. These feats share their name with the archetype; for instance, the wizard's master spellcasting feat is called Master Wizard Spellcasting.","All spell slots you gain from spellcasting archetypes have restrictions depending on the archetype; for instance, the bard archetype grants you spell slots you can use only to cast occult spells from your bard repertoire, even if you are a sorcerer with occult spells in your sorcerer repertoire.","{@b Basic Spellcasting Feat:} Usually available at 4th level, these feats grant a 1st-level spell slot. At 6th level, they grant you a 2nd-level spell slot, and if you have a spell repertoire, you can select one spell from your repertoire as a signature spell. At 8th level, they grant you a 3rd-level spell slot. Archetypes refer to these benefits as the \"basic spellcasting benefits.\"","{@b Expert Spellcasting Feat:} Typically taken at 12th level, these feats make you an expert in spell attack rolls and DCs of the appropriate magical tradition and grant you a 4th-level spell slot. If you have a spell repertoire, you can select a second spell from your repertoire as a signature spell. At 14th level, they grant you a 5th-level spell slot, and at 16th level, they grant you a 6th-level spell slot. Archetypes refer to these benefits as the \"expert spellcasting benefits.\"","{@b Master Spellcasting Feat:} Usually found at 18th level, these feats make you a master in spell attack rolls and DCs of the appropriate magical tradition and grant you a 7th-level spell slot. If you have a spell repertoire, you can select a third spell from your repertoire as a signature spell. At 20th level, they grant you an 8th-level spell slot. Archetypes refer to these benefits as the \"master spellcasting benefits.\""],"data":{"quickrefIndex":true},"source":"CRB"},"{@note To view all Archetypes, please view the {@filter Archetypes page.|archetypes||source=CRB}}"],"data":{"quickref":1},"source":"CRB"},{"type":"section","page":19,"name":"Character Creation","entries":["Unless you're the GM, the first thing you need to do when playing Pathfinder is create your character. It's up to you to imagine your character's past experiences, personality, and worldview, and this will set the stage for your roleplaying during the game. You'll use the game's mechanics to determine your character's ability to perform various tasks and use special abilities during the game.","This section provides a step-by-step guide for creating a character using the Pathfinder rules, preceded by a guide to help you understand ability scores. These scores are a critical part of your character, and you will be asked to make choices about them during many of the following steps. The steps of character creation are presented in a suggested order, but you can complete them in whatever order you prefer.","Many of the steps on pages 21 –28 instruct you to fill out fields on your character sheet. The character sheet is shown on pages 24 –25; you can find a copy in the back of this book or online as a free pdf. The character sheet is designed to be easy to use when you're actually playing the game—but creating a character happens in a different order, so you'll move back and forth through the character sheet as you go through the character creation process. Additionally, the character sheet includes every field you might need, even though not all characters will have something to put in each field. If a field on your character sheet is not applicable to your character, just leave that field blank.","All the steps of character creation are detailed on the following pages; each is marked with a number that corresponds to the sample character sheet on pages 24 –25, showing you where the information goes. If the field you need to fill out is on the third or fourth page of the character sheet, which aren't shown, the text will tell you.","If you're creating a higher-level character, it's a good idea to begin with the instructions here, then turn to page 29 for instructions on leveling up characters.",{"type":"pf2-h3","page":19,"name":"The Six Ability Scores","entries":["One of the most important aspects of your character is their ability scores. These scores represent your character's raw potential and influence nearly every other statistic on your character sheet. Determining your ability scores is not done all at once, but instead happens over several steps during character creation.","Ability scores are split into two main groups: physical and mental. Strength, Dexterity, and Constitution are physical ability scores, measuring your character's physical power, agility, and stamina. In contrast, Intelligence, Wisdom, and Charisma are mental ability scores and measure your character's learned prowess, awareness, and force of personality.","Excellence in an ability score improves the checks and statistics related to that ability, as described below. When imagining your character, you should also decide what ability scores you want to focus on to give you the best chance at success.",{"type":"pf2-h4","page":19,"name":"Strength","entries":["Strength measures your character's physical power.","Strength is important if your character plans to engage in hand-to-hand combat. Your Strength modifier gets added to melee damage rolls and determines how much your character can carry."],"source":"CRB"},{"type":"pf2-h4","page":19,"name":"Dexterity","entries":["Dexterity measures your character's agility, balance, and reflexes. Dexterity is important if your character plans to make attacks with ranged weapons or use stealth to surprise foes. Your Dexterity modifier is also added to your character's AC and Reflex saving throws."],"source":"CRB"},{"type":"pf2-h4","page":19,"name":"Constitution","entries":["Constitution measures your character's overall health and stamina. Constitution is an important statistic for all characters, especially those who fight in close combat.","Your Constitution modifier is added to your Hit Points and Fortitude saving throws."],"source":"CRB"},{"type":"pf2-h4","page":19,"name":"Intelligence","entries":["Intelligence measures how well your character can learn and reason. A high Intelligence allows your character to analyze situations and understand patterns, and it means they can become trained in additional skills and might be able to master additional languages."],"source":"CRB"},{"type":"pf2-h4","page":19,"name":"Wisdom","entries":["Wisdom measures your character's common sense, awareness, and intuition. Your Wisdom modifier is added to your Perception and Will saving throws."],"source":"CRB"},{"type":"pf2-h4","page":19,"name":"Charisma","entries":["Charisma measures your character's personal magnetism and strength of personality. A high Charisma score helps you influence the thoughts and moods of others."],"source":"CRB"}],"source":"CRB"},{"type":"pf2-h3","page":20,"name":"Ability Score Overview","entries":["Each ability score starts at 10, representing human average, but as you make character choices, you'll adjust these scores by applying ability boosts, which increase a score, and ability flaws, which decrease a score. As you build your character, remember to apply ability score adjustments when making the following decisions.","{@b Ancestry:} Each ancestry provides ability boosts, and sometimes an ability flaw. If you are taking any voluntary flaws, apply them in this step (see the sidebar on page 24).","{@b Background:} Your character's background provides two ability boosts.","{@b Class:} Your character's class provides an ability boost to the ability score most important to your class, called your key ability score.","{@b Determine Scores:} After the other steps, you apply four more ability boosts of your choice. Then, determine your ability modifiers based on those scores.",{"type":"pf2-h4","page":20,"name":"Ability Boosts","entries":["An ability boost normally increases an ability score's value by 2. However, if the ability score to which you're applying an ability boost is already 18 or higher, its value increases by only 1. At 1st level, a character can never have any ability score that's higher than 18.","When your character receives an ability boost, the rules indicate whether it must be applied to a specific ability score or to one of two specific ability scores, or whether it is a \"free\" ability boost that can be applied to any ability score of your choice. However, when you gain multiple ability boosts at the same time, you must apply each one to a different score. Dwarves, for example, receive an ability boost to their Constitution score and their Wisdom score, as well as one free ability boost, which can be applied to any score other than Constitution or Wisdom."],"source":"CRB"},{"type":"pf2-h4","page":20,"name":"Ability Flaws","entries":["Ability flaws are not nearly as common in Pathfinder as ability boosts. If your character has an ability flaw—likely from their ancestry—you decrease that ability score by 2."],"source":"CRB"},{"type":"pf2-brown-box","page":20,"name":"ALTERNATIVE METHOD: ROLLING ABILITY SCORES","entries":["The standard method of generating ability scores that's described above works great if you want to create a perfectly customized, balanced character. But your GM may decide to add a little randomness to character creation and let the dice decide what kind of character the players are going to play. In that case, you can use this alternative method to generate your ability scores. Be warned—the same randomness that makes this system fun also allows it to sometimes create characters that are significantly more (or less) powerful than the standard ability score system and other Pathfinder rules assume.","If your GM opts for rolling ability scores, follow these alternative steps, ignoring all other instructions and guidelines about applying ability boosts and ability flaws throughout the character generation process.",{"type":"pf2-title","name":"STEP 1: ROLL AND ASSIGN SCORES"},"Roll four 6-sided dice (4d6) and discard the lowest die result.","Add the three remaining results together and record the sum.","(For example, if you rolled a 2, 4, 5, and 6, you would discard the 2 and your total would be 15.) Repeat this process until you've generated six such values. Decide which value you want for each of your ability scores.",{"type":"pf2-title","name":"STEP 2: ASSIGN ABILITY BOOSTS AND ABILITY FLAWS"},"Apply the ability boosts your character gains from their ancestry, but your character gets one fewer free ability boost than normal. If your character's ancestry has any ability flaws, apply those next. Finally, apply one ability boost to one of the ability scores specified in the character's background (you do not get the other free ability boost).","These ability boosts cannot raise a score above 18. If this would happen, you can put the ability boost into another ability score instead, as if it were a free ability boost, or you can put it into an ability score of 17 to reach 18 and lose the excess increase.",{"type":"pf2-title","name":"STEP 3: RECORD SCORES AND MODIFIERS"},"Record the final scores and assign the ability modifiers according to {@table ABILITY MODIFIERS||Table 1–1}. When your character receives additional ability boosts at higher levels, you assign them as any character would."],"source":"CRB"}],"source":"CRB"},{"type":"pf2-h3","page":20,"name":"Ability Modifiers","entries":["Once you've finalized your ability scores, you can use them to determine your ability modifiers, which are used in most other statistics in the game. Find the score in {@table ABILITY MODIFIERS||Table 1–1: Ability Modifiers} to determine its ability modifier.",{"type":"data","tag":"table","name":"Ability Modifiers","source":"CRB"}],"source":"CRB"},{"type":"pf2-h2","page":21,"name":"Create a Concept","entries":["What sort of hero do you want to play? The answer to this question might be as simple as \"a brave warrior,\" or as complicated as \"the child of elven wanderers, but raised in a city dominated by humans and devoted to Sarenrae, goddess of the sun.\" Consider your character's personality, sketch out a few details about their past, and think about how and why they adventure. You'll want to peruse Pathfinder's available ancestries, backgrounds, and classes. The summaries on pages 22 –23 might help you match your concept with some of these basic rule elements. Before a game begins, it's also a good idea for the players to discuss how their characters might know each other and how they'll work together throughout the course of their adventures.","There are many ways to approach your character concept.","Once you have a good idea of the character you'd like to play, move on to Step 2 to start building your character.",{"type":"pf2-h3","page":21,"name":"Ancestry, Background, Class, or Details","entries":["If one of Pathfinder's character ancestries, backgrounds, or classes particularly intrigues you, it's easy to build a character concept around these options. The summaries of ancestries and classes on pages 22 –23 give a brief overview of these options (full details appear in Chapters 2 and 3, respectively). Each ancestry also has several heritages that might refine your concept further, such as a human with an elf or orc parent, or an arctic or woodland elf. Additionally, the game has many backgrounds to choose from, representing your character's upbringing, their family's livelihood, or their earliest profession. Backgrounds are detailed later in Chapter 2, beginning on page 60.","Building a character around a specific ancestry, background, or class can be a fun way to interact with the world's lore. Would you like to build a typical member of your character's ancestry or class, as described in the relevant entry, or would you prefer to play a character who defies commonly held notions about their people?","For example, you could play a dwarf with a wide-eyed sense of wonder and a zest for change, or a performing rogue capable of amazing acrobatic feats but with little interest in sneaking about.","You can draw your concept from any aspect of a character's details. You can use roleplaying to challenge not only the norms of Pathfinder's fictional world, but even real-life societal norms. Your character might challenge gender notions, explore cultural identity, have a disability, or any combination of these suggestions. Your character can live any life you see fit."],"source":"CRB"},{"type":"pf2-h3","page":21,"name":"Faith","entries":["Perhaps you'd like to play a character who is a devout follower of a specific deity. Pathfinder is a rich world with myriad faiths and philosophies spanning a wide range, from Cayden Cailean, the Drunken Hero of good-hearted adventuring; to Desna, the Song of Spheres and goddess of dreaming and the stars; to Iomedae, the Inheritor, goddess of honor, justice, and rulership. Pathfinder's major deities appear on pages 437–440. Your character might be so drawn to a particular faith that you decide they should be a champion or cleric of that deity; they might instead be a lay worshipper who applies their faith's teachings to daily life, or simply the child of devout parents."],"source":"CRB"},{"type":"pf2-brown-box","page":21,"name":"ANCESTRIES AND CLASSES","entries":["Each player takes a different approach to creating a character. Some want a character who will fit well into the story, while others look for a combination of abilities that complement each other mechanically. You might combine these two approaches. There is no wrong way!","When you turn the page, you'll see a graphical representation of ancestries and classes that provide at-aglance information for players looking to make the most of their starting ability scores. In the ancestries overview on page 22, each entry lists which ability scores it boosts, and also indicates any ability flaws the ancestry might have.","You can find more about ability boosts and ability flaws in Ability Scores on page 20.","The summaries of the classes on pages 22 –23 list each class's key ability score—the ability score used to calculate the potency of many of their class abilities. Characters receive an ability boost in that ability score when you choose their class. This summary also lists one or more secondary ability scores important to members of that class.","Keep in mind a character's background also affects their ability scores, though there's more flexibility in the ability boosts from backgrounds than in those from classes. For descriptions of the available backgrounds, see pages 60–64."],"source":"CRB"},{"type":"pf2-h3","page":21,"name":"Your Allies","entries":["You might want to coordinate with other players when forming your character concept. Your characters could have something in common already; perhaps they are relatives, or travelers from the same village. You might discuss mechanical aspects with the other players, creating characters whose combat abilities complement each other. In the latter case, it can be helpful for a party to include characters who deal damage, characters who can absorb damage, and characters who can provide healing.","However, Pathfinder's classes include a lot of choices, and there are many options for building each type of character, so don't let these broad categories restrict your decisions."],"source":"CRB"},{"type":"pf2-tips-box","page":21,"name":"CHARACTER SHEET","entries":["Once you've developed your character's concept, jot down a few sentences summarizing your ideas under the Notes section on the third page of your character sheet. Record any of the details you've already decided, such as your character's name, on the appropriate lines on the first page."],"source":"CRB"}],"step":"1","source":"CRB"},{"type":"pf2-h2","page":21,"name":"Start Building Ability Scores","entries":["At this point, you need to start building your character's ability scores. See the overview of ability scores on pages 19 –20 for more information about these important aspects of your character and an overview of the process.","Your character's ability scores each start at 10, and as you select your ancestry, background, and class, you'll apply ability boosts, which increase a score by 2, and ability flaws, which decrease a score by 2. At this point, just note a 10 in each ability score and familiarize yourself with the rules for ability boosts and flaws on page 20. This is also a good time to identify which ability scores will be most important to your character. See The Six Ability Scores on page 19 and the class summaries on pages 22 –23 for more information."],"step":"2","source":"CRB"},{"type":"pf2-h2","page":21,"name":"Select an Ancestry","entries":["Select an ancestry for your character. The ancestry summaries on page 22 provide an overview of Pathfinder's core ancestry options, and each is fully detailed in Chapter 2. Ancestry determines your character's size, Speed, and languages, and contributes to their Hit Points.","Each also grants ability boosts and ability flaws to represent the ancestry's basic capabilities.","You'll make four decisions when you select your character's ancestry:",{"type":"list","items":["Pick the ancestry itself.","Assign any free ability boosts and decide if you are taking any voluntary flaws.","Select a heritage from those available within that ancestry, further defining the traits your character was born with.","Choose an ancestry feat, representing an ability your hero learned at an early age."]},{"type":"pf2-tips-box","page":21,"name":"CHARACTER SHEET","entries":["Write your character's ancestry and heritage in the appropriate space at the top of your character sheet's first page. Adjust your ability scores, adding 2 to an ability score if you gained an ability boost from your ancestry, and subtracting 2 from an ability score if you gained an ability flaw from your ancestry. Note the number of Hit Points your character gains from their ancestry—you'll add more to this number later. Finally, in the appropriate spaces, record your character's size, Speed, and languages. If your character's ancestry provides them with special abilities, write them in the appropriate spaces, such as {@ability darkvision} in the Senses"],"source":"CRB"}],"step":"3","source":"CRB"},{"type":"pf2-h2","page":21,"name":"Pick a Background","entries":["Your character's background might represent their upbringing, an aptitude they've been honing since their youth, or another aspect of their life before they became an adventurer. Character backgrounds appear in Chapter 2, starting on page 60. They typically provide two ability boosts (one that can be applied to either of two specific ability scores, and one that is free), training in a specific skill, training in a Lore skill, and a specific skill feat.",{"type":"pf2-tips-box","page":21,"name":"CHARACTER SHEET","entries":["Record your character's background in the space at the top of the first page of your character sheet. Adjust your ability scores, adding 2 to an ability score if you gained an ability boost from your background. Record the skill feat the background provides in the Skill Feat section of your character sheet's second page. On the first page, check the \"T\" box next to the name of the specific skill and for one Lore skill to indicate your character is trained, then write the name of the Lore skill granted by your background."],"source":"CRB"}],"step":"4","source":"CRB"},{"type":"pf2-h2","page":21,"name":"Choose a Class","entries":["At this point, you need to decide your character's class.","A class gives your character access to a suite of heroic abilities, determines how effectively they fight, and governs how easily they can shake off or avoid certain harmful effects. Each class is fully detailed in Chapter 3, but the summaries on pages 22 –23 provide an overview of each and tells you which ability scores are important when playing that class.","You don't need to write down all of your character's class features yet. You simply need to know which class you want to play, which determines the ability scores that will be most important for your character.",{"type":"pf2-tips-box","page":21,"name":"CHARACTER SHEET","entries":["Write your character's class in the space at the top of the first page of your character sheet, then write \"1\" in the Level box to indicate that your character is 1st level. Next to the ability scores, note the class's key ability score, and add 2 to that ability score from the ability boost the class provides. Don't worry about recording the rest of your character's class features and abilities yet—you'll handle that in Step 7."],"source":"CRB"}],"step":"5","source":"CRB"},{"type":"pf2-h2","page":26,"name":"Determine Ability Scores","entries":[{"type":"pf2-sidebar","page":26,"name":"OPTIONAL: VOLUNTARY FLAWS","entries":["Sometimes, it's fun to play a character with a major flaw even if you're not playing an ancestry that imposes one. You can elect to take two additional ability flaws when applying the ability boosts and ability flaws from your ancestry. If you do, you can also apply one additional free ability boost. These ability flaws can be assigned to any ability score you like, but you can't apply more than one ability flaw to the same ability score during this step unless you apply both of the additional ability flaws to a score that is already receiving an ability boost during this step. In this case, the first ability flaw cancels the ability boost, and the second ability flaw decreases the score by 2. Likewise, as an exception to the normal rules for ability boosts, you can apply two free ability boosts to an ability score receiving an ability flaw during this step; the first ability boost cancels the ability flaw, and the second ability boost increases the score by 2. For example, a dwarf normally gets an ability boost to Constitution and Wisdom, along with an ability flaw to Charisma.","You could apply one ability flaw each to Intelligence and Strength, or you could apply both ability flaws to Wisdom. You could not apply either additional ability flaw to Charisma, though, because it is already receiving dwarves' ability flaw during this step."],"source":"CRB"},"Now that you've made the main mechanical choices about your character, it's time to finalize their ability scores. Do these three things:",{"type":"list","items":["First, make sure you've applied all the ability boosts and ability flaws you've noted in previous steps (from your ancestry, background, and class).","Then, apply four more ability boosts to your character's ability scores, choosing a different ability score for each and increasing that ability score by 2.","Finally, record your starting ability scores and ability modifiers, as determined using {@table ABILITY MODIFIERS||Table 1–1: Ability Modifiers}."]},"Remember that each ability boost adds 2 to the base score of 10, and each ability flaw subtracts 2. You should have no ability score lower than 8 or higher than 18.",{"type":"pf2-tips-box","page":26,"name":"CHARACTER SHEET","entries":["Write your character's starting ability scores in the box provided for each. Record the ability modifier for each ability score in the box to the left of the ability's name."],"source":"CRB"}],"step":"6","source":"CRB"},{"type":"pf2-h2","page":26,"name":"Record Class Details","entries":["Now, record all the benefits and class features that your character receives from the class you've chosen. While you've already noted your key ability score, you'll want to be sure to record the following class features.",{"type":"pf2-sidebar","page":27,"name":"SPELLS AND SPELLCASTING","entries":["Most classes can learn to cast a few focus spells, but the bard, cleric, druid, sorcerer, and wizard all gain spellcasting—the ability to cast a wide variety of spells.","If your character's class grants spells, you should take time during Step 7 to learn about the spells they know and how to cast them. The fourth page of the character sheet provides space to note your character's magic tradition and their proficiency rank for spell attack rolls and spell DCs. It also gives ample space to record the spells in your character's repertoire or spellbook, or that you prepare frequently. Each class determines which spells a character can cast, how they are cast, and how many they can cast in a day, but the spells themselves and detailed rules for spellcasting are located in Chapter 7."],"source":"CRB"},{"type":"list","items":["To determine your character's total starting Hit Points, add together the number of Hit Points your character gains from their ancestry (chosen in Step 2) and the number of Hit Points they gain from their class.","The Initial Proficiencies section of your class entry indicates your character's starting proficiency ranks in a number of areas. Choose which skills your character is trained in and record those, along with the ones set by your class. If your class would make you trained in a skill you're already trained in (typically due to your background), you can select another skill to become trained in.","See the class advancement table in your class entry to learn the class features your character gains at 1st level—but remember, you already chose an ancestry and background. Some class features require you to make additional choices, such as selecting spells."]},{"type":"pf2-tips-box","page":26,"name":"CHARACTER SHEET","entries":["Write your character's total Hit Points on the first page of your character sheet. Use the proficiency fields (the boxes marked \"T,\" \"E,\" \"M,\" and \"L\") on your character sheet to record your character's initial proficiencies in Perception, saving throws, and the skills granted by their class; mark \"T\" if your character is trained, or \"E\" if your character is expert. Indicate which additional skills you chose for your character to be trained in by marking the \"T\" proficiency box for each skill you selected. Likewise, record your character's their armor proficiencies in the Armor Class section at the top of the first page and their weapon proficiencies at the bottom of the first page. Record all other class feats and abilities on the second page. Don't worry yet about finalizing any values for your character's statistics—you'll handle that in Step 9."],"source":"CRB"}],"step":"7","source":"CRB"},{"type":"pf2-h2","page":27,"name":"Buy Equipment","entries":["At 1st level, your character has 15 gold pieces (150 silver pieces) to spend on armor, weapons, and other basic equipment. Your character's class lists the types of weapons and armor with which they are trained (or better!). Their weapons determine how much damage they deal in combat, and their armor influences their Armor Class; these calculations are covered in more detail in Step 10. Don't forget essentials such as food and traveling gear! For more on the available equipment and how much it costs, see Chapter 6.",{"type":"pf2-tips-box","page":27,"name":"CHARACTER SHEET","entries":["Once you've spent your character's starting wealth, calculate any remaining gp, sp, and cp they might still have and write those amounts in Inventory on the second page. Record your character's weapons in the Melee {@action Strike||Strikes} and Ranged {@action Strike||Strikes} sections of the first page, depending on the weapon, and the rest of their equipment in the Inventory section on your character sheet's second page. You'll calculate specific numbers for melee {@action Strike||Strikes} and ranged {@action Strike||Strikes} with the weapons in Step 9 and for AC when wearing that armor in Step 10."],"source":"CRB"}],"step":"8","source":"CRB"},{"type":"pf2-h2","page":27,"name":"Calculate Modifiers","entries":["With most of the big decisions for your character made, it's time to calculate the modifiers for each of the following statistics. If your proficiency rank for a statistic is trained, expert, master, and legendary, your bonus equals your character's level plus another number based on the rank (2, 4, 6, and 8, respectively). If your character is untrained, your proficiency bonus is +0.",{"type":"pf2-h3","page":27,"name":"Perception","entries":["Your character's Perception modifier measures how alert they are. This modifier is equal to their proficiency bonus in Perception plus their Wisdom modifier. For more about Perception, see page 448."],"source":"CRB"},{"type":"pf2-h3","page":27,"name":"Saving Throws","entries":["For each kind of saving throw, add your character's Fortitude, Reflex, or Will proficiency bonus (as appropriate) plus the ability modifier associated with that kind of saving throw. For Fortitude saving throws, use your character's Constitution modifier. For Reflex saving throws, use your character's Dexterity modifier. For Will saving throws, use your character's Wisdom modifier. Then add in any bonuses or penalties from abilities, feats, or items that always apply (but not modifiers, bonuses, or penalties that apply only in certain situations). Record this number on the line for that saving throw."],"source":"CRB"},{"type":"pf2-h3","page":27,"name":"Melee Strikes and Ranged Strikes","entries":["Next to where you've written your character's melee and ranged weapons, calculate the modifier to Strike with each weapon and how much damage that Strike deals. The modifier for a Strike is equal to your character's proficiency bonus with the weapon plus an ability modifier (usually Strength for melee {@action Strike||Strikes} and Dexterity for ranged {@action Strike||Strikes}).","You also add any item bonus from the weapon and any other permanent bonuses or penalties. You also need to calculate how much damage each weapon's Strike deals.","Melee weapons usually add your character's Strength modifier to damage rolls, while ranged weapons might add some or all of your character's Strength modifier, depending on the weapon's traits. See the weapon entries in Chapter 6 for more information."],"source":"CRB"},{"type":"pf2-h3","page":28,"name":"Skills","entries":["In the second box to the right of each skill name on your character sheet, there's an abbreviation that reminds you of the ability score tied to that skill. For each skill in which your character is trained, add your proficiency bonus for that skill (typically +3 for a 1st-level character) to the indicated ability's modifier, as well as any other applicable bonuses and penalties, to determine the total modifier for that skill. For skills your character is untrained in, use the same method, but your proficiency bonus is +0."],"source":"CRB"},{"type":"pf2-tips-box","page":28,"name":"CHARACTER SHEET","entries":["For Perception and saving throws, write your proficiency bonus and the appropriate ability modifier in the boxes provided, then record the total modifier in the large space.","Record the proficiency bonuses, ability modifiers, and total modifiers for your melee {@action Strike||Strikes} and ranged {@action Strike||Strikes} in the box after the name of each weapon, and put the damage for each in the space below, along with the traits for that attack. For skills, record the relevant ability modifier and proficiency bonus in the appropriate box for each skill, and then write the total skill modifiers in the spaces to the left.","If your character has any modifiers, bonuses, or penalties from feats or abilities that always apply, add them into the total modifiers. For ones that apply only in certain situations, note them next to the total modifiers."],"source":"CRB"}],"step":"9","source":"CRB"},{"type":"pf2-h2","page":28,"name":"Finishing Details","entries":["Now add the following details to your character sheet in the appropriate spaces.",{"type":"pf2-h3","page":28,"name":"Alignment","entries":["Your character's alignment is an indicator of their morality and personality. There are nine possible alignments in Pathfinder, as shown on Table 1 –2: The Nine Alignments. If your alignment has any components other than neutral, your character gains the traits of those alignment components. This might affect the way various spells, items, and creatures interact with your character.","Your character's alignment is measured by two pairs of opposed values: the axis of good and evil and the axis of law and chaos. A character who isn't committed strongly to either side is neutral on that axis. Keep in mind that alignment is a complicated subject, and even acts that might be considered good can be used for nefarious purposes, and vice versa. The GM is the arbiter of questions about how specific actions might affect your character's alignment.","If you play a champion, your character's alignment must be one allowed for their deity and cause (pages 437–440 and 106–107), and if you play a cleric, your character's alignment must be one allowed for their deity (pages 437–440).",{"type":"pf2-h4","page":29,"name":"Good and Evil","entries":["Your character has a good alignment if they consider the happiness of others above their own and work selflessly to assist others, even those who aren't friends and family. They are also good if they value protecting others from harm, even if doing so puts the character in danger. Your character has an evil alignment if they're willing to victimize others for their own selfish gain, and even more so if they enjoy inflicting harm. If your character falls somewhere in the middle, they're likely neutral on this axis."],"source":"CRB"},{"type":"pf2-h4","page":29,"name":"Law and Chaos","entries":["Your character has a lawful alignment if they value consistency, stability, and predictability over flexibility.","Lawful characters have a set system in life, whether it's meticulously planning day-to-day activities, carefully following a set of official or unofficial laws, or strictly adhering to a code of honor. On the other hand, if your character values flexibility, creativity, and spontaneity over consistency, they have a chaotic alignment—though this doesn't mean they make decisions by choosing randomly.","Chaotic characters believe that lawful characters are too inflexible to judge each situation by its own merits or take advantage of opportunities, while lawful characters believe that chaotic characters are irresponsible and flighty.","Many characters are in the middle, obeying the law or following a code of conduct in many situations, but bending the rules when the situation requires it. If your character is in the middle, they are neutral on this axis."],"source":"CRB"},{"type":"pf2-h4","page":29,"name":"Changing Alignment","entries":["Alignment can change during play as a character's beliefs change, or as you realize that your character's actions reflect a different alignment than the one on your character sheet. In most cases, you can just change their alignment and continue playing. However, if you play a cleric or champion and your character's alignment changes to one not allowed for their deity (or cause, for champions), your character loses some of their class abilities until they atone (as described in the class)."],"source":"CRB"}],"source":"CRB"},{"type":"pf2-h3","page":29,"name":"Deity","entries":["Write down the deity your character worships, if any.","Champions and clerics must worship a deity. See pages 437–440 for more about Pathfinder's deities."],"source":"CRB"},{"type":"pf2-h3","page":29,"name":"Age","entries":["Decide your character's age and note it on the third page of the character sheet. The description for your character's ancestry in Chapter 2 gives some guidance on the age ranges of members of that ancestry. Beyond that, you can play a character of whatever age you like. There aren't any mechanical adjustments to your character for being particularly old, but you might want to take it into account when considering your starting ability scores and future advancement. Particularly young characters can change the tone of some of the game's threats, so it's recommended that characters are at least young adults."],"source":"CRB"},{"type":"pf2-h3","page":29,"name":"Gender and Pronouns","entries":["Characters of all genders are equally likely to become adventurers. Record your character's gender, if applicable, and their pronouns on the third page of the character sheet."],"source":"CRB"},{"type":"pf2-h3","page":29,"name":"Class DC","entries":["A class DC sets the difficulty for certain abilities granted by your character's class. This DC equals 10 plus their proficiency bonus for their class DC (+3 for most 1st-level characters) plus the modifier for the class's key ability score."],"source":"CRB"},{"type":"pf2-h3","page":29,"name":"Hero Points","entries":["Your character usually begins each game session with 1 Hero Point, and you can gain additional Hero Points during sessions by performing heroic deeds or devising clever strategies. Your character can use Hero Points to gain certain benefits, such as staving off death or rerolling a d20. See page 467 for more about Hero Points."],"source":"CRB"},{"type":"pf2-h3","page":29,"name":"Armor Class (AC)","entries":["Your character's Armor Class represents how difficult they are to hit in combat. To calculate your AC, add 10 plus your character's Dexterity modifier (up to their armor's Dexterity modifier cap; page 274), plus their proficiency bonus with their armor, plus their armor's item bonus to AC and any other permanent bonuses and penalties."],"source":"CRB"},{"type":"pf2-h3","page":29,"name":"Bulk","entries":["Your character's maximum Bulk determines how much weight they can comfortably carry. If they're carrying a total amount of Bulk that exceeds 5 plus their Strength modifier, they are encumbered. A character can't carry a total amount of Bulk that exceeds 10 plus their Strength modifier. The Bulk your character is carrying equals the sum of all of their items; keep in mind that 10 light items make up 1 Bulk. You can find out more about Bulk in Chapter 6: Equipment."],"source":"CRB"}],"step":"10","source":"CRB"}],"data":{"quickref":1},"source":"CRB"},{"type":"section","page":487,"name":"Characters With Disabilities","entries":["A player might want to create a character with a disability, or their character might end up with a disability over the course of play. Work with the player to find ways to respectfully represent the disability. Conditions such as blinded and deafened aren't a good fit for a character who has been living with a disability long-term. Here are suggestions for rules you might use for PCs with disabilities.",{"type":"pf2-h3","name":"Blindness or Impaired Vision"},"A blind character can't detect anything using vision, critically fails {@skill Perception} checks requiring sight, is immune to {@trait visual} effects, and can't be {@condition blinded} or {@condition dazzled}. You might give this character the {@feat Blind-Fight (Fighter)||Blind-Fight} feat for free.","A character with impaired vision might take a –2 to –4 penalty to vision-based {@skill Perception} checks. {@item Basic Corrective Lenses|LOTGB|Spectacles} or {@filter other corrective devices|items||source=|type=|Subcategory=Vision} might reduce or remove this.",{"type":"pf2-h3","name":"Deafness or Being Hard of Hearing"},"A deaf character can't detect anything using hearing, critically fails {@skill Perception} checks that require hearing, and is immune to {@trait auditory} effects. They have enough practice to supply verbal components for casting spells and command components for activating magic items, but if they perform an action they're not accustomed to that involves auditory elements, they must succeed at a DC {@flatDC 5} flat check or the action is lost. It's best to give them the {@feat Sign Language} feat for free, and you might give them {@feat Read Lips} as well. You might give one or more other characters in the group {@feat Sign Language} for free as well.","A hard-of-hearing character might take a –2 to –4 penalty to {@skill Perception} checks that are hearing-based. {@filter Corrective devices for hearing|items||Subcategory=Hearing} are less common than spectacles are in a typical Pathfinder world.",{"type":"pf2-h3","name":"Missing Limb"},"Some magic items require certain limbs or other body parts. It's fine to allow an alternative form of the item, turning boots into bracers for a character without legs, for example.","A character with a missing hand or arm might need to spend 2 actions to {@action Interact} with an item that requires two hands, or otherwise compensate. Using a two-handed weapon is not possible. A character can acquire a {@filter prosthetic hand or arm|items||source=|type=|subcategory=prosthesis} to compensate.","Someone missing a foot or leg might take a small penalty to Speed, but can typically acquire a prosthetic to compensate. If they have no legs, they might use a {@filter wheelchair|items||source=|type=|subcategory=wheelchair}, a dependable mount, or levitation or flight magic.",{"type":"pf2-h3","name":"Mental Illness and Chronic Illness"},"Some disabilities, such as mental illness and chronic illnesses, are best left to the player to roleplay. Mental illness is an especially fraught topic, with a history of insensitive portrayal. Be careful about the intentions of the player and the impact the presentation might have on other players."],"data":{"quickref":1},"source":"CRB"},{"type":"section","page":217,"name":"Familiars","entries":["Familiars are mystically bonded creatures tied to your magic. Most familiars were originally animals, though the ritual of becoming a familiar makes them something more. You can choose a Tiny animal you want as your familiar, such as a bat, cat, raven, or snake. Some familiars are different, usually described in the ability that granted you a familiar; for example, a druid's leshy familiar is a Tiny plant instead of an animal, formed from a minor nature spirit.","Familiars have the minion trait (page 634), so during an encounter, they gain 2 actions in a round if you spend an action to command them. If your familiar dies, you can spend a week of downtime to replace it at no cost.","You can have only one familiar at a time.",{"type":"pf2-h3","page":217,"name":"Modifiers and AC","entries":["Your familiar's save modifiers and AC are equal to yours before applying circumstance or status bonuses or penalties. Its Perception, {@skill Acrobatics}, and {@skill Stealth} modifiers are equal to your level plus your spellcasting ability modifier (Charisma if you don't have one, unless otherwise specified). If it attempts an attack roll or other skill check, it uses your level as its modifier. It doesn't have or use its own ability modifiers and can never benefit from item bonuses."],"source":"CRB"},{"type":"pf2-h3","page":217,"name":"Hit Points","entries":["Your familiar has 5 Hit Points for each of your levels."],"source":"CRB"},{"type":"pf2-h3","page":218,"name":"Size","entries":["Your familiar is Tiny."],"source":"CRB"},{"type":"pf2-h3","page":218,"name":"Senses","entries":["Your familiar has {@ability low-light vision} and can gain additional senses from familiar abilities. It can communicate empathically with you as long as it's within 1 mile of you, sharing emotions. It doesn't understand or speak languages normally, but it can gain speech from a familiar ability."],"source":"CRB"},{"type":"pf2-h3","page":218,"name":"Movement","entries":["Your familiar has either a Speed of 25 feet or a swim Speed of 25 feet (choose one upon gaining the familiar).","It can gain other movement types from familiar abilities."],"source":"CRB"},{"type":"pf2-h3","page":218,"name":"Familiar and Master Abilities","entries":["Each day, you channel your magic into two abilities, which can be either familiar or master abilities. If your familiar is an animal that naturally has one of these abilities (for instance, an owl has a fly Speed), you must select that ability. Your familiar can't be an animal that naturally has more familiar abilities than your daily maximum familiar abilities.",{"type":"pf2-h4","page":218,"name":"Familiar Abilities","entries":[{"type":"pf2-options","style":"pf2-p text-indent-subsequent block","items":[{"name":"Amphibious","entries":["It gains a swim Speed of 25 feet (or Speed of 25 feet if it already has a swim Speed)."]},{"name":"Burrower","entries":["It gains a burrow Speed of 5 feet, allowing it to dig Tiny holes."]},{"name":"Climber","entries":["It gains a climb Speed of 25 feet."]},{"name":"Damage Avoidance","entries":["Choose one type of save. It takes no damage when it succeeds at that type of save; this doesn't prevent effects other than damage."]},{"name":"Darkvision","entries":["It gains {@ability darkvision}."]},{"name":"Fast Movement","entries":["Increase one of the familiar's Speeds from 25 feet to 40 feet."]},{"name":"Flier","entries":["It gains a fly Speed of 25 feet."]},{"name":"Kinspeech","entries":["It can understand and speak with animals of the same species. To select this, your familiar must be an animal, it must have the speech ability, and you must be at least 6th level."]},{"name":"Lab Assistant","entries":["It can use your Quick Alchemy action. You must have Quick Alchemy, and your familiar must be in your space. This has the same cost and requirement as if you used it. It must have the manual dexterity ability to select this."]},{"name":"Manual Dexterity","entries":["It can use up to two of its limbs as if they were hands to use manipulate actions."]},{"name":"Scent","entries":["It gains {@ability scent} (imprecise, 30 feet)."]},{"name":"Speech","entries":["It understands and speaks a language you know."]}]}],"source":"CRB"},{"type":"pf2-h4","page":218,"name":"Master Abilities","entries":[{"type":"pf2-options","style":"pf2-p text-indent-subsequent block","items":[{"name":"Cantrip Connection","entries":["You can prepare an additional cantrip, or if you have a repertoire, instead designate a cantrip to add to your repertoire every time you select this ability; you can retrain it but can't otherwise change it. You must be able to prepare cantrips or add them to your repertoire to select this."]},{"name":"Extra Reagents","entries":["Your familiar grows extra infused reagents on or in its body. You gain an additional batch of infused reagents. You must have the infused reagents ability to select this ability."]},{"name":"Familiar Focus","entries":["Once per day, your familiar can use 2 actions with the {@trait concentrate} to regain 1 Focus Point, up to your usual maximum You must have a focus pool to select this."]},{"name":"Lifelink","entries":["If your familiar would be reduced to 0 HP by damage, as a reaction with the {@trait concentrate}, you can take the damage. If you do, you take all the damage and your familiar takes none. However, if special effects when a hit damages your familiar (such as snake venom) still apply to your familiar."]},{"name":"Spell Battery","entries":["You gain one additional spell slot at least 3 levels lower than your highest-level spell slot; you must be able to cast 4th-level spells using spell slots to select this master ability."]},{"name":"Spell Delivery","entries":["If your familiar is in your space, you can cast a spell with a range of touch, transfer its power to your familiar, and command the familiar to deliver the spell. If you do, the familiar uses its 2 actions for the round to move to a target of your choice and touch that target. If it doesn't reach the target to touch it this turn, the spell has no effect."]}]}],"source":"CRB"}],"source":"CRB"}],"data":{"quickref":1},"source":"CRB"},{"type":"section","page":31,"name":"Leveling Up","entries":["The world of Pathfinder is a dangerous place, and your character will face terrifying beasts and deadly traps on their journey into legend. With each challenge resolved, a character earns Experience Points (XP) that allow them to increase in level. Each level grants greater skill, increased resiliency, and new capabilities, allowing your character to face even greater challenges and go on to earn even more impressive rewards.","Each time your character reaches 1,000 Experience Points, their level increases by 1. On your character sheet, indicate your character's new level beside the name of their class, and deduct 1,000 XP from their XP total. If you have any Experience Points left after this, record them—they count toward your next level, so your character is already on their way to advancing yet again!","Next, return to your character's class entry. Increase your character's total Hit Points by the number indicated for your class. Then, take a look at the class advancement table and find the row for your character's new level.","Your character gains all the abilities listed for that level, including new abilities specific to your class and additional benefits all characters gain as they level up.","For example, all characters gain four ability boosts at 5th level and every 5 levels thereafter.","You can find all the new abilities specific to your class, including class feats, right in your class entry, though you can also use class feats to take an archetype (page 219).","Your character's class entry also explains how to apply any ability boosts and skill increases your character gains.","If they gain an ancestry feat, head back to the entry for your character's ancestry in Chapter 2 and select another ancestry feat from the list of options. If they gain a skill increase, refer to Chapter 4 when deciding which skill to apply it to. If they gain a general feat or a skill feat, you can choose from the feats listed in Chapter 5. If they can cast spells, see the class entry for details on adding spell slots and spells. It's also a good idea to review your character's spells in Chapter 7 and see if there are heightened versions they can now cast.","Once you've made all your choices for your character's new level, be sure to go over your character sheet and adjust any values that have changed. At a bare minimum, your proficiency bonuses all increase by 1 because you've gained a level, so your AC, attack rolls, Perception, saving throws, skill modifiers, spell attack rolls, and class DC all increase by at least 1. You might need to change other values because of skill increases, ability boosts, or class features that either increase your proficiency rank or increase other statistics at certain levels. If an ability boost increases your character's Constitution modifier, recalculate their maximum Hit Points using their new Constitution modifier (typically this adds 1 Hit Point per level). If an ability boost increases your character's Intelligence modifier, they become trained in an additional skill and language.","Some feats grant a benefit based on your level, such as Toughness, and these benefits are adjusted whenever you gain a level as well.","You can perform the steps in the leveling-up process in whichever order you want. For example, if you wanted to take the skill feat Intimidating Prowess as your skill feat at 10th level, but your character's Strength score was only 14, you could first increase their Strength score to 16 using the ability boosts gained at 10th level, and then take Intimidating Prowess as a skill feat at the same level.",{"type":"pf2-h3","page":31,"name":"Leveling-Up Checklist","entries":["Every time you gain a level, make sure you do each of the following:",{"type":"list","items":["Increase your level by 1 and subtract 1,000 XP from your XP total.","Increase your maximum Hit Points by the amount listed in your class entry in Chapter 3.","Add class features from your class advancement table, including ability boosts and skill increases.","Select feats as indicated on your class advancement table. For ancestry feats, see Chapter 2. For class feats, see your class entry in Chapter 3. For general feats and skill feats, see Chapter 5.","Add spells and spell slots if your class grants spellcasting. See Chapter 7 for spells.","Increase all of your proficiency bonuses by 1 from your new level, and make other increases to your proficiency bonuses as necessary from skill increases or other class features. Increase any other statistics that changed as a result of ability boosts or other abilities.","Adjust bonuses from feats and other abilities that are based on your level."]}],"source":"CRB"}],"data":{"quickref":1},"source":"CRB"}]},{"type":"entries","entries":[{"type":"section","page":532,"name":"Activating Items","entries":["Some items produce their effects only when used properly in the moment. Others always offer the same benefits as their mundane counterparts when worn, but have magical abilities you can gain by further spending actions. Either case requires you to use the Activate an Item activity. {@action Activate an Item||Activating an Item} works much like {@action Cast a Spell||Casting a Spell}, in that the activity takes a variable number of actions and can have different components depending on how you Activate the Item. This information appears in the item's Activate entry.","If an item is used up when activated, as is the case for consumable items, its Activate entry appears toward the top of the stat block. For permanent items with activated abilities, the Activate entry is a paragraph in the description. Activations are not necessarily magical—for instance, drinking an alchemical elixir isn't usually a magical effect.",{"type":"data","tag":"action","name":"Activate an Item","source":"CRB"},{"type":"pf2-brown-box","page":532,"name":"DISRUPTING ACTIVATIONS","entries":["Some abilities and effects can disrupt the process of {@action Activate an Item||Activating an Item}. If something disrupts your item activation, you fail to Activate the Item and lose the actions you committed. If the item can be activated only a certain number of times per day, the failed activation still counts against that limit. If an item requires you to spend actions to Sustain an Activation and one of those actions is disrupted, the item's effect ends."],"source":"CRB"},{"type":"pf2-h3","page":533,"name":"Activation Components","entries":["An item's activate entry lists the components required to activate its abilities. Each component adds certain traits to the Activate an Item activity, and some components have special requirements. The components that appear in this book are listed below.",{"type":"pf2-h4","page":533,"name":"Command","entries":["This component is a specific utterance you must make in a loud and strong voice. Activate an Item gains the auditory and {@trait concentrate}s. You must be able to speak to provide this component."],"source":"CRB"},{"type":"pf2-h4","page":533,"name":"Envision","entries":["This component is a specific image or phenomenon you need to imagine. Activate an Item gains the {@trait concentrate}."],"source":"CRB"},{"type":"pf2-h4","page":533,"name":"Interact","entries":["This component works like the Interact basic action.","Activate an Item gains the manipulate trait and requires you to use your hands, just like with any Interact action."],"source":"CRB"},{"type":"pf2-h4","page":533,"name":"Cast a Spell","entries":["If an item lists \"{@action Cast a Spell}\" after \"Activate,\" the activation requires you to use the {@action Cast a Spell} activity (described on page 302) to Activate the Item. This happens when the item replicates a spell. You must have a spellcasting class feature to Activate an Item with this activation component.","If the item can be used for a specific spell, the action icon for that spell is provided. If it's an item like a staff, which can be used for many spells, the icon is omitted, and you must refer to each spell to determine which actions you must spend to Activate the Item to cast it.","In this case, Activate an Item gains all the traits from the relevant components of the {@action Cast a Spell} activity."],"source":"CRB"}],"source":"CRB"},{"type":"pf2-h3","page":533,"name":"Limited Activations","entries":["Some items can be activated only a limited number of times per day, as described in the items. This limit is independent of any costs for activating the item. The limit resets during your daily preparations. The limit is inherent to the item, so if an ability that can be used only once per day is used, it doesn't refresh if another creature later invests or tries to activate the item."],"source":"CRB"},{"type":"pf2-brown-box","page":533,"name":"ITEM CATEGORIES","entries":["Items are grouped into the following categories, shown here with the page number where those items appear and a brief description of the category.",{"type":"list","items":["{@b {@filter Alchemical Items|items||source=CRB|category=Bomb;Poison;Elixir}} are powered by the reactions of alchemical reagents. Almost all alchemical items are consumable items that are used up when you activate them. This category includes bombs, elixirs (including mutagens), poisons, and alchemical tools.","{@b {@filter Ammunition|items||source=CRB|category=Ammunition}}, in Consumables, includes different types of magical arrows, crossbow bolts, and other types of ammunition.","{@b {@filter Apex Items|items||source=CRB|category=Apex}} are a subcategory of worn items of a high level that increase an ability score.","{@b {@filter Armor|items||source=CRB|category=armor}} includes the rules for basic magical armor as well as special suits of armor.","{@b {@filter Companion Items|items||source=CRB|category=companion}} are a category of worn items meant for animal companions and mounts.","{@b {@filter Consumables|items||source=CRB|category=consumable}} are used up when you activate them, and include ammunition, oils, potions, scrolls, and talismans, among others. Categories of items that are consumables but have specific rules, such as alchemical items, are presented separately.","{@b {@filter Held Items|items||source=CRB|category=held}} include a wide variety of items you use with your hands. This doesn't include more narrow categories of held items, such as weapons.","{@b {@filter Materials|items||source=CRB|category=material}} can be used to make items with unique properties and other advantages.","{@b {@filter Oils|items||source=CRB|category=oil}} are consumables applied to the surface of an object or person.","{@b {@filter Potions|items||source=CRB|category=potion}} are consumable magical liquids you drink to activate.","{@b {@filter Runes|items||source=CRB|category=rune}} modify armor and weapons when etched onto them. This section includes fundamental runes for weapons ({@item weapon potency (generic)||weapon potency} and {@item striking (generic)||striking}) and armor ({@item armor potency (generic)||armor potency} and {@item resilient (generic)||resilient}).","{@b {@filter Scrolls|items||source=CRB|category=scroll}} are consumables that allow spellcasters to cast more spells.","{@b {@filter Shields|items||source=CRB|category=shield}} include more durable shields and ones with special magical powers.","{@b {@filter Snares|items||source=CRB|category=snare}} are single-use traps typically made by rangers.","{@b {@filter Staves|items||source=CRB|category=staff}} provide flexible spellcasting options.","{@b {@filter Structures|items||source=CRB|category=structure}} include buildings, tents, and other larger items.","{@b {@filter Talismans|items||source=CRB|category=talisman}} are consumables that are affixed to items and then activated for a one-time combat or physical benefit.","{@b {@filter Wands|items||source=CRB|category=wand}} hold a spell of the crafter's choice, and can be used to repeatedly cast that spell.","{@b {@filter Weapons|items||source=CRB|category=weapon}} include the rules for basic magical weapons, weapons made from precious materials, and specific magic weapons.","{@b {@filter Worn Items|items||source=CRB|category=worn}} consist of a vast collection of clothing and other items you wear on your body."]}],"source":"CRB"},{"type":"pf2-h3","page":533,"name":"Sustaining Activations","entries":["Some items, once activated, have effects that can be sustained if you concentrate on them. This works much like the Sustain a Spell action (found on page 304). If an item's description states that you can sustain the effect, that effect lasts until the end of your turn in the round after you Activated the Item. You can use a Sustain an Activation action on that turn to extend the duration.",{"type":"data","tag":"action","name":"Sustain an Activation","source":"CRB"}],"source":"CRB"},{"type":"pf2-h3","page":534,"name":"Dismissing Activations","entries":["Some item effects can be dismissed, ending the duration early due to you or the target taking action. Dismissing an activation requires using the Dismiss action.",{"type":"data","tag":"action","name":"Dismiss","source":"CRB"}],"source":"CRB"}],"data":{"quickref":2},"source":"CRB"},{"type":"section","page":294,"name":"Animals","entries":["The Prices for animals are listed both for renting and for purchasing them outright. You usually need to pay for animal rentals up front, and if the vendor believes the animal might be put in danger, they typically require a deposit equal to the purchase Price. Most animals panic in battle. When combat begins, they become {@condition frightened||frightened 4} and {@condition fleeing} as long as they're {@condition frightened}. If you successfully {@action Command your Animal} using {@skill Nature}, you can keep it from fleeing, though this doesn't remove its frightened condition. If the animal is attacked or damaged, it returns to {@condition frightened||frightened 4} and {@condition fleeing}, with the same exceptions.","Warhorses and warponies are combat trained. They don't become {@condition frightened} or {@condition fleeing} during encounters in this way.",{"type":"data","tag":"table","name":"Animals","source":"CRB"},{"type":"pf2-h3","page":295,"name":"Barding","entries":["You can purchase special armor for animals, called barding (shown on {@table Barding||Table 6–18}). All animals have a trained proficiency rank in light barding, and combat-trained animals are trained in heavy barding. Barding uses the same rules as armor except for the following. The Price and Bulk of barding depend on the animal's size. Unlike for a suit of armor, barding's Strength entry is listed as a modifier, not a score. Barding can't be etched with magic runes, though special magical barding might be available.",{"type":"data","tag":"table","name":"Barding","source":"CRB"}],"source":"CRB"}],"data":{"quickref":2},"source":"CRB"},{"type":"section","page":274,"name":"Armor","entries":[{"type":"pf2-h2","page":274,"name":"Armor Class","entries":["Your {@b Armor Class} ({@b AC}) measures how well you can defend against attacks. When a creature attacks you, your Armor Class is the DC for that attack roll.",{"type":"pf2-inset","page":274,"entries":["Armor Class = 10 + Dexterity modifier (up to your armor's Dex Cap) + proficiency bonus + armor's item bonus to AC + other bonuses + penalties"],"source":"CRB"},"Use your proficiency bonus for the category (light, medium, or heavy) or the specific type of armor you're wearing. If you're not wearing armor, use your proficiency in unarmored defense."],"source":"CRB"},{"type":"pf2-h2","page":274,"name":"Donning and Removing Armor","entries":["Getting in and out of armor is time consuming—so make sure you're wearing it when you need it! Donning and removing armor are both activities involving many Interact actions. It takes 1 minute to don light armor, 5 minutes to don medium or heavy armor, and 1 minute to remove any armor."],"source":"CRB"},{"type":"pf2-h2","page":274,"name":"Armor Statistics","entries":["{@table Unarmored Defense||Table 6–3: Unarmored Defense} provides the statistics for the various forms of protection without wearing armor. {@table Armor||Table 6–4: Armor} provides the statistics for suits of armor that can be purchased and worn, organized by category. The columns in both tables provide the following statistics.",{"type":"pf2-h3","page":274,"name":"Category","entries":["The armor's category—unarmored, light armor, medium armor, or heavy armor—indicates which proficiency bonus you use while wearing the armor."],"source":"CRB"},{"type":"pf2-h3","page":274,"name":"AC Bonus","entries":["This number is the item bonus you add for the armor when determining Armor Class."],"source":"CRB"},{"type":"pf2-h3","page":274,"name":"Dexterity Modifier Cap (Dex Cap)","entries":["This number is the maximum amount of your Dexterity modifier that can apply to your AC while you are wearing a given suit of armor. For example, if you have a Dexterity modifier of +4 and you are wearing a suit of half plate, you apply only a +1 bonus from your Dexterity modifier to your AC while wearing that armor."],"source":"CRB"},{"type":"pf2-h3","page":274,"name":"Check Penalty","entries":["While wearing your armor, you take this penalty to Strength- and Dexterity-based skill checks, except for those that have the attack trait. If you meet the armor's Strength threshold (see Strength below), you don't take this penalty."],"source":"CRB"},{"type":"pf2-h3","page":274,"name":"Speed Penalty","entries":["While wearing a suit of armor, you take the penalty listed in this entry to your Speed, as well as to any other movement types you have, such as a climb Speed or swim Speed, to a minimum Speed of 5 feet. If you meet the armor's Strength threshold (see below), you reduce the penalty by 5 feet."],"source":"CRB"},{"type":"pf2-h3","page":274,"name":"Strength","entries":["This entry indicates the Strength score at which you are strong enough to overcome some of the armor's penalties. If your Strength is equal to or greater than this value, you no longer take the armor's check penalty, and you decrease the Speed penalty by 5 feet (to no penalty if the penalty was –5 feet, or to a –5-foot penalty if the penalty was –10 feet)."],"source":"CRB"},{"type":"pf2-h3","page":274,"name":"Bulk","entries":["This entry gives the armor's Bulk, assuming you're wearing the armor and distributing its weight across your body. A suit of armor that's carried or worn usually has 1 more Bulk than what's listed here (or 1 Bulk total for armor of light Bulk). An armor's Bulk is increased or decreased if it's sized for creatures that aren't Small or Medium in size, following the rules on page 295."],"source":"CRB"},{"type":"pf2-h3","page":274,"name":"Group","entries":["Each type of medium and heavy armor belongs to an armor group, which classifies it with similar types of armor. Some abilities reference armor groups, typically to grant armor specialization effects, which are described on page 275."],"source":"CRB"},{"type":"pf2-h3","page":274,"name":"Armor Traits","entries":["The traits for each suit of armor appear in this entry.","Armor can have the following traits.","{@b {@trait Bulwark}:} The armor covers you so completely that it provides benefits against some damaging effects. On Reflex saves to avoid a damaging effect, such as a {@spell fireball}, you add a +3 modifier instead of your Dexterity modifier.","{@b {@trait Comfort}:} The armor is so comfortable that you can rest normally while wearing it.","{@b {@trait Flexible}:} The armor is flexible enough that it doesn't hinder most actions. You don't apply its check penalty to {@skill Acrobatics} or {@skill Athletics} checks.","{@b {@trait Noisy}:} This armor is loud and likely to alert others to your presence when you're using the {@action Avoid Notice} exploration activity."],"source":"CRB"},{"type":"pf2-h3","page":275,"name":"Armor Specialization Effects","entries":["Certain class features can grant you additional benefits with certain armors. This is called an armor specialization effect. The exact effect depends on which armor group your armor belongs to, as listed below. Only medium and heavy armors have armor specialization effects.","{@b {@group Chain}:} The armor is so flexible it can bend with a critical hit and absorb some of the blow. Reduce the damage from critical hits by either 4 + the value of the armor's potency rune for medium armor, or 6 + the value of the armor's potency rune for heavy armor. This can't reduce the damage to less than the damage rolled for the hit before doubling for a critical hit.","{@b {@group Composite}:} The numerous overlapping pieces of this armor protect you from piercing attacks. You gain resistance to piercing damage equal to 1 + the value of the armor's potency rune for medium armor, or 2 + the value of the armor's potency rune for heavy armor.","{@b {@group Leather}:} The thick second skin of the armor disperses blunt force to reduce bludgeoning damage. You gain resistance to bludgeoning damage equal to 1 + the value of the armor's potency rune for medium armor, or 2 + the value of the armor's potency rune for heavy armor.","{@b {@group Plate}:} The sturdy plate provides no purchase for a cutting edge. You gain resistance to slashing damage equal to 1 + the value of the armor's potency rune for medium armor, or 2 + the value of the armor's potency rune for heavy armor."],"source":"CRB"},{"type":"data","tag":"table","name":"Unarmored Defense","source":"CRB"},{"type":"data","tag":"table","name":"Armor","source":"CRB"},{"type":"pf2-brown-box","page":275,"name":"MATERIALS","entries":["Most suits of armor and weapons are made from ordinary, commonly available materials like iron, leather, steel, and wood. If you're not sure what a suit of armor is made of, the GM determines the details.","Some armor, shields, and weapons are instead made of precious materials. These often have inherent supernatural properties. Cold iron, for example, which harms fey, and silver can damage werecreatures. These materials are detailed beginning on page 577."],"source":"CRB"}],"source":"CRB"},{"type":"pf2-h2","page":275,"name":"Armor Descriptions","entries":["Each type of armor is described in more detail below.","{@b {@item Breastplate}:} Though referred to as a breastplate, this type of armor consists of several pieces of plate or half-plate armor (page 276) that protect the torso, chest, neck, and sometimes the hips and lower legs. It strategically grants some of the protection of plate while allowing greater flexibility and speed.","{@b {@item Chain Mail}:} 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.","{@b {@item Chain Shirt}:} Sometimes called a hauberk, this is a long shirt constructed of the same metal rings as chainmail. However, it is much lighter than chainmail and protects only the torso, upper arms, and upper legs of its wearer.","{@b {@item Explorer's Clothing}:} Adventurers who don't wear armor travel in durable clothing. Though it's not armor and uses your unarmored defense proficiency, it still has a Dex Cap and can grant an item bonus to AC if etched with potency runes (as described on page 581).","{@b {@item Full Plate}:} Plate mail consists of interlocking plates that encase nearly the entire body in a carapace of steel. It is costly and heavy, and the wearer often requires help to don it correctly, but it provides some of the best defense armor can supply. A suit of this armor comes with an undercoat of padded armor (see below) and a pair of gauntlets (page 285).","{@b {@item Half Plate}:} Half plate consists of most of the upper body plates used in full plate, with lighter or sparser steel plate protection for the arms and legs. This provides some of the protection of full plate with greater flexibility and speed. A suit of this armor comes with an undercoat of padded armor (see below) and a pair of gauntlets (page 285).","{@b {@item Hide}:} A mix of furs, sturdy hide, and sometimes molded boiled leather, this armor provides protection due to its layers of leather, though its bulkiness slows the wearer down and decreases mobility.","{@b {@item Leather}:} A mix of flexible and molded boiled leather, a suit of this type of armor provides some protection with maximum flexibility.","{@b {@item Padded Armor}:} This armor is simply a layer of heavy, quilted cloth, but it is sometimes used because it's so inexpensive. Padded armor is easier to damage and destroy than other types of armor. Heavy armor comes with a padded armor undercoat included in its Price, though it loses the comfort trait when worn under heavy armor. You can wear just that padded armor undercoat to sleep in, if your heavy armor is destroyed, or when otherwise not wearing the full heavy armor. This allows you to keep the armor invested and benefit from the power of any runes on the associated heavy armor, but no one else can wear your heavy armor without the padded undercoat.","{@b {@item Scale Mail}:} Scale mail consists of many metal scales sewn onto a reinforced leather backing, often in the form of a long shirt that protects the torso, arms, and legs.","{@b {@item Splint Mail}:} This type of armor is chain mail reinforced with flexible, interlocking metal plates, typically located on the wearer's torso, upper arms, and legs. A suit of this armor comes with an undercoat of padded armor (see above) and a pair of gauntlets (page 285).","{@b {@item Studded Leather}:} This leather armor is reinforced with metal studs and sometimes small metal plates, providing most of the flexibility of leather armor with more robust protection.",{"type":"data","tag":"table","name":"Damaging Armor","source":"CRB"}],"source":"CRB"}],"data":{"quickref":2},"source":"CRB"},{"type":"section","page":271,"name":"Carrying and Using Items","entries":["A character carries items in three ways: held, worn, and stowed. Held items are in your hands; a character typically has two hands, allowing them to hold an item in each hand or a single two-handed item using both hands. Worn items are tucked into pockets, belt pouches, bandoliers, weapon sheaths, and so forth, and they can be retrieved and returned relatively quickly. Stowed items are in a backpack or a similar container, and they are more difficult to access.","Drawing a worn item or changing how you're carrying an item usually requires you to use an {@action Interact} action (though to drop an item, you use the {@action Release} action instead). {@table Changing Equipment||Table 6–2: Changing Equipment} lists some ways that you might change the items you're holding or carrying, and the number of hands you need to do so.","Many ways of using items require you to spend multiple actions. For example, drinking a potion stowed in your belt pouch requires using an {@action Interact} action to draw it and then using a second action to drink it as described in its {@action Activate an Item||Activate} entry.",{"type":"pf2-h3","page":271,"name":"Bulk","entries":["Carrying especially heavy or unwieldy items can make it more difficult for you to move, as can overloading yourself with too much gear. The Bulk value of an item reflects how difficult the item is to handle, representing its size, weight, and general awkwardness. If you have a high Strength score, you usually don't need to worry about Bulk unless you're carrying numerous substantial items.",{"type":"pf2-h4","page":272,"name":"Bulk Limits","entries":["You can carry an amount of Bulk equal to 5 plus your Strength modifier without penalty; if you carry more, you gain the encumbered condition. You can't hold or carry more Bulk than 10 plus your Strength modifier.",{"type":"pf2-beige-box","page":272,"name":"Encumbered","entries":["You are carrying more weight than you can manage. While you're {@condition encumbered}, you're {@condition clumsy 1} and take a –10-foot penalty to all your Speeds. As with all penalties to your Speed, this can't reduce your Speed below 5 feet."],"source":"CRB"}],"source":"CRB"},{"type":"pf2-h4","page":272,"name":"Bulk Values","entries":["Items can have a number to indicate their Bulk value, or they can be light (indicated by an L) or negligible (indicated by a—) for the purpose of determining Bulk. For instance, {@item full plate} armor is 4 Bulk, a {@item longsword} is 1 Bulk, a dagger or scroll is light, and a piece of chalk is negligible. Ten light items count as 1 Bulk, and you round down fractions (so 9 light items count as 0 Bulk, and 11 light items count as 1 Bulk). Items of negligible Bulk don't count toward Bulk unless you try to carry vast numbers of them, as determined by the GM."],"source":"CRB"},{"type":"pf2-h4","page":272,"name":"Estimating an Item's Bulk","entries":["As a general rule, an item that weighs 5 to 10 pounds is 1 Bulk, an item weighing less than a few ounces is negligible, and anything in between is light. Particularly awkward or unwieldy items might have higher Bulk values. For example, a 10-foot pole isn't heavy, but its length makes it difficult for you to move while you have one on your person, so its Bulk is 1. Items made for larger or smaller creatures have greater or lesser Bulk, as described on page 295."],"source":"CRB"},{"type":"pf2-h4","page":272,"name":"Bulk of Coins","entries":["Coins are a popular means of exchange due to their portability, but they can still add up. A thousand coins of any denomination or combination of denominations count as 1 Bulk. It's not usually necessary to determine the Bulk of coins in fractions of 1,000; simply round down fractions of 1,000. In other words, 100 coins don't count as a light item, and 1,999 coins are 1 Bulk, not 2."],"source":"CRB"},{"type":"pf2-h4","page":272,"name":"Bulk of Creatures","entries":["You might need to know the Bulk of a creature, especially if you need to carry someone off the battlefield. The table that follows lists the typical Bulk of a creature based on its size, but the GM might adjust this number.",{"type":"table","page":272,"colStyles":["text-center","text-center"],"rows":[["Size of Creature","Bulk"],["{@trait Tiny}","1"],["{@trait Small}","3"],["{@trait Medium}","6"],["{@trait Large}","12"],["{@trait Huge}","24"],["{@trait Gargantuan}","48"]],"source":"CRB"}],"source":"CRB"},{"type":"pf2-h4","page":272,"name":"Dragging","entries":["In some situations, you might drag an object or creature rather than carry it. If you're dragging something, treat its Bulk as half. Typically, you can drag one thing at a time, you must use both hands to do so, and you drag slowly—roughly 50 feet per minute unless you have some means to speed it up. Use the total Bulk of what you're dragging, so if you have a sack laden with goods, use the sum of all the Bulk it carries instead of an individual item within."],"source":"CRB"}],"source":"CRB"},{"type":"pf2-h3","page":272,"name":"Wielding Items","entries":["Some abilities require you to wield an item, typically a weapon. You're wielding an item any time you're holding it in the number of hands needed to use it effectively. When wielding an item, you're not just carrying it around—you're ready to use it. Other abilities might require you to merely carry or have an item. These apply as long as you have the item on your person; you don't have to wield it."],"source":"CRB"},{"type":"data","tag":"table","name":"Changing Equipment","source":"CRB"}],"data":{"quickref":2},"source":"CRB"},{"type":"section","page":271,"name":"Coins and Currency","entries":["Though you might be able to barter valuable items in some areas, currency is the most versatile way to make transactions when you head to market. The most common currency is coins. For most commoners and beginning adventurers, the standard unit is the {@b silver piece} ({@b sp}). Each silver piece is a standard weight of silver and is typically accepted by any merchant or kingdom no matter where it was minted. There are three other common types of coins, each likewise standardized in weight and value. The first is the {@b copper piece} ({@b cp}). Each copper piece is worth one-tenth of a silver piece. The {@b gold piece} ({@b gp}) is often used for purchasing magic items and other expensive items, as 1 gold piece is worth 10 silver pieces or 100 copper pieces. The {@b platinum piece} ({@b pp}) is used by nobles to demonstrate their wealth, for the purchase of very expensive items, or simply as a way to easily transport large sums of currency. A platinum piece is worth 10 gold pieces, 100 silver pieces, or 1,000 copper pieces. See {@table Coin Values||Table 6–1: Coin Values} for the exchange rates of common types of coins.",{"type":"pf2-h3","page":271,"name":"Other Currency","entries":["Art objects, gems, and raw materials (such as those used for the {@action Craft} activity) can be used much like currency: you can sell them for the same Price you can buy them."],"source":"CRB"}],"data":{"quickref":2},"source":"CRB"},{"type":"section","page":531,"name":"Constant Abilities","entries":["Some magic items have abilities that always function. You don't have to use any actions to do anything special (beyond wearing and investing a worn item or wielding a held item) to make these abilities work. For example, an {@item everburning torch} always sheds light, and a {@item flaming} weapon deals fire damage every time it deals damage."],"data":{"quickref":2},"source":"CRB"},{"type":"section","name":"Creating a Personal Staff","source":"SoM","page":166,"entries":["Establishing magical pathways to turn a simple piece of wood or metal into a staff is no simple matter. Without some structure to bind multiple disparate spells to a single staff, the magic would surely fail. Thus, a custom staff must always be created around a single trait. For example, an elemental trait (air, earth, fire, or water), energy trait (acid, cold, electricity, fire, sonic, positive, negative, or force), alignment trait, the detection trait, the light trait, and so on. The staff and its spells must have the trait. A few traits are too broad to use, including incapacitation and the traits for spell schools and traditions. The GM might add others to this list.",{"type":"pf2-h3","name":"Determining Level And Price","source":"SoM","page":166,"entries":["Your level sets a personal staff's maximum item level, which determines the Price and the number and level of spells the staff can have, as shown on the table below.",{"type":"data","name":"Personal Staves","tag":"table","source":"SoM"}]},{"type":"pf2-h3","name":"Picking Your Spells","source":"SoM","page":166,"entries":["Once you've decided the trait, choose the spells to inscribe. They must share the trait you chose for the staff. For instance, your {@class sorcerer|crb|undine|undine} {@class sorcerer} might create a {@i deep sea staff} themed around the {@trait water} trait, inscribing it with spells such as {@spell create water} and {@spell hydraulic push}.","You can inscribe a number of common spells on the staff depending on its level, as shown on the table below. You can place the same spell into the staff at multiple levels to provide heightened versions, though doing so uses up one of your picks for that spell level. You can add a spell you can't cast to a staff by supplying a casting of it via another caster or by using {@feat Trick Magic Item}; however, since you can cast a spell from a staff only if it's on your spell list, this option isn't useful for most characters."]},{"type":"pf2-h4","name":"Example","source":"SoM","page":166,"entries":["Lini, a 15th-level druid, wants to create a staff to interact with the plants she encounters. She chooses the plant trait to represent that theme. Next, she selects some common spells for the staff, starting with one cantrip and adding one or two spells at each level, up to the staff's maximum spell level. To build a 15th-level staff with 6th-level spells, she selects the following combination of spells:",{"type":"list","style":"list-hang","items":["Cantrip: {@spell tanglefoot}","1st: {@spell protector tree}, {@spell shillelagh}","2nd: {@spell entangle}, {@spell shape wood}","3rd: {@spell tree shape}, {@spell wall of thorns}","4th: {@spell barkskin}, {@spell speak with plants}","5th: {@spell plant form}, {@spell wall of thorns}","6th: {@spell nature's reprisal}, {@spell plant form}"]},"Note that some of these spells are duplicates of lower-level spells, which can be a great way to fill in levels if new spells don't appeal to you. It's usually best to choose a spell for one of these slots that has an extra benefit when heightened (such as plant form giving you better statistics), but even if you don't find a spell with such a benefit, it's worth filling every open slot."]},{"type":"pf2-h3","name":"Crafting the Staff","source":"SoM","page":166,"entries":[{"type":"pf2-sidebar","name":"Staff of Nature's Cunning","source":"SoM","page":167,"entries":["You might want to take a version of the {@item Lini's Leafstick} for your own character or to give out as treasure in a campaign. To make that easier, here's a non-unique version with multiple types for different levels.","{@item Staff of Nature's Cunning|SoM}"]},"Once you've themed and designed your staff, you can craft it with the following the guidelines, along with previously established rules for crafting magical items.","As with normal staves, one casting of all listed levels of all spells in the staff must be provided during {@action Craft||Crafting}.","Choose a magical school for your staff from among the schools the spells on it have. Pick the one that best reflects the spells, usually the one most shared among them. You can optionally give your staff a trait for one magic tradition, instead of the {@trait magical} trait, if the staff is fully steeped in that tradition and contains spells only from that tradition's spell list.","You still need to {@action Craft} the staff. If you're not good at {@skill Crafting}, you can have somebody use the {@skill Craft} activity for you, but you must be present the whole time. Since the creation of a custom staff is {@trait rare}, you and the GM might decide to have a special quest for esoteric ingredients and methods as part of the story.",{"type":"pf2-h4","name":"Example","source":"SoM","page":167,"entries":["Lini selected mostly transmutation spells for her staff, so she chooses the {@trait transmutation} trait. She could give it the primal trait, but choses to keep it open with the {@trait magical} trait, much like the {@item verdant staff} in the Core Rulebook.","To Craft the staff, Lini follows the normal rules. She provides 3,250 gp in raw materials, spends 4 days at work, and attempts a {@skill Crafting} check. Each day she works on it, she prepares the spells she needs to put into the staff given its Craft Requirements."]}]},{"type":"pf2-h3","name":"Naming The Staff","source":"SoM","page":167,"entries":["When your staff is complete, give it a name—though skeptics might sneer, spellcasters believe that naming a staff upon creation will help it attune to its new master.",{"type":"pf2-h4","name":"Example","source":"SoM","page":167,"entries":["Lini christens her new creation {@i Lini's Leafstick}!",{"type":"data","tag":"item","name":"Lini's Leafstick","source":"SoM"}]}]}],"data":{"quickref":2}},{"type":"section","page":293,"name":"Formulas","entries":["Formulas are instructions for making items with the {@action Craft} activity. You can usually read a formula as long as you can read the language it's written in, though you might lack the skill to {@action Craft} the item. Often, alchemists and crafting guilds use obscure languages or create codes to protect their formulas from rivals.","You can buy common formulas at the Price listed on {@table formulas||Table 6–13}, or you can hire an NPC to let you copy their formula for the same Price. A purchased formula is typically a schematic on rolled-up parchment of light Bulk. You can copy a formula into your formula book in 1 hour, either from a schematic or directly from someone else's formula book. If you have a formula, you can {@action Craft} a copy of it using the {@skill Crafting} skill. Formulas for uncommon items and rare items are usually significantly more valuable—if you can find them at all!","If you have an item, you can try to reverse-engineer its formula. This uses the Craft activity and takes the same amount of time as creating the item from a formula would. You must first disassemble the item. After the base downtime, you attempt a {@skill Crafting} check against the same DC it would take to {@action Craft} the item. If you succeed, you {@action Craft} the formula at its full Price, and you can keep working to reduce the Price as normal. If you fail, you're left with raw materials and no formula. If you critically fail, you also waste 10% of the raw materials you'd normally be able to salvage.","The item's disassembled parts are worth half its Price in raw materials and can't be reassembled unless you successfully reverse-engineer the formula or acquire the formula another way. Reassembling the item from the formula works just like {@action Craft||Crafting} it from scratch; you use the disassembled parts as the necessary raw materials.",{"type":"data","tag":"table","name":"Formulas","source":"CRB"},{"type":"pf2-h3","page":293,"name":"Items with Multiple Types","entries":["If an item has multiple types of different levels, each type has its own formula, and you need the formula for the specific type of item you want to Craft. For example, {@i if you have a formula for a type I bag of holding but not for a type II bag of holding, you must acquire a separate formula to Craft a type II bag of holding.}"],"source":"CRB"}],"data":{"quickref":2},"source":"CRB"},{"type":"section","page":531,"name":"Investing Magic Items","entries":["Certain magic items convey their magical benefits only when worn and invested using the Invest an Item activity, tying them to your inner potential. These items have the invested trait. Many invested items have constant abilities that function all the time or that always trigger when you use the item—but only when they're invested. If you don't have an item invested, these abilities don't work. If an invested item can be activated, you must have invested the item to activate it.","You can benefit from no more than 10 invested magic items each day. Because this limit is fairly high, and because it matters only for worn items, you probably won't need to worry about reaching the limit until higher levels, when you've acquired many useful magic items to wear.","You can still gain the mundane benefits of an item if you don't invest it. A suit of {@i +1 resilient armor} still gives you its item bonus to AC when not invested, but it doesn't give its magical bonus to saving throws, and {@item winged boots} still protect your feet even though you can't activate them to fly. Entirely non-magical items don't need to be invested.",{"type":"data","tag":"action","name":"Invest an Item","source":"CRB"}],"data":{"quickref":2},"source":"CRB"},{"type":"section","page":272,"name":"Item Damage","entries":["An item can be broken or destroyed if it takes enough damage. Every item has a {@b Hardness} value. Each time an item takes damage, reduce any damage the item takes by its Hardness. The rest of the damage reduces the item's Hit Points. Normally an item takes damage only when a creature is directly attacking it—commonly targeted items include doors and traps. A creature that attacks you doesn't normally damage your armor or other gear, even if it hits you. However, the {@feat Shield Block} reaction can cause your shield to take damage as you use it to prevent damage to yourself, and some monsters have exceptional abilities that can damage your items.","An item that takes damage can become and eventually destroyed. It becomes broken when its Hit Points are equal to or lower than its {@b Broken Threshold} ({@b BT}); once its Hit Points are reduced to 0, it is {@b destroyed}. A broken item has the broken condition until Repaired above its Broken Threshold. Anything that automatically makes an item broken immediately reduces its Hit Points to its Broken Threshold if the item had more Hit Points than that when the effect occurred. If an item has no {@condition Broken} Threshold, then it has no relevant changes to its function due to being broken, but it's still destroyed at 0 Hit Points. (See the broken condition definition on page 273 for more information.) A destroyed item can't be Repaired.","An item's Hardness, Hit Points, and {@condition Broken} Threshold usually depend on the material the item is made of. This information appears in the {@book Materials|CRB|11|Materials} section of {@book Chapter 11: Crafting & Treasure|CRB|11|Chapter 11: Crafting & Treasure}.",{"type":"pf2-beige-box","page":273,"name":"Broken","entries":["Broken is a condition that affects objects. An object is broken when damage has reduced its Hit Points to equal or less than its Broken Threshold. A broken object can't be used for its normal function, nor does it grant bonuses— with the exception of armor. Broken armor still grants its item bonus to AC, but it also imparts a status penalty to AC depending on its category: –1 for broken light armor, –2 for broken medium armor, or –3 for broken heavy armor.","A broken item still imposes penalties and limitations normally incurred by carrying, holding, or wearing it. For example, broken armor would still impose its Dexterity modifier cap, check penalty, and so forth.","If an effect makes an item broken automatically and the item has more HP than its Broken Threshold, that effect also reduces the item's current HP to the Broken Threshold."],"source":"CRB"},{"type":"pf2-h3","page":273,"name":"Object Immunities","entries":["Inanimate objects and hazards are immune to bleed, death effects, disease, healing, mental effects, necromancy, nonlethal attacks, and poison, as well as the doomed, drained, fatigued, paralyzed, sickened, and unconscious conditions. An item that has a mind is not immune to mental effects. Many objects are immune to other conditions, at the GM's discretion. For instance, a sword has no Speed, so it can't take a penalty to its Speed, but an effect that causes a Speed penalty might work on a moving blade trap."],"source":"CRB"}],"data":{"quickref":2},"source":"CRB"},{"type":"section","page":271,"name":"Item Level","entries":["Each item has an item level, which represents the item's complexity and any magic used in its construction. Simpler items with a lower level are easier to construct, and you can't Craft items that have a higher level than your own (page 243). If an item's level isn't listed, its level is 0. While characters can use items of any level, GMs should keep in mind that allowing characters access to items far above their current level may have a negative impact on the game."],"data":{"quickref":2},"source":"CRB"},{"type":"section","page":295,"name":"Items and Sizes","entries":["The Bulk rules in this chapter are for {@trait Small} and {@trait Medium} creatures, as the items are made for creatures of those sizes. Large creatures can carry more, and smaller creatures can carry less, as noted on {@table Bulk Conversions||Table 6–19}.","These rules for Bulk limits come up most often when a group tries to load up a mount or animal companion. The rules for items of different sizes tend to come into play when the characters defeat a big creature that has gear, since in most cases, the only creatures of other sizes are creatures under the GM's control. In most cases, Small or Medium creatures can wield a Large weapon, though it's unwieldy, giving them the clumsy 1 condition, and the larger size is canceled by the difficulty of swinging the weapon, so it grants no special benefit. Large armor is simply too large for Small and Medium creatures.",{"type":"pf2-h3","page":295,"name":"Bulk Conversions for Different Sizes","entries":["As shown in {@table Bulk Conversions||Table 6–19}, {@trait Large} or larger creatures are less encumbered by bulky items than {@trait Small} or {@trait Medium} creatures, while {@trait Tiny} creatures become overburdened more quickly. A {@trait Large} creature treats 10 items of 1 Bulk as 1 Bulk, a {@trait Huge} creature treats 10 items of 2 Bulk as 1 Bulk, and so on. A {@trait Tiny} creature treats 10 items of negligible Bulk as 1 Bulk. Negligible items work in a similar way—a {@trait Huge} creature treats items of 1 Bulk as negligible, so it can carry any number of items of 1 Bulk. A {@trait Tiny} creature doesn't treat any items as having negligible Bulk.",{"type":"data","tag":"table","name":"Bulk conversions","source":"CRB"}],"source":"CRB"},{"type":"pf2-h3","page":295,"name":"Items of Different Sizes","entries":["Creatures of sizes other than {@trait Small} or {@trait Medium} need items appropriate to their size. These items have different Bulk and possibly a different Price. {@table Differently Sized Items||Table 6 –20} provides the Price and Bulk conversion for such items.",{"type":"data","tag":"table","name":"Differently Sized Items","source":"CRB"},"For example, a {@item morningstar} sized for a {@trait Medium} creature has a Price of 1 gp and 1 Bulk, so one made for a {@trait Huge} creature has a Price of 4 gp and 4 Bulk. One made for a {@trait Tiny} creature still costs 1 gp (due to its intricacy) and has 1/2 Bulk, which rounds down to light Bulk.","Because the way that a creature treats Bulk and the Bulk of gear sized for it scale the same way, {@trait Tiny} or {@trait Large} (or larger) creatures can usually wear and carry about the same amount of appropriately sized gear as a {@trait Medium} creature.","Higher-level magic items that cost significantly more than 8 times the cost of a mundane item can use their listed Price regardless of size. Precious materials, however, have a Price based on the Bulk of the item, so multiply the Bulk value as described on {@table Differently Sized Items||Table 6 –20}, then use the formula in the precious material's entry to determine the item's Price. See page 578 for more information."],"source":"CRB"}],"data":{"quickref":2},"source":"CRB"},{"type":"section","page":271,"name":"Price","entries":["Most items in the following tables have a Price, which is the amount of currency it typically takes to purchase that item. An item with a Price of \"—\" can't be purchased. An item with a Price of 0 is normally free, but its value could be higher based on the materials used to create it. Most items can be sold for half their Price, but coins, gems, art objects, and raw materials (such as components for the Craft activity) can be exchanged for their full Price.",{"type":"pf2-key-box","page":271,"name":"STARTING MONEY","entries":[{"type":"pf2-title","name":"15 GP (150 SP)"}],"source":"CRB"},{"type":"data","tag":"table","name":"Coin Values","source":"CRB"}],"data":{"quickref":2},"source":"CRB"},{"type":"section","page":580,"name":"Runes","entries":["Most magic weapons and armor gain their enhancements from potent eldritch runes etched into them. These runes allow for in-depth customization of items.","Runes must be physically engraved on items through a special process to convey their effects. They take two forms:","fundamental runes and property runes. Fundamental runes offer the most basic and essential benefits: a {@item weapon potency (generic)||weapon potency} rune adds a bonus to a weapon's attack rolls, and the {@item striking (generic)||striking} rune adds extra weapon damage dice. An {@item armor potency (generic)||armor potency} rune increases the armor's item bonus to AC, and the {@item resilient (generic)||resilient} rune grants a bonus to the wearer's saving throws. Property runes, by contrast, grant more varied effects—typically powers that are constant while the armor is worn or that take effect each time the weapon is used, such as a rune that grants energy resistance or one that adds fire damage to a weapon's attacks.","The number of property runes a weapon or armor can have is equal to the value of its potency rune. A +1 weapon can have one property rune, but it could hold another if the {@item +1 weapon potency} rune were upgraded to a {@item +2 weapon potency} rune. Since the {@item striking (generic)||striking} and {@item resilient (generic)||resilient} runes are fundamental runes, they don't count against this limit.","An item with runes is typically referred to by the value of its potency rune, followed by any other fundamental runes, then the names of any property runes, and ends with the name of the base item. For example, you might have a {@runeItem longsword||+1 weapon potency|} or {@runeItem chain mail||+2 armor potency||greater resilient||fire-resistant|}.","Rune-etched armor and weapons have the same Bulk and general characteristics as the non-magical version unless noted otherwise. The level of an item with runes etched onto it is equal to the highest level among the base item and all runes etched on it; therefore, a {@runeItem mace||+1 weapon potency||striking|} (a 4th-level item) with a {@item disrupting} rune (a 5th-level rune) would be a 5th-level item.","Each rune can be etched into a specific type of armor or weapon, as indicated in the Usage entry of the rune's stat block. Explorer's clothing can have armor runes etched on it even though it's not armor, but because it's not in the light, medium, or heavy armor category, it can't have runes requiring any of those categories.",{"type":"pf2-h3","page":580,"name":"Investiture","entries":["If a suit of armor has any runes, it has the {@trait invested} trait, requiring you to invest it to get its magical benefits."],"source":"CRB"},{"type":"pf2-h3","page":580,"name":"Rune Formulas","entries":["The Price of a rune's formula is the same as the Price of a formula for an item of the same level; it can be acquired in the same way as an {@quickref item formula||1|formulas}."],"source":"CRB"},{"type":"pf2-h3","page":580,"name":"The Etching Process","entries":["Etching a rune on an item follows the same process as using the {@action Craft} activity to make an item. You must have the formula for the rune, the item you're adding the rune to must be in your possession throughout the etching process, and you must meet any special Craft Requirements of the rune. The rune has no effect until you complete the {@action Craft} activity. You can etch only one rune at a time.",{"type":"pf2-h4","page":580,"name":"Transferring Runes","entries":["You can transfer runes between one item and another, including a {@item runestone}. This also uses the {@action Craft} activity. This lets you either move one rune from one item to another or swap a rune on one item with a rune on the other item. To swap, the runes must be of the same form (fundamental or property).","If an item can have two or more property runes, you decide which runes to swap and which to leave when transferring. If you attempt to transfer a rune to an item that can't accept it, such as transferring a melee weapon rune to a ranged weapon, you get an automatic critical failure on your {@action craft||Crafting} check. If you transfer a potency rune, you might end up with property runes on an item that can't benefit from them. These property runes go dormant until transferred to an item with the necessary potency rune or until you etch the appropriate potency rune on the item bearing them.","The DC of the {@skill Crafting} check to transfer a rune is determined by the item level of the rune being transferred, and the Price of the transfer is 10% of the rune's Price, unless transferring from a {@item runestone}, which is free. If you're swapping, use the higher level and higher Price between the two runes to determine these values. It takes 1 day (instead of the 4 days usually needed to Craft) to transfer a rune or swap a pair of runes, and you can continue to work over additional days to get a discount, as usual with Craft."],"data":{"quickrefIndex":true},"source":"CRB"}],"source":"CRB"},{"type":"pf2-h3","page":580,"name":"Fundamental Runes","entries":["Four fundamental runes produce the most essential magic of protection and destruction: {@item armor potency (generic)||armor potency} and {@item resilient (generic)||resilient} runes for armor, and {@item weapon potency (generic)||weapon potency} and {@item striking (generic)||striking} runes for weapons. A potency rune is what makes a weapon a magic weapon (page 599) or armor magic armor (page 556).","An item can have only one fundamental rune of each type, though etching a stronger rune can upgrade an existing rune to the more powerful version (as described in each rune's entry). As you level up, you typically alternate between increasing an item's potency rune and its {@item striking (generic)||striking} or {@item resilient (generic)||resilient} rune when you can afford to.",{"type":"data","tag":"table","name":"Fundamental Runes","source":"CRB"}],"source":"CRB"},{"type":"pf2-brown-box","page":581,"name":"SPECIFIC ARMOR AND WEAPONS","entries":["Unlike armor and weapons enhanced with runes, specific armor and weapons (such as {@item ghoul hide} or a {@item holy avenger}) are created for a specific purpose and can work quite differently from other items of their type. Specific magic armor and weapons can't gain property runes, but you can add or improve their fundamental runes."],"source":"CRB"},{"type":"pf2-brown-box","page":581,"name":"RUNE TRANSFER EXAMPLES","entries":["You could transfer a {@item flaming} rune from a {@runeItem greatsword||+1 weapon potency||striking||flaming|} to a {@runeItem longsword||+2 weapon potency||striking|}, resulting in a {@runeItem longsword||+2 weapon potency||striking||flaming|} and a {@runeItem greatsword||+1 weapon potency||striking|}. You could swap the weapon potency runes from a {@runeItem longsword||+1 weapon potency} and a {@runeItem greatsword||+2 weapon potency}, resulting in a {@runeItem longsword||+2 weapon potency} and a {@runeItem greatsword||+1 weapon potency}. However, you couldn't swap a {@item +1 weapon potency} rune from one weapon with a {@item flaming} property rune from another weapon, as the two runes don't have the same form.","When transferring a rune to an item that can hold multiple property runes, you can decide whether you transfer a single rune or swap runes between the items.","For example, a +2 weapon can hold two property runes. If you transferred a {@item flaming} rune from a {@runeItem rapier||+1 weapon potency||striking||flaming|} to a {@runeItem warhammer||+2 weapon potency||striking||frost|}, you would decide whether you wanted to end up with a {@runeItem rapier||+1 weapon potency||striking|} and a {@runeItem warhammer||+2 weapon potency||striking||flaming||frost|} or a {@runeItem rapier||+1 weapon potency||striking||frost|} and a {@runeItem warhammer||+2 weapon potency||striking||flaming|}."],"source":"CRB"},{"type":"pf2-brown-box","page":582,"name":"UPGRADING ARMOR AND WEAPON RUNES","entries":["You'll often want to upgrade the fundamental runes of magic armor or a magic weapon you already have. This requires upgrading each rune separately. Tables 11–5 and 11–6 summarize the Price of each step, with a number in parentheses indicating the item's level for the Craft activity. This also indicates the typical progression for an adventurer to follow when upgrading their armor and weapons. The tables here don't include progressions that aren't as likely to come up, like turning a +1 weapon directly into a +1 greater striking weapon.",{"type":"data","tag":"table","name":"Armor Upgrade Prices","source":"CRB"},{"type":"data","tag":"table","name":"Weapon Upgrade Price","source":"CRB"}],"source":"CRB"},{"type":"pf2-h3","page":582,"name":"Property Runes","entries":["Property runes add special abilities to armor or a weapon in addition to the item's fundamental runes. If a suit of armor or a weapon has multiple etchings of the same rune, only the highest-level one applies. You can upgrade a property rune to a higher-level type of that rune in the same way you would upgrade a fundamental rune.","Rune abilities that must be activated follow the rules for activating magic items on page 532."],"source":"CRB"}],"data":{"quickref":2},"source":"CRB"},{"type":"section","page":564,"name":"Scrolls","entries":["A scroll contains a single spell that you can cast without having to expend a spell slot. A scroll can be Crafted to contain nearly any spell, so the types of scrolls available are limited only by the number of spells in the game. The exceptions are cantrips, focus spells, and rituals, none of which can be put on scrolls. The spell on a scroll can be cast only once, and the scroll is destroyed as part of the casting. The spell on the scroll is cast at a particular spell level, as determined by the scroll. For instance, a scroll of {@spell magic missile} (1st level) can be used to cast the 1st-level version of magic missile, but not a magic missile heightened to 2nd level. If no level is listed, the scroll can be used to cast the spell at its lowest level.","If you find a scroll, you can try to figure out what spell it contains. If the spell is a common spell from your spell list or a spell you know, you can spend a single {@action Recall Knowledge} action and automatically succeed at identifying the scroll's spell. If it's not, you must use {@action Identify Magic} to learn what spell the scroll holds.",{"type":"pf2-h4","page":564,"name":"Casting a Spell from a Scroll","entries":["{@action Cast a Spell||Casting a Spell} from a scroll requires holding the scroll in one hand and activating it with a {@action Cast a Spell} activity using the normal number of actions for that spell.","To {@action Cast a Spell} from a scroll, the spell must appear on your spell list. Because you're the one {@action Cast a Spell||Casting the Spell}, use your spell attack roll and spell DC. The spell also gains the appropriate trait for your tradition (arcane, divine, occult, or primal).","Any physical material components and costs are provided when a scroll is created, so you don't need to provide them when {@action Cast a Spell||Casting a Spell} from a scroll. You must replace any required material component for that spell with a somatic component. If the spell requires a focus, you must have that focus to {@action Cast a Spell||Cast the Spell} from a scroll."],"source":"CRB"},{"type":"pf2-h4","page":564,"name":"Scroll Statistics","entries":["All scrolls have the same base statistics unless noted otherwise. A scroll has light Bulk, and it must be held in one hand to be activated."],"source":"CRB"},{"type":"pf2-h4","page":565,"name":"Varying Statistics","entries":["Table 11–3 indicates the item level and Price of a scroll, both of which are based on the level of the spell contained on the scroll. Any costs to {@action Cast a Spell||Cast the Spell} are added to the scroll's Price when the scroll is crafted, so a scroll containing a spell with a Cost entry will have a higher Price than what appears on the table. The scroll's rarity matches the spell's rarity.","The traits for a scroll vary based on the spell it contains.","A scroll always has the consumable, magical, and scroll traits, plus the traits of the spell stored on it."],"source":"CRB"},{"type":"data","tag":"table","name":"Scroll Statistics","source":"CRB"},{"type":"pf2-h4","page":565,"name":"Crafting a Scroll","entries":["The process to {@action Craft} a scroll is much like that to {@action Craft} any other magic item. When you begin the crafting process, choose a spell to put into the scroll. You have to either {@action Cast a Spell||Cast that Spell} during the crafting process, or someone else must do so in your presence. {@action Cast a Spell||Casting that Spell} doesn't produce its normal effects; instead, the magic is trapped inside the scroll. The casting must come from a spellcaster expending a spell slot.","You can't {@action Craft} a scroll from a spell produced from another magic item, for example. The caster has to provide any cost of the spell. You need to learn only a single 1st-level formula to {@spell Craft} scrolls.","Like other {@trait consumable||consumables}, scrolls can be crafted in batches of four. All scrolls of one batch must contain the same spell at the same level, and you must provide one casting for each scroll crafted."],"data":{"quickrefIndex":true},"source":"CRB"},{"type":"pf2-h4","page":565,"name":"Sample Scrolls","entries":["A wide variety of spells can appear on scrolls. The following specific scrolls are just examples.",{"type":"data","tag":"item","data":{"name":"Scroll of Illusory Disguise","source":"CRB","page":565,"type":"Item","level":1,"traits":["consumable","illusion","magical","scroll"],"price":{"coin":"gp","amount":3},"usage":"held in 1 hand","bulk":"L","activate":{"activity":{"number":2,"unit":"action"},"components":"{@action Cast a Spell}"},"category":"Scroll","entries":["This scroll can cast {@spell illusory disguise} as a 1st-level spell."],"craftReq":["Supply one casting of illusory disguise."]}},{"type":"data","tag":"item","data":{"name":"Scroll of Glitterdust","source":"CRB","page":565,"type":"Item","level":3,"traits":["consumable","evocation","magical","scroll"],"price":{"coin":"gp","amount":12},"usage":"held in 1 hand","bulk":"L","activate":{"activity":{"number":2,"unit":"action"},"components":"{@action Cast a Spell}"},"category":"Scroll","entries":["This scroll can be used to cast {@spell glitterdust} as a 2nd-level spell."],"craftReq":["Supply one casting of glitterdust."]}}],"source":"CRB"}],"data":{"quickref":2},"source":"CRB"},{"type":"section","page":294,"name":"Services","entries":["The services listed on {@table Basic Services and Consumables||Table 6–14} describe expenditures for common services and consumables.",{"type":"data","tag":"table","name":"Basic Services and Consumables","source":"CRB"},{"type":"pf2-h3","page":294,"name":"Hirelings","entries":["Paid laborers can provide services for you. Unskilled hirelings can perform simple manual labor and are untrained at most skills. Skilled hirelings have expert proficiency in a particular skill. Hirelings are level 0. If a skill check is needed, an untrained hireling has a +0 modifier, while a skilled hireling has a +4 modifier in their area of expertise and +0 for other skill checks. Hirelings' rates double if they're going adventuring with you."],"source":"CRB"},{"type":"pf2-h3","page":294,"name":"Transportation","entries":["The cost to hire transportation includes standard travel with no amenities. Most transit services provide basic sleeping arrangements, and some provide meals at the rates listed on Table 6–14. Arranging transportation into dangerous lands can be more expensive or impossible."],"source":"CRB"},{"type":"pf2-h3","page":294,"name":"Spellcasting","entries":["Spellcasting services, listed on {@table Spellcasting Services||Table 6–15}, are uncommon. Having a spell cast for you requires finding a spellcaster who knows and is willing to cast it. It's hard to find someone who can cast higher-level spells, and uncommon spells typically cost at least 100% more, if you can find someone who knows them at all. Spells that take a long time to cast (over 1 minute) usually cost 25% more. You must pay any cost listed in the spell in addition to the Price on the table.",{"type":"data","tag":"table","name":"Spellcasting Services","source":"CRB"}],"source":"CRB"}],"data":{"quickref":2},"source":"CRB"},{"type":"section","page":277,"name":"Shields","entries":["{@action Raise a Shield} is the action most commonly used with shields. Most shields must be held in one hand, so you can't hold anything with that hand and {@action Raise a Shield}. A {@item buckler}, however, doesn't take up your hand, so you can {@action Raise a Shield} with a {@item buckler} if the hand is free (or, at the GM's discretion, if it's holding a simple, lightweight object that's not a weapon). You lose the benefits of {@action Raise a Shield} if that hand is no longer free.","When you have a {@item tower shield} raised, you can use the {@action Take Cover} action to increase the circumstance bonus to AC to +4. This lasts until the shield is no longer raised. If you would normally provide {@quickref lesser cover||3|cover} against an attack, having your tower shield raised provides {@quickref standard cover||3|cover} against it (and other creatures can {@action Take Cover} as normal using the cover from your shield).","If you have access to the {@feat Shield Block} reaction (from your class or from a feat), you can use it while {@action Raise a Shield||Raising your Shield} to reduce the damage you take by an amount equal to the shield's Hardness. Both you and the shield then take any remaining damage.",{"type":"pf2-h2","page":277,"name":"Shield Statistics","entries":["Shields have statistics that follow the same rules as armor:","Price, Speed Penalty, and Bulk. See page 274 for the rules for those statistics. Their other statistics are described here.",{"type":"pf2-h3","page":277,"name":"AC Bonus","entries":["A shield grants a circumstance bonus to AC, but only when the shield is raised. This requires using the Raise a Shield action, found on page 472."],"source":"CRB"},{"type":"pf2-h3","page":277,"name":"Hardness","entries":["Whenever a shield takes damage, the amount of damage it takes is reduced by this amount. This number is particularly relevant for shields because of the {@feat Shield Block} feat (page 266). The rules for Hardness appear on page 272."],"source":"CRB"},{"type":"pf2-h3","page":277,"name":"HP (BT)","entries":["This column lists the shield's Hit Points (HP) and Broken Threshold (BT). These measure how much damage the shield can take before it's destroyed (its total HP) and how much it can take before being broken and unusable (its BT). These matter primarily for the {@feat Shield Block} reaction."],"source":"CRB"},{"type":"data","tag":"table","name":"Shields","source":"CRB"}],"source":"CRB"},{"type":"pf2-h2","page":277,"name":"Attacking with a Shield","entries":["A shield can be used as a martial weapon for attacks, using the statistics listed for a shield bash on {@table Melee Weapons||Table 6–7: Melee Weapons}. The shield bash is an option only for shields that weren't designed to be used as weapons. A shield can't have runes added to it. You can also buy and attach a {@item shield boss} or {@item shield spikes} to a shield to make it a more practical weapon. These can be found on {@table Melee Weapons||Table 6–7}. These work like other weapons and can even be etched with runes."],"source":"CRB"},{"type":"pf2-h2","page":277,"name":"Shield Descriptions","entries":["Each type of shield is described in more detail below.","{@b {@item Buckler}:} This very small shield is a favorite of duelists and quick, lightly armored warriors. It's typically made of steel and strapped to your forearm. You can Raise a Shield with your buckler as long as you have that hand free or are holding a light object that's not a weapon in that hand.","{@b {@item Wooden Shield}:} Though they come in a variety of shapes and sizes, the protection offered by wooden shields comes from the stoutness of their materials. While wooden shields are less expensive than steel shields, they break more easily.","{@b {@item Steel Shield}:} Like wooden shields, steel shields come in a variety of shapes and sizes. Though more expensive than wooden shields, they are much more durable.","{@b {@item Tower Shield}:} These massive shields can be used to provide cover to nearly the entire body. Due to their size, they are typically made of wood reinforced with metal."],"source":"CRB"}],"data":{"quickref":2},"source":"CRB"},{"type":"section","page":273,"name":"Shoddy Items","entries":["Improvised or of dubious make, shoddy items are never available for purchase except for in the most desperate of communities. When available, a shoddy item usually costs half the Price of a standard item, though you can never sell one in any case. Attacks and checks involving a shoddy item take a –2 item penalty. This penalty also applies to any DCs that a shoddy item applies to (such as AC, for shoddy armor). A shoddy suit of armor also worsens the armor's check penalty by 2. A shoddy item's Hit Points and Broken Threshold are each half that of a normal item of its type."],"data":{"quickref":2},"source":"CRB"},{"type":"section","page":592,"name":"Staves","entries":["A magical staff is an indispensable accessory for an elite spellcaster. A staff is tied to one person during a preparation process, after which the preparer, and only the preparer, can harness the staff to cast a variety of spells throughout the day. The spells that can be cast from a staff are listed in bullet points organized by level under each version of the staff. Many staves can be found in multiple versions, with more powerful versions that contain more spells—such a staff always contains the spells of all lower-level versions, in addition to the spells listed in its own entry. All magical staves have the staff trait.",{"type":"pf2-h3","page":592,"name":"Casting Spells from a Staff","entries":["A staff gains charges when someone prepares it for the day. The person who prepared a staff can expend the charges to cast spells from it. You can {@action Cast a Spell} from a staff only if you have that spell on your spell list, are able to cast spells of the appropriate level, and expend a number of charges from the staff equal to the spell's level. {@action Cast a Spell||Casting a Spell} from a staff requires holding the staff (typically in one hand) and {@action Activate an Item||Activating} the staff by {@action Cast a Spell||Casting the Spell}, which takes the spell's normal number of actions.","Use your spell attack roll and spell DC when {@action Cast a Spell||Casting a Spell} from a staff. The spell gains the appropriate trait for your magical tradition (arcane, divine, occult, or primal) and can be affected by any modifications you can normally make when casting spells, such as metamagic feats. You must provide any material components, cost, or focus required by the spell, or you fail to cast it.","Prepared spellcasters and spontaneous spellcasters each have a unique way of altering how their staves gain charges and the ways they can be used (see the Prepared Spellcasters and Spontaneous Spellcasters sections below).",{"type":"pf2-h4","page":592,"name":"Casting Cantrips from a Staff","entries":["If a staff contains a cantrip, you can cast that cantrip using the staff without expending any charges. The cantrip's level is heightened to the same level as cantrips you cast."],"source":"CRB"}],"source":"CRB"},{"type":"pf2-h3","page":592,"name":"Preparing a Staff","entries":["During your daily preparations, you can prepare a staff to add charges to it for free. When you do so, that staff gains a number of charges equal to the level of your highest-level spell slot. You don't need to expend any spells to add charges in this way. No one can prepare more than one staff per day, nor can a staff be prepared by more than one person per day. If the charges aren't used within 24 hours, they're lost, and preparing the staff anew removes any charges previously stored in it. You can prepare a staff only if you have at least one of the staff's spells on your spell list.",{"type":"pf2-h4","page":592,"name":"Prepared Spellcasters","entries":["A prepared spellcaster—such as a cleric, druid, or wizard— can place some of their own magic in a staff to increase its number of charges. When a prepared spellcaster prepares a staff, they can expend a spell slot to add a number of charges to the staff equal to the level of the spell. They can't expend more than one spell in this way each day. For example, if Ezren can cast 3rd-level spells and prepared a staff, the staff would gain 3 charges, but Ezren could increase this to 6 by expending one of his 3rd-level spells, 5 by expending a 2nd-level spell, or 4 by expending a 1st-level spell."],"source":"CRB"},{"type":"pf2-h4","page":592,"name":"Spontaneous Spellcasters","entries":["A spontaneous spellcaster, such as a bard or sorcerer, can reduce the number of charges it takes to Activate a staff by supplementing with their own energy. When a spontaneous spellcaster Activates a staff, they can expend 1 charge from the staff and one of their spell slots to cast a spell from the staff of the same level (or lower) as the expended spell slot. This doesn't change the number of actions it takes to cast the spell. For example, if Seoni can cast 3rd-level spells and prepared a staff, the staff would gain 3 charges. She could expend 1 charge and one of her 3rd-level spell slots to cast a 3rd-level spell from the staff, or 1 charge and one of her 2nd-level spell slots to cast a 2nd-level spell from the staff. She could still expend 3 charges from the staff to cast a 3rd-level spell from it without using any of her own slots, just like any other spellcaster"],"source":"CRB"}],"source":"CRB"},{"type":"pf2-h3","page":592,"name":"Attacking with a Staff","entries":["Staves are also {@item staff} weapons. They can be etched with fundamental runes but not property runes. This doesn't alter any of their spellcasting abilities."],"source":"CRB"}],"data":{"quickref":2},"source":"CRB"},{"type":"section","page":597,"name":"Wands","entries":["Short, slender items typically made of wood, wands let you cast a specific spell without expending a spell slot. They can be used once per day, but can be overcharged to attempt to cast them again at great risk. Each wand holds a spell of a certain level, determined when the wand is created. Cantrips, focus spells, and rituals can't be placed in wands.","If you find a wand, you can try to figure out what spell is in it. If the spell is a common spell from your spell list or is a spell you know, you can use a single {@action Recall Knowledge} action and automatically succeed.","If it's not, you must {@action Identify Magic}.",{"type":"pf2-h3","page":597,"name":"Casting Spells from a Wand","entries":["A wand contains a spell that can be cast once per day. Casting a spell from a wand requires holding the wand in one hand and activating the item with a {@action Cast a Spell} activity using the normal number of actions for the spell.","To cast a spell from a wand, it must be on your spell list. Because you're the one casting the spell, use your spell attack roll and spell DC. The spell is of your tradition.","A spell cast from a wand doesn't require physical material components, but you must replace any material component normally required to cast the spell with a somatic component. If the spell requires a focus, you must still have that focus to cast the spell from a wand, and if the spell has a cost, you must still pay that cost to cast the spell from a wand.",{"type":"pf2-h4","page":597,"name":"Overcharging a Wand","entries":["After the spell is cast from the wand for the day, you can attempt to cast it one more time—overcharging the wand at the risk of destroying it. {@action Cast a Spell||Cast the Spell} again, then roll a DC {@flatDC 10} flat check. On a success, the wand is broken.","On a failure, the wand is destroyed. If anyone tries to overcharge a wand when it's already been overcharged that day, the wand is automatically destroyed (even if it had been repaired) and no spell is cast."],"source":"CRB"}],"source":"CRB"},{"type":"pf2-h3","page":597,"name":"Wand Statistics","entries":["A wand's base statistics are the same unless noted otherwise in a special wand. It has light Bulk, and must be held in one hand to be activated. Each wand contains a specific level of the spell. When you activate a wand, you can only cast the spell at the specified level, but you can craft a wand with a heightened version of a spell.",{"type":"pf2-h4","page":597,"name":"Varying Statistics","entries":["Each type of wand has a Level and Price determined by the spell's level. The wand's rarity matches the spell's rarity. The item's traits also vary, based on the spell. A wand has any traits listed in its stat block (usually just magical and wand), plus any traits of the spell stored on it. A wand has the normal Hardness, BT, and HP of a thin item of its material (page 577)."],"source":"CRB"},{"type":"pf2-brown-box","page":597,"name":"EXAMPLE WAND","entries":["This example {@item magic wand (generic)} has the {@spell heal} spell.",{"type":"data","tag":"item","data":{"name":"Wand of Heal","source":"CRB","page":597,"type":"Item","level":"3+","traits":["magical","necromancy","positive","wand"],"usage":"held in 1 hand","bulk":"L","category":"Wand","entries":["The golden end caps on this white wooden wand are adorned with ruby cabochons.",{"type":"ability","style":"compact","components":["{@action Cast a Spell}"],"frequency":{"freq":1,"unit":"day","overcharge":true,"number":"once "},"entries":["You cast a {@spell heal} spell at the indicated level."]}],"craftReq":["Supply a listed-level casting of heal."],"generic":"G","variants":[{"type":"1st-level spell","level":3,"price":{"coin":"gp","amount":60},"entries":[]},{"type":"2nd-level spell","level":5,"price":{"coin":"gp","amount":160},"entries":[]},{"type":"3rd-level spell","level":7,"price":{"coin":"gp","amount":360},"entries":[]},{"type":"4th-level spell","level":9,"price":{"coin":"gp","amount":700},"entries":[]},{"type":"5th-level spell","level":11,"price":{"coin":"gp","amount":1500},"entries":[]},{"type":"6th-level spell","level":13,"price":{"coin":"gp","amount":3000},"entries":[]},{"type":"7th-level spell","level":15,"price":{"coin":"gp","amount":6500},"entries":[]},{"type":"8th-level spell","level":17,"price":{"coin":"gp","amount":15000},"entries":[]},{"type":"9th-level spell","level":19,"price":{"coin":"gp","amount":40000},"entries":[]}]}}],"source":"CRB"}],"source":"CRB"},{"type":"pf2-h3","page":597,"name":"Crafting a Wand","entries":["For the most part, the process to {@action Craft} a wand is like that to {@action Craft} any other magic item. When you begin the crafting process, choose a spell to put into the wand. You have to either cast that spell during the process, or someone else must do so in your presence. That spell doesn't have its normal effects; instead, the magic is captured inside the wand. The caster doesn't need to pay any cost of the spell.","The casting must come from a spellcaster expending a spell slot. You can't make a wand from a spell that comes from another magic item, for example."],"source":"CRB"},{"type":"pf2-h3","page":597,"name":"Magic Wand","entries":["The simplest form of wand contains a spell, with Price and level based on that spell. The wand has the {@trait magical} and {@trait wand} traits, as well as the traits the spell has. The name of a magic wand with a spell in it is simply \"wand of,\" followed by the spell's name. You only need to learn one 1st-level formula to {@action Craft} a {@i magic wand}."],"source":"CRB"},{"type":"pf2-h3","page":598,"name":"Specialty Wands","entries":["Specialty wands can contain only certain kinds of spells, as noted in the stat block, and either alter the spell's effects or affect how it can be cast. The Craft Requirements entry lists what kinds of spells the wand can hold."],"source":"CRB"}],"data":{"quickref":2},"source":"CRB"},{"type":"section","page":278,"name":"Weapons","entries":[{"type":"pf2-h2","page":278,"name":"Attack Rolls","entries":["When making an attack roll, determine the result by rolling 1d20 and adding your attack modifier for the weapon or unarmed attack you're using. Modifiers for melee and ranged attacks are calculated differently.",{"type":"pf2-inset","page":278,"entries":["Ranged attack modifier = Dexterity modifier + proficiency bonus + other bonuses + penalties"],"source":"CRB"},{"type":"pf2-inset","page":278,"entries":["Melee attack modifier = Strength modifier {@n (or optionally Dexterity for a {@trait finesse} weapon)} + proficiency bonus + other bonuses + penalties"],"source":"CRB"},"Bonuses, and penalties apply to these rolls just like with other types of checks. Weapons with potency runes (page 581) add an item bonus to your attack rolls.",{"type":"pf2-h3","page":278,"name":"Multiple Attack Penalty","entries":["If you use an action with the attack trait more than once on the same turn, your attacks after the first take a penalty called a multiple attack penalty. Your second attack takes a –5 penalty, and any subsequent attacks take a –10 penalty.","The multiple attack penalty doesn't apply to attacks you make when it isn't your turn (such as attacks made as part of a reaction). You can use a weapon with the {@trait agile} trait to reduce your multiple attack penalty."],"source":"CRB"}],"source":"CRB"},{"type":"pf2-h2","page":278,"name":"Damage Rolls","entries":["When the result of your attack roll with a weapon or unarmed attack equals or exceeds your target's AC, you hit your target! Roll the weapon or unarmed attack's damage die and add the relevant modifiers, bonuses, and penalties to determine the amount of damage you deal. Calculate a damage roll as follows.",{"type":"pf2-inset","page":278,"entries":["Melee damage roll = damage die of weapon or unarmed attack + Strength modifier + bonuses + penalties"],"source":"CRB"},{"type":"pf2-inset","page":278,"entries":["Ranged damage roll = damage die of weapon + Strength modifier for thrown weapons + bonuses + penalties"],"source":"CRB"},"Ranged weapons don't normally add an ability modifier to the damage roll, though weapons with the propulsive trait (page 283) add half your Strength modifier (or your full modifier if it is a negative number), and thrown weapons add your full Strength modifier.","Magic weapons with {@item striking}, {@item greater striking}, or {@item major striking} runes (page 581) add one or more weapon damage dice to your damage roll. These extra dice are the same die size as the weapon's damage die. At higher levels, most characters also gain extra damage from weapon specialization."],"source":"CRB"},{"type":"pf2-h2","page":278,"name":"Critical Hits","entries":["When you make an attack and succeed with a natural 20 (the number on the die is 20), or if the result of your attack exceeds the target's AC by 10, you achieve a critical success (also known as a critical hit).","If you critically succeed at a {@action Strike}, your attack deals {@book double damage|CRB|9|Doubling and Halving Damage}. Other attacks, such as spell attack rolls and some uses of the {@skill Athletics} skill, describe the specific effects that occur when their outcomes are critical successes."],"source":"CRB"},{"type":"pf2-h2","page":278,"name":"Unarmed Attacks","entries":["Almost all characters start out trained in unarmed attacks. You can {@action Strike} with your fist or another body part, calculating your attack and damage rolls in the same way you would with a weapon. Unarmed attacks can belong to a weapon group (page 280), and they might have weapon traits (page 282). However, unarmed attacks aren't weapons, and effects and abilities that work with weapons never work with unarmed attacks unless they specifically say so.","{@table Unarmed Attacks||Table 6–6: Unarmed Attacks} lists the statistics for an unarmed attack with a fist, though you'll usually use the same statistics for attacks made with any other parts of your body. Certain ancestry feats, class features, and spells give access to special, more powerful unarmed attacks. Details for those unarmed attacks are provided in the abilities that grant them."],"source":"CRB"},{"type":"pf2-h2","page":278,"name":"Improvised Weapons","entries":["If you attack with something that wasn't built to be a weapon, such as a chair or a vase, you're making an attack with an improvised weapon. Improvised weapons are simple weapons. You take a –2 item penalty to attack rolls with an improvised weapon. The GM determines the amount and type of damage the attack deals, if any, as well as any weapon traits the improvised weapon should have."],"source":"CRB"},{"type":"pf2-h2","page":279,"name":"Weapon Statistics","entries":["The tables on pages 280 –282 list the statistics for various melee and ranged weapons that you can purchase, as well as the statistics for striking with a fist (or another basic unarmed attack). The tables present the following statistics. All weapons listed in this chapter have an item level of 0.",{"type":"pf2-h3","page":279,"name":"Damage","entries":["This entry lists the weapon's damage die and the type of damage it deals: B for bludgeoning, P for piercing, or S for slashing.",{"type":"pf2-beige-box","page":279,"name":"Damage Dice","entries":["Each weapon lists the damage die used for its damage roll. A standard weapon deals one die of damage, but a magical {@item striking (generic)||striking} rune can increase the number of dice rolled, as can some special actions and spells. These additional dice use the same die size as the weapon or unarmed attack's normal damage die.",{"type":"pf2-title","name":"Counting Damage Dice"},"Effects based on a weapon's number of damage dice include only the weapon's damage die plus any extra dice from a {@item striking (generic)||striking} rune. They don't count extra dice from abilities, critical specialization effects, property runes, weapon traits, or the like.",{"type":"pf2-title","name":"Increasing Die Size"},"When an effect calls on you to increase the size of your weapon damage dice, instead of using its normal weapon damage dice, use the next larger die, as listed below (so if you were using a d4, you'd use a d6, and so on). If you are already using a d12, the size is already at its maximum. You can't increase your weapon damage die size more than once.","{@c {@b {@dice 1d4} ➞ {@dice 1d6} ➞ {@dice 1d8} ➞ {@dice 1d10} ➞ {@dice 1d12}}}"],"source":"CRB"}],"source":"CRB"},{"type":"pf2-h3","page":279,"name":"Range","entries":["Ranged and thrown weapons have a range increment. Attacks with these weapons work normally up to that distance. Attack rolls beyond a weapon's range increment take a –2 penalty for each additional multiple of that increment between you and the target. Attacks beyond the sixth range increment are impossible.","For example, a shortbow takes no penalty against a target up to 60 feet away, a –2 penalty against a target beyond 60 feet but up to 120 feet away, and a –4 penalty against a target beyond 120 feet but up to 180 feet away, and so on, up to 360 feet."],"source":"CRB"},{"type":"pf2-h3","page":279,"name":"Reload","entries":["While all weapons need some amount of time to get into position, many ranged weapons also need to be loaded and reloaded. This entry indicates how many {@action Interact} actions it takes to reload such weapons. This can be 0 if drawing ammunition and firing the weapon are part of the same action. If an item takes 2 or more actions to reload, the GM determines whether they must be performed together as an activity, or you can spend some of those actions during one turn and the rest during your next turn.","An item with an entry of \"—\" must be drawn to be thrown, which usually takes an {@action Interact} action just like drawing any other weapon. Reloading a ranged weapon and drawing a thrown weapon both require a free hand. Switching your grip to free a hand and then to place your hands in the grip necessary to wield the weapon are both included in the actions you spend to reload a weapon."],"data":{"quickrefIndex":true},"source":"CRB"},{"type":"pf2-h3","page":279,"name":"Bulk","entries":["This entry gives the weapon's Bulk. A weapon's Bulk is increased or decreased if it's sized for creatures that aren't Small or Medium size, following the rules on page 295."],"source":"CRB"},{"type":"pf2-brown-box","page":279,"name":"SELECTING WEAPONS","entries":["Characters who focus on combat need to carefully consider their choice of weapons, evaluating whether they want to fight in melee or at range, the weapons' damage potential, and the special features of various weapons. Characters who are primarily spellcasters usually just need to pick a backup weapon in the best category they're trained or better in.","When selecting weapons, start by identifying the weapon types you're trained or better in. You should then compare weapons within these types to determine which ones you will have the highest melee or ranged attack modifier with. It's usually considered best practice to select both a melee and ranged weapon during character creation so you can contend with a broader variety of foes and situations.",{"type":"pf2-title","name":"Weapon Categories"},"Weapons fall into broad categories depending on how much damage they deal and what traits they have. Martial weapons generally deal more damage than simple weapons, and advanced weapons generally have more advantageous traits than martial weapons with the same damage. Generally, you'll want to select weapons that deal more damage, but if you're a highly skilled combatant, you might want to pick a weapon with interesting traits, even if it has a lower weapon damage die. You can also purchase multiple weapons within your budget, allowing you to switch between them for different situations."],"source":"CRB"},{"type":"pf2-h3","page":279,"name":"Hands","entries":["Some weapons require one hand to wield, and others require two. A few items, such as a longbow, list 1+ for its Hands entry. You can hold a weapon with a 1+ entry in one hand, but the process of shooting it requires using a second to retrieve, nock, and loose an arrow. This means you can do things with your free hand while holding the bow without changing your grip, but the other hand must be free when you shoot. To properly wield a 1+ weapon, you must hold it in one hand and also have a hand free.","Weapons requiring two hands typically deal more damage. Some one-handed weapons have the two-hand trait, causing them to deal a different size of weapon damage die when used in two hands. In addition, some abilities require you to wield a weapon in two hands. You meet this requirement while holding the weapon in two hands, even if it doesn't require two hands or have the two-hand trait."],"source":"CRB"},{"type":"pf2-h3","page":280,"name":"Group","entries":["A weapon or unarmed attack's group classifies it with similar weapons. Groups affect some abilities and what the weapon does on a critical hit if you have access to that weapon or unarmed attack's critical specialization effects; for full details, see page 283."],"source":"CRB"},{"type":"pf2-h3","page":280,"name":"Weapon Traits","entries":["The traits a weapon or unarmed attack has are listed in this entry. Any trait that refers to a \"weapon\" can also apply to an unarmed attack that has that trait."],"source":"CRB"},{"type":"pf2-h3","page":280,"name":"Ammunition","entries":["Some entries in the ranged weapons tables are followed by an entry indicating the type of ammunition that weapon launches. The damage die is determined by the weapon, not the ammunition. Because that and other relevant statistics vary by weapon, ammunition entries list only the name, quantity, Price, and Bulk. Using ammunition destroys it."],"source":"CRB"},{"type":"data","tag":"table","name":"Unarmed Attacks","source":"CRB"},{"type":"data","tag":"table","name":"Melee Weapons","source":"CRB"},{"type":"data","tag":"table","name":"Ranged Weapons","source":"CRB"},{"type":"pf2-h3","page":282,"name":"Weapon Traits","entries":["{@filter Weapons and unarmed attacks with the weapon trait can have the following traits.|traits||categories=item}"],"source":"CRB"}],"source":"CRB"},{"type":"pf2-h2","page":283,"name":"Critical Specialization Effects","entries":["Certain feats, class features, weapon runes, and other effects can grant you additional benefits when you make a Strike with certain weapons and get a critical success. This is called a critical specialization effect. The exact effect depends on which weapon group your weapon belongs to, as listed below. You can always decide not to add the critical specialization effect of your weapon.","{@b Axe:} 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.","{@b Bomb:} Increase the radius of the bomb's splash damage (if any) to 10 feet.","{@b 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 {@skill 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 effort.","{@b Brawling:} The target must succeed at a Fortitude save against your class DC or be slowed 1 until the end of your next turn.","{@b Club:} You knock the target away from you up to 10 feet (you choose the distance). This is {@quickref forced movement||3|forced movement}.","{@b Dart:} The target takes {@dice 1d6} {@condition Persistent Damage|CRB|persistent bleed damage}. You gain an item bonus to this bleed damage equal to the weapon's item bonus to attack rolls.","{@b Flail:} The target is knocked {@condition prone}.","{@b Hammer:} The target is knocked {@condition prone}.","{@b Knife:} The target takes {@dice 1d6} {@condition Persistent Damage|CRB|persistent bleed} damage. You gain an item bonus to this bleed damage equal to the weapon's item bonus to attack rolls.","{@b Pick:} The weapon viciously pierces the target, who takes 2 additional damage per weapon damage die.","{@b Polearm:} The target is moved 5 feet in a direction of your choice. This is {@quickref forced movement||3|forced movement}.","{@b Shield:} You knock the target back from you 5 feet. This is {@quickref forced movement||3|forced movement}.","{@b Sling:} The target must succeed at a Fortitude save against your class DC or be stunned 1.","{@b Spear:} The weapon pierces the target, weakening its attacks. The target is clumsy 1 until the start of your next turn.","{@b Sword:} The target is made off-balance by your attack, becoming {@condition flat-footed} until the start of your next turn.",{"type":"pf2-h3","page":284,"name":"Weapon Descriptions","entries":["{@note Please visit the {@filter items page|items||source=CRB|category=weapon|type=equipment} to view all weapons.}"],"source":"CRB"}],"source":"CRB"}],"data":{"quickref":2},"source":"CRB"},{"type":"section","page":287,"name":"Wearing Tools","entries":["You can make a set of tools (such as {@item alchemist's tools} or {@item healer's tools}) easier to use by wearing it. This allows you to draw and replace the tools as part of the action that uses them. You can wear up to 2 Bulk of tools in this manner; tools beyond this limit must be stowed or drawn with an {@action Interact} action to use."],"data":{"quickref":2},"source":"CRB"}]},{"type":"entries","entries":[{"type":"section","page":300,"name":"Cantrips","entries":["A cantrip is a special type of spell that's weaker than other spells but can be used with greater freedom and flexibility. The title of a cantrip's stat block says \"Cantrip\" instead of \"Spell.\" Casting a cantrip doesn't use up your spell slots; you can cast a cantrip at will, any number of times per day. If you're a prepared caster, you can prepare a specific number of cantrips each day. You can't prepare a cantrip in a spell slot.","A cantrip is always automatically heightened to half your level, rounded up. For a typical spellcaster, this means its level is equal to the highest level of spell slot you have."],"data":{"quickref":3},"source":"CRB"},{"type":"section","page":302,"name":"Casting Spells","entries":["The casting of a spell can range from a simple word of magical might that creates a fleeting effect to a complex process taking minutes or hours to cast and producing a long-term impact. {@action Cast a Spell||Casting a Spell} is a special activity that takes a number of actions defined by the spell. When you {@action Cast a Spell}, your spellcasting creates obvious visual manifestations of the gathering magic, although feats such as Conceal Spell (page 210) and Melodious Spell (page 101) can help hide such manifestations or otherwise prevent observers from noticing that you are casting.",{"type":"data","tag":"action","name":"Cast a Spell","source":"CRB"},{"type":"pf2-h3","page":303,"name":"Spell Components","entries":["A spell description lists the components required to {@action Cast a Spell||Cast the Spell}. For most spells, the number of components is equal to the number of actions you must spend to {@action Cast a Spell||Cast the Spell}. Each component adds certain traits to the {@action Cast a Spell} activity, and some components have special requirements. The components that appear in this book are listed below.",{"type":"pf2-h4","page":303,"name":"Material","entries":["A material component is a bit of physical matter consumed in the casting of the spell. The spell gains the manipulate trait and requires you to have a free hand to retrieve and manipulate a material component. That component is expended in the casting (even if the spell is disrupted).","Except in extreme circumstances, you can assume all common components are included in a material component pouch (page 290)."],"source":"CRB"},{"type":"pf2-h4","page":303,"name":"Somatic","entries":["A somatic component is a specific hand movement or gesture that generates a magical nexus. The spell gains the manipulate trait and requires you to make gestures. You can use this component while holding something in your hand, but not if you are restrained or otherwise unable to gesture freely.","Spells that require you to touch the target require a somatic component. You can do so while holding something as long as part of your hand is able to touch the target (even if it's through a glove or gauntlet)."],"source":"CRB"},{"type":"pf2-h4","page":303,"name":"Verbal","entries":["A verbal component is a vocalization of words of power.","You must speak them in a strong voice, so it's hard to conceal that you're {@action Cast a Spell||Casting a Spell}. The spell gains the {@trait concentrate}. You must be able to speak to provide this component."],"source":"CRB"},{"type":"pf2-h4","page":303,"name":"Focus","entries":["A focus is an object that funnels the magical energy of the spell. The spell gains the manipulate trait and requires you to either have a free hand to retrieve the focus listed in the spell or already be holding the focus in your hand.","As part of {@action Cast a Spell||Casting the Spell}, you retrieve the focus (if necessary), manipulate it, and can stow it again if you so choose.","Foci tend to be expensive, and you need to acquire them in advance to {@action Cast a Spell||Cast the Spell}."],"source":"CRB"},{"type":"pf2-brown-box","page":303,"name":"Component Substitution","entries":["Some classes can substitute one component for another or alter how a component works.","If you're a {@class bard} {@action Cast a Spell||Casting a Spell} from the {@trait occult} tradition you can usually play an {@item musical instrument||instrument} for spells requiring somatic or material components, as long as it takes at least one of your hands to do so. If you use an instrument, you don't need a spell component pouch or another hand free. You can usually also play an instrument for spells requiring verbal components, instead of speaking.","If you're a {@class cleric} {@action Cast a Spell||Casting a Spell} from the {@trait divine} tradition while holding a divine focus (such as a {@item religious symbol (generic)||religious symbol} or {@item religious text||text}), you can replace any material component the spell requires by using the divine focus as a focus component instead. Unlike the normal rules for a focus component, you can't retrieve or stow the focus when making this substitution.","If you're a {@class druid} {@action Cast a Spell||Casting a Spell} from the {@trait primal} tradition while holding a primal focus (such as {@item holly and mistletoe}), you can replace any material component the spell requires by using the primal focus as a focus component instead. Unlike the normal rules for a focus component, you can't retrieve or stow the focus when making this substitution.","If you're a {@class sorcerer} {@action Cast a Spell||Casting a Spell} from the magical tradition that matches your bloodline, you can draw on the magic within your blood to replace any material component with a somatic component.","Any character casting an innate spell can replace any material component with a somatic component."],"source":"CRB"}],"source":"CRB"},{"type":"pf2-brown-box","page":304,"name":"Metamagic","entries":["Many spellcasters can gain access to metamagic actions, typically by selecting metamagic feats. Actions with the metamagic trait tweak the properties of your spells, changing their range, damage, or any number of other properties. You must use a metamagic action directly before the spell you want to alter. If you use any action (including free actions, reactions, and additional metamagic actions) other than {@action Cast a Spell} directly after, you waste the benefits of the metamagic action. Any additional effects added by a metamagic action are part of the spell's effect, not of the metamagic action itself."],"source":"CRB"}],"data":{"quickref":3},"source":"CRB"},{"type":"section","page":298,"name":"Disbelieving Illusions","entries":["Sometimes illusions allow an affected creature a chance to disbelieve the spell, which lets the creature effectively ignore the spell if it succeeds at doing so. This usually happens when a creature {@action Seek||Seeks} or otherwise spends actions to engage with the illusion, comparing the result of its {@skill Perception} check (or another check or saving throw, at the GM's discretion) to the caster's spell DC. {@trait Mental} illusions typically provide rules in the spell's description for disbelieving the effect (often allowing the affected creature to attempt a Will save).","If the illusion is {@trait visual}, and a creature interacts with the illusion in a way that would prove it is not what it seems, the creature might know that an illusion is present, but it still can't ignore the illusion without successfully disbelieving it. For instance, if a character is pushed through the illusion of a door, they will know that the door is an illusion, but they still can't see through it. Disbelieving an illusion makes it and those things it blocks seem hazy and indistinct, so even in the case where a visual illusion is disbelieved, it may, at the GM's discretion, block vision enough to make those on the other side concealed.."],"data":{"quickref":3},"source":"CRB"},{"type":"section","page":304,"name":"Durations","entries":["The duration of a spell is how long the spell effect lasts.","Spells that last for more than an instant have a Duration entry. A spell might last until the start or end of a turn, for some number of rounds, for minutes, or even longer. If a spell's duration is given in rounds, the number of rounds remaining decreases by 1 at the start of each of the spellcaster's turns, ending when the duration reaches 0.","Some spells have effects that remain even after the spell's magic is gone. Any ongoing effect that isn't part of the spell's duration entry isn't considered magical.","For instance, a spell that creates a loud sound and has no duration might deafen someone for a time, even permanently. This deafness couldn't be counteracted because it is not itself magical (though it might be cured by other magic, such as {@spell restore senses}).","If a spell's caster dies or is incapacitated during the spell's duration, the spell remains in effect till its duration ends.","You might need to keep track of the caster's initiative after they stopped being able to act to monitor spell durations.",{"type":"pf2-h3","page":304,"name":"Sustaining Spells","entries":["If the spell's duration is \"sustained,\" it lasts until the end of your next turn unless you use a Sustain a Spell action on that turn to extend the duration of that spell.",{"type":"data","tag":"action","name":"Sustain a Spell","source":"CRB"}],"source":"CRB"},{"type":"pf2-h3","page":305,"name":"Long Durations","entries":["If a spell's duration says it lasts until your next daily preparations, on the next day you can refrain from preparing a new spell in that spell's slot. (If you are a spontaneous caster, you can instead expend a spell slot during your preparations.) Doing so extends the spell's duration until your next daily preparations. This effectively Sustains the Spell over a long period of time.","If you prepare a new spell in the slot (or don't expend a spell slot), the spell ends. You can't do this if the spell didn't come from one of your spell slots. If you are dead or otherwise incapacitated at the 24-hour mark after the time you {@action Cast a Spell||Cast the Spell} or the last time you extended its duration, the spell ends. Spells with an unlimited duration last until counteracted or Dismissed. You don't need to keep a spell slot open for these spells."],"source":"CRB"},{"type":"pf2-h3","page":305,"name":"Dismissing","entries":["Some spells can be dismissed, ending the duration early. This requires the caster or target to use the Dismiss action.",{"type":"data","tag":"action","name":"Dismiss","source":"CRB"}],"source":"CRB"}],"data":{"quickref":3},"source":"CRB"},{"type":"section","page":300,"name":"Focus Spells","entries":["Focus spells are a special type of spell attained directly from a branch of study, from a deity, or from another specific source. You can learn focus spells only through special class features or feats, rather than choosing them from a spell list. Furthermore, you cast focus spells using a special pool of Focus Points—you can't prepare a focus spell in a spell slot or use your spell slots to cast focus spells; similarly, you can't spend your Focus Points to cast spells that aren't focus spells. Even some classes that don't normally grant spellcasting, such as the champion and monk, can grant focus spells.","Focus spells are automatically heightened to half your level rounded up, just like cantrips are. You can't cast a focus spell if its minimum level is greater than half your level rounded up, even if you somehow gain access to it.","Casting any of your focus spells costs you 1 Focus Point. You automatically gain a focus pool of 1 Focus Point the first time you gain an ability that gives you a focus spell.","You replenish all the Focus Points in your pool during your daily preparations. You can also use the {@action Refocus} activity to pray, study, meditate, or otherwise reattune yourself to the source of your focus magic and regain a Focus Point.","Some abilities allow you to increase the Focus Points in your pool beyond 1. Typically, these are feats that give you a new focus spell and increase the number of points in your pool by 1. Your focus pool can't have a capacity beyond 3 Focus Points, even if feats that increase your pool would cause it to exceed this number.",{"type":"data","tag":"action","name":"Refocus","source":"CRB"},{"type":"pf2-brown-box","page":302,"name":"Focus Points from Multiple Sources","entries":["It's possible, especially through archetypes, to gain focus spells and Focus Points from more than one source. If this happens, you have just one focus pool, adding all the Focus Points together to determine the total size of your pool. (Remember that the maximum number of Focus Points a pool can have is 3.) If you have multiple abilities that give you a focus pool, each one adds 1 Focus Point to your pool. For instance, if you were a cleric with the Domain Initiate feat, you would have a pool with 1 Focus Point. Let's say you then took the champion multiclass archetype and the Healing Touch feat. Normally, this feat would give you a focus pool. Since you already have one, it instead increases your existing pool's capacity by 1.","Focus Points are not differentiated by source; you can spend any of your Focus Points on any of your focus spells. Likewise, when you {@action Refocus}, you get back a point as long as you follow the guidelines of any abilities that granted you focus spells. Having Focus Points from multiple sources doesn't change the tradition of your spells; if you had both cleric domain spells and druid order spells, your domain spells would remain divine and the order spells primal. This could mean that you need to keep track of a different proficiency and ability modifier with the spell DC and spell attack roll of different focus spells."],"source":"CRB"},{"type":"pf2-h3","page":302,"name":"Spellcasters with Focus Spells","entries":["If you are a spellcaster, your focus spells are the same tradition of spell as the class that gave you the focus spell. A {@class bard||bard's} are occult, a {@class cleric||cleric's} are divine, a {@class druid||druid's} are primal, a {@class wizard||wizard's} are arcane, and a {@class sorcerer||sorcerer's} are determined by their bloodline."],"source":"CRB"},{"type":"pf2-h3","page":302,"name":"Non-Spellcasters with Focus Spells","entries":["If you get focus spells from a class or other source that doesn't grant spellcasting ability (for example, if you're a monk with the {@feat Ki Strike} feat), the ability that gives you focus spells also provides your proficiency rank for spell attack rolls and spell DCs, as well as the magical tradition of your focus spells. You gain the ability to {@action Cast a Spell} and use any spellcasting actions necessary to cast your focus spells (see below). However, you don't qualify for feats and other rules that require you to be a spellcaster."],"source":"CRB"}],"data":{"quickref":3},"source":"CRB"},{"type":"section","page":305,"name":"Hostile Actions","entries":["Sometimes spell effects prevent a target from using hostile actions, or the spell ends if a creature uses any hostile actions. A hostile action is one that can harm or damage another creature, whether directly or indirectly, but not one that a creature is unaware could cause harm.","For instance, lobbing a {@spell fireball} into a crowd would be a hostile action, but opening a door and accidentally freeing a horrible monster would not be. The GM is the final arbitrator of what constitutes a hostile action."],"data":{"quickref":3},"source":"CRB"},{"type":"section","page":305,"name":"Identifying Spells","entries":["Sometimes you need to identify a spell, especially if its effects are not obvious right away. If you notice a spell being cast, and you have prepared that spell or have it in your repertoire, you automatically know what the spell is, including the level to which it is heightened.","If you want to identify a spell but don't have it prepared or in your repertoire, you must spend an action on your turn to attempt to identify it using {@action Recall Knowledge}. You typically notice a spell being cast by seeing its visual manifestations or hearing its verbal casting components. Identifying long-lasting spells that are already in place requires using Identify Magic instead of {@action Recall Knowledge} because you don't have the advantage of watching the spell being cast."],"data":{"quickref":3},"source":"CRB"},{"type":"section","page":302,"name":"Innate Spells","entries":["Certain spells are natural to your character, typically coming from your ancestry or a magic item rather than your class. You can cast your innate spells even if you aren't a member of a spellcasting class. The ability that gives you an innate spell tells you how often you can cast it—usually once per day—and its magical tradition. Innate spells are refreshed during your daily preparations. Innate cantrips are cast at will and automatically heightened as normal for cantrips (see Cantrips on page 300) unless otherwise specified.","You're always trained in spell attack rolls and spell DCs for your innate spells, even if you aren't otherwise trained in spell attack rolls or spell DCs. If your proficiency in spell attack rolls or spell DCs is expert or better, apply that proficiency to your innate spells, too. You use your Charisma modifier as your spellcasting ability modifier for innate spells unless otherwise specified.","If you have an innate spell, you can cast it, even if it's not of a spell level you can normally cast. This is especially common for monsters, which might be able to cast innate spells far beyond what a character of the same level could use.","You can't use your spell slots to cast your innate spells, but you might have an innate spell and also be able to prepare or cast the same spell through your class. You also can't heighten innate spells, but some abilities that grant innate spells might give you the spell at a higher level than its base level or change the level at which you cast the spell."],"data":{"quickref":3},"source":"CRB"},{"type":"section","page":304,"name":"Ranges, Areas, and Targets","entries":["Spells with a range can affect targets, create areas, or make things appear only within that range. Most spell ranges are measured in feet, though some can stretch over miles, reach anywhere on the planet, or go even farther!",{"type":"pf2-h3","page":304,"name":"Touch Range","entries":["A spell with a range of touch requires you to physically touch the target. You use your unarmed reach to determine whether you can touch the creature. You can usually touch the target automatically, though the spell might specify that the target can attempt a saving throw or that you must attempt a spell attack roll. If an ability increases the range of a touch spell, start at 0 feet and increase from there."],"source":"CRB"},{"type":"pf2-h3","page":304,"name":"Areas","entries":["Sometimes a spell has an area, which can be a burst, cone, emanation, or line. The method of measuring these areas can be found {@quickref here||3|Areas}. If the spell originates from your position, the spell has only an area; if you can cause the spell's area to appear farther away from you, the spell has both a range and an area."],"source":"CRB"},{"type":"pf2-h3","page":304,"name":"Targets","entries":["Some spells allow you to directly target a creature, an object, or something that fits a more specific category. The target must be within the spell's range, and you must be able to see it (or otherwise perceive it with a precise sense) to target it normally. At the GM's discretion, you can attempt to target a creature you can't see, as described in Detecting Creatures on pages 465–467. If you fail to target a particular creature, this doesn't change how the spell affects any other targets the spell might have.","If you choose a target that isn't valid, such as if you thought a vampire was a living creature and targeted it with a spell that can target only living creatures, your spell fails to target that creature. If a creature starts out as a valid target but ceases to be one during a spell's duration, the spell typically ends, but the GM might decide otherwise in certain situations.","Spells that affect multiple creatures in an area can have both an Area entry and a Targets entry. A spell that has an area but no targets listed usually affects all creatures in the area indiscriminately.","Some spells restrict you to willing targets. A player can declare their character a willing or unwilling target at any time, regardless of turn order or their character's condition (such as when a character is paralyzed, unconscious, or even dead)."],"source":"CRB"},{"type":"pf2-h3","page":304,"name":"Line of Effect","entries":["You usually need an unobstructed path to the target of a spell, the origin point of an area, or the place where you create something with a spell. More information on line of effect can be found {@quickref here||3|line of effect}."],"source":"CRB"}],"data":{"quickref":3},"source":"CRB"},{"type":"section","page":306,"name":"Reading Spells","entries":["Each spell uses the following format. Entries appear only when applicable, so not all spells will have every entry described here. The spell's name line also lists the type of spell if it's a cantrip or focus spell, as well as the level.",{"type":"data","tag":"generic","style":"book","data":{"name":"SPELL NAME","traits":["traits"],"category":"SPELL","level":"(LEVEL)","sections":[[[{"type":"pf2-options","skipSort":true,"noColon":true,"items":[{"name":"Tradition","entries":["This entry lists the magical traditions the spell belongs to. Some feats or other abilities might add a spell to your spell list even if you don't follow the listed traditions."]},{"name":"Cast","entries":["The number of actions required to {@action Cast a Spell||Cast the Spell} are listed here. Spells that can be cast during a single turn have the appropriate icon, as do those that can be cast as a free action or a reaction. Spells that take longer to cast list the time required, such as \"1 minute.\" After this, the spell's components are listed. If Casting the Spell has a cost, requirements, or a trigger, that information is also listed in this section. A cost includes any money, valuable materials, or other resources that must be expended to cast the spell."]},{"name":"Range, Area, and Targets","entries":["This entry lists the range of the spell, the area it affects, and the targets it can affect, if any. If none of these entries are present, the spell affects only the caster."]},{"name":"Saving Throw and Duration","entries":["If a spell allows the target to attempt a saving throw, the type of save appears here. Any details on the particular results and timing of the save appear in the text unless the entry specifies a basic saving throw, which follows the rules found on page 449. If the spell requires a save only under certain circumstances or at a certain time, this entry is omitted, since the text needs to explain it in more detail. A spell that doesn't list a duration takes place instantaneously, and anything created by it persists after the spell."]}]}]],[["A horizontal line follows saving throws and duration, and the effects of the spell are described after this line. This section might also detail the possible results of a saving throw: critical success, success, failure, and critical failure."]],[[{"type":"pf2-options","skipSort":true,"noColon":true,"items":[{"name":"Heightened (level)","entries":["If the spell has special effects when heightened, those effects appear at the end of the stat block."]}]}]]]}}],"data":{"quickref":3},"source":"CRB"},{"type":"section","page":408,"name":"Rituals","entries":[{"type":"pf2-h2","page":408,"name":"Casting Rituals","entries":["When you take charge of a ritual, you are its primary caster, and others assisting you are secondary casters. You can be a primary caster for a ritual even if you can't cast spells. You must know the ritual, and the ritual's spell level can be no higher than half your level rounded up.","You must also have the required proficiency rank in the skill used for the ritual's primary check (see Checks below), and as the primary caster, you must attempt this skill check to determine the ritual's effects. The primary skill check determines the tradition.","Rituals do not require spell slots to cast. You can heighten a ritual up to half your level rounded up, decided when the ritual is initiated. A ritual always takes at least 1 hour to perform, and often longer. While a ritual is a downtime activity, it's possible—albeit risky—to perform a ritual during exploration with enough uninterrupted time. A ritual's casting time is usually listed in days. Each day of casting requires 8 hours of participation in the ritual from all casters, with breaks during multiday rituals to allow rest. One caster can continue a multiday ritual, usually with some light chanting or meditation, while the other casters rest. All rituals require material, somatic, and verbal components throughout their casting time.",{"type":"pf2-h3","page":408,"name":"Learning Rituals","entries":["Learning a ritual does not count against any limits on spells in your spell repertoire or on any other normal spellcasting ability. Rituals are never common, though if you look hard, you can probably find someone who can perform an uncommon ritual for you. They may still be unwilling to teach it to you."],"source":"CRB"},{"type":"pf2-h3","page":408,"name":"Cost","entries":["A ritual's Cost entry lists valuable components required to cast the ritual. If a ritual doesn't have any such components, it won't have a Cost entry. The cost is consumed when you attempt the primary skill check. Costs are often presented as a base cost multiplied by the target's level and sometimes the spell's level. If the target's level is lower than 1, multiply the cost by 1 instead. Heightened versions that increase the base cost multiply it by the target's level or another value as appropriate. Most rituals that create permanent creatures, such as {@ritual create undead}, use costs based on the level of the spell, as presented on {@table creature creation rituals||Table 7–1}."],"source":"CRB"},{"type":"pf2-h3","page":408,"name":"Secondary Casters","entries":["Many rituals need additional secondary casters, who also don't need to be able to cast spells. Unlike a primary caster, a secondary caster doesn't need a minimum level or skill proficiency. The Secondary Casters entry, if present, indicates the minimum number of secondary casters required."],"source":"CRB"},{"type":"pf2-h3","page":408,"name":"Checks","entries":["At the ritual's culmination, you must attempt the skill check listed in the Primary Check entry to determine the ritual's outcome. Primary checks usually have a very hard DC for a level that's twice the ritual's spell level. As with other downtime activities, fortune and misfortune effects can't modify your checks for the ritual, nor can bonuses or penalties that aren't active throughout the process.","The GM can adjust the DCs of rituals, add or change primary or secondary checks, or even waive requirements to fit specific circumstances. For example, performing a ritual in a location where ley lines converge on the night of a new moon might make a normally difficult ritual drastically easier.",{"type":"data","tag":"table","name":"Creature Creation Rituals","source":"CRB"}],"source":"CRB"}],"data":{"quickrefIndex":true},"source":"CRB"},{"type":"pf2-h4","page":408,"name":"Secondary Checks","entries":["Often, a ritual requires secondary checks to represent aspects of its casting, usually with a standard DC for a level twice the ritual's spell level. A different secondary caster must attempt each secondary check. If there are more secondary casters than checks, the others don't attempt any.","Secondary casters attempt their checks before you attempt the primary check; no matter their results, the ritual proceeds to the primary check. Secondary checks affect the primary check depending on their results.",{"type":"successDegree","entries":{"Critical Success":"You gain a +2 circumstance bonus to the primary check.","Success":"No bonus or penalty.","Failure":"You take a –4 circumstance penalty to the primary check.","Critical Failure":"As failure, and you reduce the degree of success of the primary skill check by one step."}}],"data":{"quickrefIndex":true},"source":"CRB"},{"type":"pf2-h3","page":409,"name":"Effect","entries":["A ritual's effect depends on the result of the primary check.","If an effect lists a save DC, use your spell DC for the ritual's magic tradition (or 12 + your level + your highest mental ability modifier, if you don't have a spell DC)."],"data":{"quickrefIndex":true},"source":"CRB"},{"type":"pf2-h2","page":409,"name":"Rituals","entries":["{@note Please visit the {@filter rituals page|rituals||source=CRB} to view all Rituals.}"],"source":"CRB"}],"data":{"quickref":3},"source":"CRB"},{"type":"section","page":305,"name":"Saving Throws","entries":["Spells that require a target to attempt a save to resist some or all of the spell's effects have a Saving Throw entry. This entry presents the type of save for quick reference, and specific details appear in the spell description. Whenever a spell allows a saving throw, it uses the caster's spell DC.",{"type":"pf2-h3","page":305,"name":"Basic Saving Throws","entries":["If a spell's Saving Throw entry specifies a \"basic\" saving throw, the spell's potential effects all relate to the damage listed in the spell's description. The target takes no damage on a critical success, half damage on a success, full damage on a failure, or double damage on a critical failure. The rules for basic saving throws are found on page 449."],"source":"CRB"}],"data":{"quickref":3},"source":"CRB"},{"type":"section","page":305,"name":"Setting Triggers","entries":["If a spell is meant to respond only to certain events or under certain conditions—such as {@spell magic mouth}—it might require you to set a trigger. This is a simple sensory cue that causes the spell to activate. The spell activates as a reaction when the spell's sensor observes something that fits its trigger. Depending on the spell, the trigger might be the presence of a type of creature, such as \"red-haired dwarven women,\" or it could be an observed action, such as \"whenever someone enters the spell's area.\" Disguises and illusions fool the spell as long as they appear to match its parameters. For a spell to detect something visually, the spell's origin point must have line of sight. Darkness doesn't prevent this, but invisibility does, as does a successful {@skill Stealth} check to Hide (against the spell's DC). For auditory detection, line of sight isn't necessary, though the sound must be audible at the spell's origin point. A {@skill Stealth} check to Sneak can fool the sensor."],"data":{"quickref":3},"source":"CRB"},{"type":"section","page":305,"name":"Spell Attacks","entries":["Some spells require you to succeed at a spell attack roll to affect the target. This is usually because they require you to precisely aim a ray or otherwise make an accurate attack. A spell attack roll is compared to the target's AC.","Spell attack rolls benefit from any bonuses or penalties to attack rolls, including your multiple attack penalty, but not any special benefits or penalties that apply only to weapon or unarmed attacks. Spell attacks don't deal any damage beyond what's listed in the spell description.","In rare cases, a spell might have you make some other type of attack, such as a weapon Strike. Such attacks use the normal rules and attack bonus for that type of attack."],"data":{"quickref":3},"source":"CRB"},{"type":"section","page":298,"name":"Spell Slots","entries":["Characters of spellcasting classes can cast a certain number of spells each day; the spells you can cast in a day are referred to as spell slots. At 1st level, a character has only a small number of 1st-level spell slots per day, but as you advance in level, you gain more spell slots and new slots for higher-level spells. A spell's level indicates its overall power, from 1 to 10.",{"type":"pf2-h3","page":298,"name":"Prepared Spells","entries":["If you're a prepared spellcaster—such as a cleric, druid, or wizard—you must spend time each day preparing spells for that day. At the start of your daily preparations, you select a number of spells of different spell levels determined by your character level and class. Your spells remain prepared until you cast them or until you prepare spells again.","Each prepared spell is expended after a single casting, so if you want to cast a particular spell more than once in a day, you need to prepare that spell multiple times. The exceptions to this rule are spells with the cantrip trait; once you prepare a cantrip, you can cast it as many times as you want until the next time you prepare spells. See page 300 for more information on cantrips.","You might gain an ability that allows you to swap prepared spells or perform other aspects of preparing spells at different times throughout the day, but only your daily preparation counts for the purpose of effects that last until the next time you prepare spells."],"source":"CRB"},{"type":"pf2-h3","page":298,"name":"Spontaneous Spells","entries":["If you're a spontaneous spellcaster—such as a bard or a sorcerer—you choose which spell you're using a spell slot for at the moment you decide to cast it. This provides you with more freedom in your spellcasting, but you have fewer spells in your spell repertoire, as determined by your character level and class. When you make your daily preparations, all your spell slots are refreshed, but you don't get to change the spells in your repertoire."],"source":"CRB"},{"type":"pf2-red-box","page":299,"name":"Magical Traditions","entries":["Spellcasters cast spells from one of four different spell list, each representing a different magical tradition: arcane, divine, occult, and primal.","Your class determines which tradition of magic your spells use. In some cases, such as when a cleric gains spells from their deity or when a sorcerer gets spells from their bloodline, you might be able to cast spells from a different spell list. In these cases, the spell uses your magic tradition, not the list the spell normally comes from. When you cast a spell, add your tradition's trait to the spell.","Some types of magic, such as that of most magic items, don't belong to any single tradition. These have the magical trait instead of a tradition trait.",{"type":"table","style":"pf2-box__table--red","rows":[["Arcane","Divine","Occult","Primal"],["Arcane spellcasters use logic and rationality to categorize the magic inherent in the world around them. Because of its far-reaching approach, the arcane tradition has the broadest spell list, though it's generally poor at affecting the spirit or the soul. Wizards are the most iconic arcane spellcasters, poring over tomes and grimoires, though arcane sorcerers study the secrets of their blood to unlock the power within themselves.","The power of the divine is steeped in faith, the unseen, and belief in a power source from beyond the Material Plane. Clerics are the most iconic divine spellcasters, beseeching the gods to grant them their magic. Divine sorcerers can use the blood of their celestial or fiendish ancestors as a divine conduit, and champions call upon their gods to grant them martial prowess through divine guidance.","The practitioners of occult traditions seek to understand the unexplainable, categorize the bizarre, and otherwise access the ephemeral in a systematic way. Bards are the most iconic occult spellcasters, collecting strange esoterica and using their performances to influence the mind or elevate the soul, and occult sorcerers strive to understand the mysterious power in their blood.","An instinctual connection to and faith in the world, the cycle of day and night, theturning of the seasons, and the natural selection of predator and prey drive the primal tradition. Druids are the most iconic primal spellcasters, calling upon the magic of nature through deep faith and a connection to the plants and animals around them, and primal sorcerers call upon their fey or beast blood to harness the same natural energies."]]}],"source":"CRB"},{"type":"pf2-h3","page":299,"name":"Heightened Spells","entries":["Both prepared and spontaneous spellcasters can cast a spell at a higher spell level than that listed for the spell.","This is called heightening the spell. A prepared spellcaster can heighten a spell by preparing it in a higher-level slot than its normal spell level, while a spontaneous spellcaster can heighten a spell by casting it using a higher-level spell slot, so long as they know the spell at that level (see Heightened Spontaneous Spells below). When you heighten your spell, the spell's level increases to match the higher level of the spell slot you've prepared it in or used to cast it. This is useful for any spell, because some effects, such as counteracting, depend on the spell's level.","In addition, many spells have additional specific benefits when they are heightened, such as increased damage. These extra benefits are described at the end of the spell's stat block. Some heightened entries specify one or more levels at which the spell must be prepared or cast to gain these extra advantages. Each of these heightened entries states specifically which aspects of the spell change at the given level. Read the heightened entry only for the spell level you're using or preparing; if its benefits are meant to include any of the effects of a lower-level heightened entry, those benefits will be included in the entry.","Other heightened entries give a number after a plus sign, indicating that heightening grants extra advantages over multiple levels. The listed effect applies for every increment of levels by which the spell is heightened above its lowest spell level, and the benefit is cumulative. For example, {@spell fireball} says \"{@b Heightened (+1)} The damage increases by 2d6.\" Because {@spell fireball} deals {@damage 6d6} fire damage at 3rd level, a 4th-level {@spell fireball} would deal {@dice 8d6} fire damage, a 5th-level spell would deal {@dice 10d6} fire damage, and so on.",{"type":"pf2-h4","page":299,"name":"Heightened Spontaneous Spells","entries":["If you're a spontaneous spellcaster, you must know a spell at the specific level that you want to cast it in order to heighten it. You can add a spell to your spell repertoire at more than a single level so that you have more options when casting it. For example, if you added {@spell fireball} to your repertoire as a 3rd-level spell and again as a 5th-level spell, you could cast it as a 3rd-level or a 5th-level spell; however, you couldn't cast it as a 4th-level spell.","Many spontaneous spellcasting classes provide abilities like the signature spells class feature, which allows you to cast a limited number of spells as heightened versions even if you know the spell at only a single level."],"source":"CRB"}],"source":"CRB"},{"type":"pf2-red-box","page":299,"name":"The Four Essences","entries":["Spells that affect certain physical or metaphysical forces tend to be grouped into particular magical traditions. Scholars of magic widely agree that all of existence is composed of some combination of four essences, though they disagree on the names and particular qualities of each essence.","The following entries discuss each essence and the traditions and spell schools relevant to it; for instance, evocation spells tend to manipulate matter. The abjuration school is an unusual case, as abjuration spells draw upon different essences depending on who they are warding and what they are protecting against.",{"type":"table","style":"pf2-box__table--red","rows":[["Matter","Spirit","Mind","Life"],["Also called body, material essence, or physical essence, matter is the fundamental building block that makes up all physical things in the universe. The arcane and primal traditions are especially attuned toward manipulating and shaping matter. Spells that are used to create or alter matter most often come from the conjuration, evocation, or transmutation schools.","Also called soul, ethereal essence, or spiritual essence, spirit is an otherworldly building block that makes up a being's immaterial and immortal self. The spirit travels through the Ethereal Plane and into the Great Beyond after the death of the physical body. The spirit is most easily affected by divine and occult spells. Spirit spells are usually of the divination or necromancy schools.","Also called thought or astral essence, the mind essence allows thinking creatures to have rational thoughts, ideas, plans, logic, and memories. Mind touches even nonsapient creatures like animals, though in a more limited capacity. Arcane and occult casters usually excel at mind spells. Spells that use mind essence are usually found in the divination, enchantment, and illusion schools.","Also called heart, faith, instinct, or vital essence, life represents the animating universal force within all things. Whereas matter provides the base materials for a body, life keeps it alive and well. This essence is responsible for unconscious responses and belief, such as ancestral instincts and divine guidance. The divine and primal traditions hold power over life. Life spells are usually necromancy."]]}],"source":"CRB"}],"data":{"quickref":3},"source":"CRB"},{"type":"section","page":306,"name":"Walls","entries":["Spells that create walls list the depth, length, and height of the wall, also specifying how it can be positioned. Some walls can be shaped; you can manipulate the wall into a form other than a straight line, choosing its contiguous path square by square. The path of a shaped wall can't enter the same space more than once, but it can double back so one section is adjacent to another section of the wall."],"data":{"quickref":3},"source":"CRB"}]},{"type":"entries","entries":[{"type":"section","page":461,"name":"Actions","entries":["You affect the world around you primarily by using actions, which produce effects. Actions are most closely measured and restricted during the encounter mode of play, but even when it isn't important for you to keep strict track of actions, they remain the way in which you interact with the game world. There are four types of actions: single actions, activities, reactions, and free actions.","{@b Single actions} can be completed in a very short time. They're self-contained, and their effects are generated within the span of that single action. During an encounter, you get 3 actions at the beginning of your turn, which you can use as described on page 468.","{@b Activities} usually take longer and require using multiple actions, which must be spent in succession. Stride is a single action, but Sudden Charge is an activity in which you use both the Stride and Strike actions to generate its effect.","{@b Reactions} have triggers, which must be met for you to use the reaction. You can use a reaction anytime its trigger is met, whether it's your turn or not. In an encounter, you get 1 reaction each round, which you can use as described on page 468. Outside of encounters, your use of reactions is more flexible and up to the GM. Reactions are usually triggered by other creatures or by events outside your control.","{@b Free actions} don't cost you any of your actions per turn, nor do they cost your reaction. A free action with no trigger follows the same rules as a single action (except the action cost), and a free action with a trigger follows the same rules as a reaction (except the reaction cost).",{"type":"pf2-brown-box","page":461,"name":"ACTION ICON KEY","entries":["These icons appear in stat blocks as shorthand for each type of action.","{@as 1} Single Action","{@as 2} Two-Action Activity","{@as 3} Three-Action Activity","{@as R} Reaction","{@as F} Free Action"],"source":"CRB"},{"type":"pf2-h3","page":461,"name":"Activities","entries":["An activity typically involves using multiple actions to create an effect greater than you can produce with a single action, or combining multiple single actions to produce an effect that's different from merely the sum of those actions. In some cases, usually when spellcasting, an activity can consist of only 1 action, 1 reaction, or even 1 free action.","An activity might cause you to use specific actions within it. You don't have to spend additional actions to perform them—they're already factored into the activity's required actions. (See Subordinate Actions on page 462.) You have to spend all the actions of an activity at once to gain its effects. In an encounter, this means you must complete it during your turn. If an activity gets interrupted or disrupted in an encounter (page 462), you lose all the actions you committed to it.",{"type":"pf2-h4","page":461,"name":"Exploration and Downtime Activities","entries":["Outside of encounters, activities can take minutes, hours, or even days. These activities usually have the exploration or downtime trait to indicate they're meant to be used during these modes of play. You can often do other things off and on as you carry out these activities, provided they aren't significant activities of their own. For instance, if you're Repairing an item, you might move around to stretch your legs or have a brief discussion—but you couldn't also Decipher Writing at the same time.","If an activity that occurs outside of an encounter is interrupted or disrupted, as described in Disrupting Actions below, you usually lose the time you put in, but no additional time beyond that."],"source":"CRB"}],"source":"CRB"},{"type":"pf2-brown-box","page":462,"name":"IN-DEPTH ACTION RULES","entries":["These rules clarify some of the specifics of using actions.",{"type":"pf2-title","name":"Simultaneous Actions"},"You can use only one single action, activity, or free action that doesn't have a trigger at a time. You must complete one before beginning another. For example, the Sudden Charge activity states you must Stride twice and then Strike, so you couldn't use an Interact action to open a door in the middle of the movement, nor could you perform part of the move, make your attack, and then finish the move.","Free actions with triggers and reactions work differently. You can use these whenever the trigger occurs, even if the trigger occurs in the middle of another action.",{"type":"pf2-title","name":"Subordinate Actions"},"An action might allow you to use a simpler action—usually one of the Basic Actions on page 469—in a different circumstance or with different effects. This subordinate action still has its normal traits and effects, but is modified in any ways listed in the larger action. For example, an activity that tells you to Stride up to half your Speed alters the normal distance you can move in a Stride. The Stride would still have the move trait, would still trigger reactions that occur based on movement, and so on. The subordinate action doesn't gain any of the traits of the larger action unless specified. The action that allows you to use a subordinate action doesn't require you to spend more actions or reactions to do so; that cost is already factored in.","Using an activity is not the same as using any of its subordinate actions. For example, the quickened condition you get from the {@spell haste} spell lets you spend an extra action each turn to Stride or Strike, but you couldn't use the extra action for an activity that includes a Stride or Strike. As another example, if you used an action that specified, \"If the next action you use is a Strike,\" an activity that includes a Strike wouldn't count, because the next thing you are doing is starting an activity, not using the Strike basic action."],"source":"CRB"},{"type":"pf2-h3","page":462,"name":"Actions with Triggers","entries":["You can use free actions that have triggers and reactions only in response to certain events. Each such reaction and free action lists the trigger that must happen for you to perform it. When its trigger is satisfied—and {@i only} when it is satisfied—you can use the reaction or free action, though you don't have to use the action if you don't want to.","There are only a few basic reactions and free actions that all characters can use. You're more likely to gain actions with triggers from your class, feats, and magic items.",{"type":"pf2-h4","page":462,"name":"Limitations on Triggers","entries":["The triggers listed in the stat blocks of reactions and some free actions limit when you can use those actions. You can use only one action in response to a given trigger. For example, if you had a reaction and a free action that both had a trigger of \"your turn begins,\" you could use either of them at the start of your turn—but not both. If two triggers are similar, but not identical, the GM determines whether you can use one action in response to each or whether they're effectively the same thing. Usually, this decision will be based on what's happening in the narrative.","This limitation of one action per trigger is per creature; more than one creature can use a reaction or free action in response to a given trigger."],"source":"CRB"}],"source":"CRB"},{"type":"pf2-h3","page":462,"name":"Other Actions","entries":["Sometimes you need to attempt something not already covered by defined actions in the game. When this happens, the rules tell you how many actions you need to spend, as well any traits your action might have. For example, a spell that lets you switch targets might say you can do so \"by spending a single action, which has the {@trait concentrate}.\" Game masters can also use this approach when a character tries to do something that isn't covered in the rules."],"source":"CRB"},{"type":"pf2-h3","page":462,"name":"Gaining and Losing Actions","entries":["Conditions can change the number of actions you can use on your turn, or whether you can use actions at all. The slowed condition, for example, causes you to lose actions, while the quickened condition causes you to gain them.","Conditions are detailed in the appendix on pages 618–623.","Whenever you lose a number of actions—whether from these conditions or in any other way—you choose which to lose if there's any difference between them. For instance, the {@spell haste} spell makes you quickened, but it limits what you can use your extra action to do. If you lost an action while {@spell haste} was active, you might want to lose the action from haste first, since it's more limited than your normal actions.","Some effects are even more restrictive. Certain abilities, instead of or in addition to changing the number of actions you can use, say specifically that you can't use reactions. The most restrictive form of reducing actions is when an effect states that you can't act: this means you can't use any actions, or even speak. When you can't act, you don't regain your actions and reaction on your turn."],"source":"CRB"},{"type":"pf2-h3","page":462,"name":"Disrupting Actions","entries":["Various abilities and conditions, such as an Attack of Opportunity, can disrupt an action. When an action is disrupted, you still use the actions or reactions you committed and you still expend any costs, but the action's effects don't occur. In the case of an activity, you usually lose all actions spent for the activity up through the end of that turn. For instance, if you began a {@action Cast a Spell} activity requiring 3 actions and the first action was disrupted, you lose all 3 actions that you committed to that activity.","The GM decides what effects a disruption causes beyond simply negating the effects that would have occurred from the disrupted action. For instance, a Leap disrupted midway wouldn't transport you back to the start of your jump, and a disrupted item hand off might cause the item to fall to the ground instead of staying in the hand of the creature who was trying to give it away."],"source":"CRB"}],"data":{"quickref":4},"source":"CRB"},{"type":"section","page":457,"name":"Afflictions","entries":["Diseases and poisons are types of afflictions, as are curses and radiation. An affliction can infect a creature for a long time, progressing through different and often increasingly debilitating stages. The level of an affliction is the level of the monster, hazard, or item causing the affliction or, in the case of a spell, is listed in the affliction entry for that spell.",{"type":"pf2-h3","page":457,"name":"Format","entries":["Whether appearing in a spell, as an item, or within a creature's stat block, afflictions appear in the following format.",{"type":"pf2-h4","page":457,"name":"Name and Traits","entries":["The affliction's name is given first, followed by its traits in parentheses—including the trait for the type of affliction (curse, disease, poison, and so forth). If the affliction needs to have a level specified, it follows the parentheses, followed by any unusual details, such as restrictions on removing the conditions imposed by an affliction."],"source":"CRB"},{"type":"pf2-h4","page":457,"name":"Saving Throw","entries":["When you're first exposed to the affliction, you must attempt a saving throw against it. This first attempt to stave off the affliction is called the initial save. An affliction usually requires a Fortitude save, but the exact save and its DC are listed after the name and type of affliction. Spells that can poison you typically use the caster's spell DC.","On a successful initial saving throw, you are unaffected by that exposure to the affliction. You do not need to attempt further saving throws against it unless you are exposed to the affliction again.","If you fail the initial saving throw, after the affliction's onset period elapses (if applicable), you advance to stage 1 of the affliction and are subjected to the listed effect. On a critical failure, after its onset period (if applicable), you advance to stage 2 of the affliction and are subjected to that effect instead. The stages of an affliction are described below."],"source":"CRB"},{"type":"pf2-h4","page":458,"name":"Onset","entries":["Some afflictions have onset times. For these afflictions, once you fail your initial save, you don't gain the effects for the first stage of the affliction until the onset time has elapsed. If this entry is absent, you gain the effects for the first stage (or the second stage on a critical failure) immediately upon failing the initial saving throw."],"source":"CRB"},{"type":"pf2-h4","page":458,"name":"Maximum Duration","entries":["If an affliction lasts only a limited amount of time, it lists a maximum duration. Once this duration passes, the affliction ends. Otherwise, the affliction lasts until you succeed at enough saves to recover, as described in Stages below."],"source":"CRB"},{"type":"pf2-h4","page":458,"name":"Stages","entries":["An affliction typically has multiple stages, each of which lists an effect followed by an interval in parentheses. When you reach a given stage of an affliction, you are subjected to the effects listed for that stage.","At the end of a stage's listed interval, you must attempt a new saving throw. On a success, you reduce the stage by 1; on a critical success, you reduce the stage by 2. You are then subjected to the effects of the new stage. If the affliction's stage is ever reduced below stage 1, the affliction ends and you don't need to attempt further saves unless you're exposed to the affliction again.","On a failure, the stage increases by 1; on a critical failure, the stage increases by 2. You are then subjected to the effects listed for the new stage. If a failure or critical failure would increase the stage beyond the highest listed stage, the affliction instead repeats the effects of the highest stage."],"source":"CRB"}],"source":"CRB"},{"type":"pf2-h3","page":458,"name":"Conditions from Afflictions","entries":["An affliction might give you conditions with a longer or shorter duration than the affliction. For instance, if an affliction causes you to be drained but has a maximum duration of 5 minutes, you remain drained even after the affliction ends, as is normal for the drained condition. Or, you might succeed at the flat check to remove persistent damage you took from an ongoing affliction, but you would still need to attempt saves to remove the affliction itself, and failing one might give you new persistent damage."],"source":"CRB"},{"type":"pf2-h3","page":458,"name":"Multiple Exposures","entries":["Multiple exposures to the same curse or disease currently affecting you have no effect. For a poison, however, failing the initial saving throw against a new exposure increases the stage by 1 (or by 2 if you critically fail) without affecting the maximum duration. This is true even if you're within the poison's onset period, though it doesn't change the onset length."],"source":"CRB"},{"type":"pf2-h3","page":458,"name":"Virulent Afflictions","entries":["Afflictions with the {@trait virulent} trait are harder to remove.","You must succeed at two consecutive saves to reduce a virulent affliction's stage by 1. A critical success reduces a virulent affliction's stage by only 1 instead of by 2."],"source":"CRB"}],"data":{"quickref":4},"source":"CRB"},{"type":"section","page":443,"name":"Checks","entries":["When success isn't certain—whether you're swinging a sword at a foul beast, attempting to leap across a chasm, or straining to remember the name of the earl's second cousin at a soiree—you'll attempt a check. Pathfinder has many types of checks, from skill checks to attack rolls to saving throws, but they all follow these basic steps.",{"type":"list","style":"list-decimal","items":["Roll a d20 and identify the modifiers, bonuses, and penalties that apply.","Calculate the result.","Compare the result to the difficulty class (DC).","Determine the degree of success and the effect."]},"Checks and difficulty classes (DC) both come in many forms. When you swing your sword at that foul beast, you'll make an attack roll against its Armor Class, which is the DC to hit another creature. If you are leaping across that chasm, you'll attempt an {@skill Athletics} skill check with a DC based on the distance you are trying to jump. When calling to mind the name of the earl's second cousin, you attempt a check to {@action Recall Knowledge}. You might use either the Society skill or a Lore skill you have that's relevant to the task, and the DC depends on how common the knowledge of the cousin's name might be, or how many drinks your character had when they were introduced to the cousin the night before.","No matter the details, for any check you must roll the d20 and achieve a result equal to or greater than the DC to succeed. Each of these steps is explained below.",{"type":"pf2-h3","page":444,"name":"Step 1: Roll D20 and Identify The Modifiers, Bonuses, and Penalties That Apply","entries":["Start by rolling your d20. You'll then identify all the relevant modifiers, bonuses, and penalties that apply to the roll. A {@b modifier} can be either positive or negative, but a {@b bonus} is always positive, and a {@b penalty} is always negative.","The sum of all the modifiers, bonuses, and penalties you apply to the d20 roll is called your total modifier for that statistic.","Nearly all checks allow you to add an {@b ability modifier} to the roll. An ability modifier represents your raw capabilities and is derived from an ability score, as described on page 20. Exactly which ability modifier you use is determined by what you're trying to accomplish. Usually a sword swing applies your Strength modifier, whereas remembering the name of the earl's cousin uses your Intelligence modifier.","When attempting a check that involves something you have some training in, you will also add your {@b bonus}. This bonus depends on your proficiency rank:","untrained, trained, expert, master, or legendary. If you're untrained, your bonus is +0—you must rely on raw talent and any bonuses from the situation. Otherwise, the bonus equals your character's level plus a certain amount depending on your rank. If your proficiency rank is trained, this bonus is equal to your level + 2, and higher proficiency ranks further increase the amount you add to your level.",{"type":"table","colStyles":["text-center","text-center"],"rows":[["Proficiency Rank","Proficiency Bonus"],["Untrained","0"],["Trained","Your level + 2"],["Expert","Your level + 4"],["Master","Your level + 6"],["Legendary","Your level + 8"]]},"There are three other types of bonus that frequently appear: circumstance bonuses, item bonuses, and status bonuses. If you have different types of bonus that would apply to the same roll, you'll add them all. But if you have multiple bonuses of the same type, you can use only the highest bonus on a given roll—in other words, they don't \"stack.\" For instance, if you have both a proficiency bonus and an item bonus, you add both to your d20 result, but if you have two item bonuses that could apply to the same check, you add only the higher of the two.","{@b Circumstance bonuses} typically involve the situation you find yourself in when attempting a check. For instance, using Raise a Shield with a buckler grants you a +1 circumstance bonus to AC. Being behind cover grants you a +2 circumstance bonus to AC. If you are both behind cover and Raising a Shield, you gain only the +2 circumstance bonus for cover, since they're the same type and the bonus from cover is higher.","{@b Item bonuses} are granted by some item that you are wearing or using, either mundane or magical. For example, armor gives you an item bonus to AC, while expanded alchemist's tools grant you an item bonus to {@skill Crafting} checks when making alchemical items.","{@b Status bonuses} typically come from spells, other magical effects, or something applying a helpful, often temporary, condition to you. For instance, the 3rd-level {@spell heroism} spell grants a +1 status bonus to attack rolls, {@skill Perception} checks, saving throws, and skill checks. If you were under the effect of {@spell heroism} and someone cast the {@spell bless} spell, which also grants a +1 status bonus on attacks, your attack rolls would gain only a +1 status bonus, since both spells grant a +1 status bonus to those rolls, and you only take the highest status bonus.","Penalties work very much like bonuses. You can have {@b circumstance penalties {@b status penalties}, and sometimes even {@b item penalties.} Like bonuses of the same type, you take only the worst all of various penalties of a given type. However, you can apply both a bonus and a penalty of the same type on a single roll. For example, if you had a +1 status bonus from a {@spell heroism} spell but a –2 status penalty from the sickened condition, you'd apply them both to your roll—so {@spell heroism} still helps even though you're feeling unwell.","Unlike bonuses, penalties can also be {@b untyped}, in which case they won't be classified as \"circumstance,\" \"item,\" or \"status.\" Unlike other penalties, you always add all your untyped penalties together rather than simply taking the worst one. For instance, when you use attack actions, you incur a multiple attack penalty on each attack you make on your turn after the first attack, and when you attack a target that's beyond your weapon's normal range increment, you incur a range penalty on the attack.","Because these are both untyped penalties, if you make multiple attacks at a faraway target, you'd apply both the multiple attack penalty and the range penalty to your roll.","Once you've identified all your various modifiers, bonuses, and penalties, you move on to the next step."],"source":"CRB"},{"type":"pf2-h3","page":445,"name":"Step 2: Calculate the Result","entries":["This step is simple. Add up all the various modifiers, bonuses, and penalties you identified in Step 1—this is your total modifier. Next add that to the number that came up on your d20 roll. This total is your check result."],"source":"CRB"},{"type":"pf2-h3","page":445,"name":"Step 3: Compare the Result to the DC","entries":["This step can be simple, or it can create suspense. Sometimes you'll know the {@b Difficulty Class} ({@b DC}) of your check. In these cases, if your result is equal to or greater than the DC, you succeed! If your roll anything less than the DC, you fail.","Other times, you might not know the DC right away. Swimming across a river would require an {@skill Athletics} check, but it doesn't have a specified DC—so how will you know if you succeed or fail? You call out your result to the GM and they will let you know if it is a success, failure, or otherwise. While you might learn the exact DC through trial and error, DCs sometimes change, so asking the GM whether a check is successful is the best way to determine whether or not you have met or exceeded the DC.",{"type":"pf2-h4","page":445,"name":"Calculating DCs","entries":["Whenever you attempt a check, you compare your result against a DC. When someone or something else attempts a check against you, rather than both forces rolling against one another, the GM (or player, if the opponent is another PC) compares their result to a fixed DC based on your relevant statistic. Your DC for a given statistic is 10 + the total modifier for that statistic."],"source":"CRB"}],"source":"CRB"},{"type":"pf2-h3","page":445,"name":"Step 4: Determine the Degree of Success and Effect","entries":["Many times, it's important to determine not only if you succeed or fail, but also how spectacularly you succeed or fail. Exceptional results—either good or bad—can cause you to critically succeed at or critically fail a check.","You critically succeed at a check when a check's result meets or exceeds the DC by 10 or more. If the check is an attack roll, this is sometimes called a critical hit. You can also critically fail a check. The rules for critical failure—sometimes called a fumble—are the same as those for a critical success, but in the other direction: if you fail a check by 10 or more, that's a critical failure.","If you rolled a 20 on the die (a \"natural 20\"), your result is one degree of success better than it would be by numbers alone. If you roll a 1 on the d20 (a \"natural 1\"), your result is one degree worse. This means that a natural 20 usually results in a critical success and natural 1 usually results in a critical failure. However, if you were going up against a very high DC, you might get only a success with a natural 20, or even a failure if 20 plus your total modifier is 10 or more below the DC. Likewise, if your modifier for a statistic is so high that adding it to a 1 from your d20 roll exceeds the DC by 10 or more, you can succeed even if you roll a natural 1! If a feat, magic item, spell, or other effect does not list a critical success or critical failure, treat is as an ordinary success or failure instead.","Some other abilities can change the degree of success for rolls you get. When resolving the effect of an ability that changes your degree of success, always apply the adjustment from a natural 20 or natural 1 before anything else."],"source":"CRB"}],"data":{"quickref":4},"source":"CRB"},{"type":"section","page":467,"name":"Concealment and Invisibility","entries":["The concealed and invisible conditions reflect certain circumstances that can make a creature harder to see.",{"type":"pf2-h4","page":467,"name":"Concealed","entries":["This condition protects a creature if it's in mist, within dim light, or amid something else that obscures sight but does not provide a physical barrier to effects. An effect or type of terrain that describes an area of concealment makes all creatures within it concealed.","When you target a creature that's {@condition concealed} from you, you must attempt a DC {@flatDC 5} flat check before you roll to determine your effect. If you fail, you don't affect the target. the {@condition concealed} condition doesn't change which of the main categories of detection apply to the creature. A creature in a light fog bank is still observed even though it's concealed."],"source":"CRB"},{"type":"pf2-h4","page":467,"name":"Invisible","entries":["A creature with the invisible condition (by way of an {@spell invisibility} spell or {@item invisibility potion}, for example) is automatically {@condition undetected} to any creatures relying on sight as their only precise sense. Precise senses other than sight ignore the invisible condition.","You can use the {@action Seek} basic action to attempt to figure out an {@condition invisible} creature's location, making it instead only {@condition hidden} from you. This lasts until the {@condition invisible} creature successfully uses {@action Sneak} to become {@condition undetected} again. If you're already {@condition observed||observing} a creature when it becomes {@condition invisible}, it starts out {@condition hidden}, since you know where it was when it became {@condition invisible}, though it can then {@action Sneak} to become {@condition undetected}.","Other effects might make an {@condition invisible} creature hidden or even observed but concealed. For instance, if you were tracking an invisible creature's footprints through the snow, the footprints would make it hidden.","Similarly, throwing a net over an {@condition invisible} creature would make it {@condition observed} but {@condition concealed} for as long as the net is on the creature."],"source":"CRB"}],"data":{"quickref":4},"source":"CRB"},{"type":"section","page":618,"name":"Condition Values","entries":["Some conditions have a numerical value, called a condition value, indicated by a numeral following the condition. This value conveys the severity of a condition, and such conditions often give you a bonus or penalty equal to their value. These values can often be reduced by skills, spells, or simply waiting. If a condition value is ever reduced to 0, the condition ends."],"data":{"quickref":4},"source":"CRB"},{"type":"section","page":453,"name":"Conditions","entries":["The results of various checks might apply conditions to you or, less often, an item. Conditions change your state of being in some way. You might be gripped with fear or made faster by a spell or magic item. One condition represents what happens when a creature successfully drains your blood or life essence, while others represent creatures' attitudes toward you and how they interact with you.","Conditions are persistent; when you're affected by a condition, its effects last until the stated duration ends, the condition is removed, or terms dictated in the condition cause it to end. The rules for conditions are summarized on page 454 and described in full on pages 618–623.",{"type":"pf2-brown-box","name":"CONDITIONS","entries":["These conditions appear often in the game and are defined in detail in the Conditions Appendix on pages 618–623. Here's a brief summary of each.","{@b {@condition Blinded}:} You're unable to see.","{@b {@condition Broken}:} This item can't be used for its normal function until repaired.","{@b {@condition Clumsy}:} You can't move as easily or gracefully as usual.","{@b {@condition Concealed}:} Fog or similar obscuration makes you difficult to see and target.","{@b {@condition Confused}:} You attack indiscriminately.","{@b {@condition Controlled}:} Another creature determines your actions.","{@b {@condition Dazzled}:} Everything is {@condition concealed} to you.","{@b {@condition Deafened}:} You're unable to hear.","{@b {@condition Doomed}:} With your soul in peril, you are now closer to death.","{@b {@condition Drained}:} Blood loss or something similar has leached your vitality.","{@b {@condition Dying}:} You're slipping closer to death.","{@b {@condition Encumbered}:} You're carrying more weight than you can manage.","{@b {@condition Enfeebled}:} Your strength has been sapped away.","{@b {@condition Fascinated}:} You are compelled to focus your attention on something.","{@b {@condition Fatigued}:} Your defenses are lower and you can't focus while exploring.","{@b {@condition Flat-Footed}:} You're unable to defend yourself to your full capability.","{@b {@condition Fleeing}:} You must run away.","{@b {@condition Friendly}:} An NPC with this condition has a good attitude toward you.","{@b {@condition Frightened}:} Fear makes you less capable of attacking and defending.","{@b {@condition Grabbed}:} A creature, object, or magic holds you in place.","{@b {@condition Helpful}:} An NPC with this condition wants to assist you.","{@b {@condition Hidden}:} A creature you're {@condition hidden} from knows your location but can't see you.","{@b {@condition Hostile}:} An NPC with this condition wants to harm you.","{@b {@condition Immobilized}:} You can't move.","{@b {@condition Indifferent}:} An NPC with this condition doesn't have a strong opinion about you.","{@b {@condition Invisible}:} Creatures can't see you.","{@b {@condition Observed}:} You're in plain view.","{@b {@condition Paralyzed}:} You body is frozen in place.","{@b {@condition Persistent Damage|CRB|Persistent Damage}:} You keep taking damage every round.","{@b {@condition Petrified}:} You've been turned to stone.","{@b {@condition Prone}:} You're lying on the ground and easier to attack.","{@b {@condition Quickened}:} You get an extra action each turn.","{@b {@condition Restrained}:} You're tied up and can't move, or a grappling creature has you pinned.","{@b {@condition Sickened}:} You're sick to your stomach.","{@b {@condition Slowed}:} You lose actions each turn.","{@b {@condition Stunned}:} You can't use actions.","{@b {@condition Stupefied}:} Your can't access your full mental faculties, and you have trouble casting spells.","{@b {@condition Unconscious}:} You're asleep or knocked out.","{@b {@condition Undetected}:} A creature you're {@condition undetected} by doesn't know where you are.","{@b {@condition Unfriendly}:} An NPC with this condition doesn't like you.","{@b {@condition Unnoticed}:} A creature is entirely unaware you're present.","{@b {@condition Wounded}:} You've been brought back from the brink of death but haven't fully recovered."]}],"data":{"quickref":4},"source":"CRB"},{"type":"section","page":458,"name":"Counteracting","entries":["Some effects try to counteract spells, afflictions, conditions, or other effects. Counteract checks compare the power of two forces and determine which defeats the other. Successfully counteracting an effect ends it unless noted otherwise.","When attempting a counteract check, add the relevant skill modifier or other appropriate modifier to your check against the target's DC. If you're counteracting an affliction, the DC is in the affliction's stat block. If it's a spell, use the caster's DC. The GM can also calculate a DC based on the target effect's level. For spells, the counteract check modifier is your spellcasting ability modifier plus your spellcasting proficiency bonus, plus any bonuses and penalties that specifically apply to counteract checks. What you can counteract depends on the check result and the target's level. If an effect is a spell, its level is the counteract level.","Otherwise, halve its level and round up to determine its counteract level. If an effect's level is unclear and it came from a creature, halve and round up the creature's level.",{"type":"successDegree","entries":{"Critical Success":"Counteract the target if its counteract level is no more than 3 levels higher than your effect's counteract level.","Success":"Counteract the target if its counteract level is no more than 1 level higher than your effect's counteract level.","Failure":"Counteract the target if its counteract level is lower than your effect's counteract level.","Critical Failure":"You fail to counteract the target."}}],"data":{"quickref":4},"source":"CRB"},{"type":"section","page":477,"name":"Cover","entries":["When you're behind an obstacle that could block weapons, guard you against explosions, and make you harder to detect, you're behind cover. Standard cover gives you a +2 circumstance bonus to AC, to Reflex saves against area effects, and to {@skill Stealth} checks to {@action Hide}, {@action Sneak}, or otherwise avoid detection. You can increase this to greater cover using the {@action Take Cover} basic action, increasing the circumstance bonus to +4. If cover is especially light, typically when it's provided by a creature, you have lesser cover, which grants a +1 circumstance bonus to AC. A creature with standard cover or greater cover can attempt to use {@skill Stealth} to {@action Hide}, but lesser cover isn't sufficient.",{"type":"table","colStyles":["text-center","text-center","text-center"],"rows":[["Type of Cover","Bonus","Can Hide"],["Lesser","+1 to AC","No"],["Standard","+2 to AC, Reflex, {@skill Stealth}","Yes"],["Greater","+4 to AC, Reflex, {@skill Stealth}","Yes"]]},"Cover is relative, so you might simultaneously have cover against one creature and not another. Cover applies only if your path to the target is partially blocked. If a creature is entirely behind a wall or the like, you don't have {@quickref line of effect||3|line of effect} and typically can't target it at all.","Usually, the GM can quickly decide whether your target has cover. If you're uncertain or need to be more precise, draw a line from the center of your space to the center of the target's space. If that line passes through any terrain or object that would block the effect, the target has standard cover (or greater cover if the obstruction is extreme or the target has {@action Take Cover||Taken Cover}). If the line passes through a creature instead, the target has lesser cover. When measuring cover against an area effect, draw the line from the effect's point of origin to the center of the creature's space.",{"type":"pf2-h4","page":477,"name":"Cover and Large Creatures","entries":["If a creature between you and a target is two or more sizes larger than both you and your target, that creature's space blocks the effect enough to provide standard cover instead of lesser cover. The GM might determine that a creature doesn't gain cover from terrain that it's significantly larger than. For example, a Huge dragon probably wouldn't receive any benefit from being behind a 1-foot-wide pillar."],"source":"CRB"},{"type":"pf2-h4","page":477,"name":"Special Circumstances","entries":["Your GM might allow you to overcome your target's cover in some situations. If you're right next to an arrow slit, you can shoot without penalty, but you have greater cover against someone shooting back at you from far away. Your GM might let you reduce or negate cover by leaning around a corner to shoot or the like. This usually takes an action to set up, and the GM might measure cover from an edge or corner of your space instead of your center."],"source":"CRB"}],"data":{"quickref":4},"source":"CRB"},{"type":"section","page":450,"name":"Damage","entries":["In the midst of combat, you attempt checks to determine if you can damage your foe with weapons, spells, or alchemical concoctions. On a successful check, you hit and deal damage. Damage decreases a creature's Hit Points on a 1-to-1 basis (so a creature that takes 6 damage loses 6 Hit Points). The full rules can be found in the Hit Points, Healing, and Dying section on page 459.","Damage is sometimes given as a fixed amount, but more often than not you'll make a damage roll to determine how much damage you deal. A damage roll typically uses a number and type of dice determined by the weapon or unarmed attack used or the spell cast, and it is often enhanced by various modifiers, bonuses, and penalties.","Like checks, a damage roll—especially a melee weapon damage roll—is often modified by a number of modifiers, penalties, and bonuses. When making a damage roll, you take the following steps, explained in detail below.",{"type":"list","style":"list-decimal","items":["Roll the dice indicated by the weapon, unarmed attack, or spell, and apply the modifiers, bonuses, and penalties that apply to the result of the roll.","Determine the damage type.","Apply the target's immunities, weaknesses, and resistances to the damage.","If any damage remains, reduce the target's Hit Points by that amount."]},{"type":"pf2-h3","page":450,"name":"Step 1: Roll The Damage Dice and Apply Modifiers, Bonuses, and Penalties","entries":["Your weapon, unarmed attack, spell, or sometimes even a magic item determines what type of dice you roll for damage, and how many. For instance, if you're using a normal longsword, you'll roll {@dice 1d8}. If you're casting a 3rd-level {@spell fireball} spell, you'll roll {@dice 6d6}. Sometimes, especially in the case of weapons, you'll apply modifiers, bonuses, and penalties to the damage.","When you use melee weapons, unarmed attacks, and thrown ranged weapons, the most common modifier you'll add to damage is your Strength ability modifier. Weapons with the propulsive trait sometimes add half your Strength modifier. You typically do not add an ability modifier to spell damage, damage from most ranged weapons, or damage from alchemical bombs and similar items.","As with checks, you might add circumstance, status, or item bonuses to your damage rolls, but if you have multiple bonuses of the same type, you add only the highest bonus of that type. Again like checks, you may also apply circumstance, status, item, and untyped penalties to the damage roll, and again you apply only the greatest penalty of a specific type but apply all untyped penalties together.","Use the formulas below.",{"type":"pf2-inset","entries":["Melee damage roll = damage die of weapon or unarmed attack + Strength modifier + bonuses + penalties"]},{"type":"pf2-inset","entries":["Ranged damage roll = damage die of weapon + Strength modifier for thrown weapons + bonuses + penalties"]},{"type":"pf2-inset","entries":["Spell (and similar effects) damage roll = damage die of the effect + bonuses + penalties"]},"If the combined penalties on an attack would reduce the damage to 0 or below, you still deal 1 damage.",{"type":"pf2-h4","page":451,"name":"Increasing Damage","entries":["In some cases, you increase the number of dice you roll when making weapon damage rolls. Magic weapons etched with the {@item striking} rune can add one or more weapon damage dice to your damage roll. These extra dice are the same die size as the weapon's damage die. At certain levels, most characters gain the ability to deal extra damage from the weapon specialization class feature."],"source":"CRB"},{"type":"pf2-h4","page":451,"name":"Persistent Damage","entries":["Persistent damage is a condition that causes damage to recur beyond the original effect. Unlike with normal damage, when you are subject to persistent damage, you don't take it right away. Instead, you take the specified damage at the end of your turns, after which you attempt a DC {@flatDC 15} flat check to see if you recover from the persistent damage.","Like normal damage, it can be doubled or halved based on the results of an attack roll or saving throw.","See the Conditions Appendix on pages 618–623 for the complete rules regarding the persistent damage condition."],"source":"CRB"},{"type":"pf2-h4","page":451,"name":"Doubling and Halving Damage","entries":["Sometimes you'll need to halve or double an amount of damage, such as when the outcome of your Strike is a critical hit, or when you succeed at a basic Reflex save against a spell. When this happens, you roll the damage normally, adding all the normal modifiers, bonuses, and penalties. Then you double or halve the amount as appropriate (rounding down if you halved it). The GM might allow you to roll the dice twice and double the modifiers, bonuses, and penalties instead of doubling the entire result, but this usually works best for singletarget attacks or spells at low levels when you have a small number of damage dice to roll. Benefits you gain specifically from a critical hit, like the {@item flaming} weapon rune's persistent fire damage or the extra damage die from the fatal weapon trait, aren't doubled."],"source":"CRB"}],"source":"CRB"},{"type":"pf2-h3","page":451,"name":"Step 2: Determine The Damage Type","entries":["Once you've calculated how much damage you deal, you'll need to determine the damage type. There are many types of damage and sometimes certain types are applied in different ways. The smack of a club deals bludgeoning damage. The stab of a spear deals piercing damage. The staccato crack of a {@spell lightning bolt} spell deals electricity damage. Sometimes you might apply precision damage, dealing more damage for hitting a creature in a vulnerable spot or when the target is somehow vulnerable. The damage types are described on page 452.",{"type":"pf2-h4","page":451,"name":"Damage Types and Traits","entries":["When an attack deals a type of damage, the attack action gains that trait. For example, the {@action Strike||Strikes} and attack actions you use wielding a sword when its {@item flaming} rune is active gain the fire trait, since the rune gives the weapon the ability to deal fire damage."],"source":"CRB"},{"type":"pf2-brown-box","name":"DAMAGE TYPES","entries":["Damage has a number of different types and categories, which are described below.",{"type":"pf2-title","name":"Physical Damage"},"Damage dealt by weapons, many physical hazards, and a handful of spells is collectively called physical damage. The main types of physical damage are bludgeoning, piercing, and slashing. {@b Bludgeoning damage} comes from weapons and hazards that deal blunt-force trauma, like a hit from a club or being dashed against rocks. {@b Piercing damage} is dealt from stabs and punctures, whether from a dragon's fangs or the thrust of a spear. {@b Slashing damage} is delivered by a cut, be it the swing of the sword or the blow from a scythe blades trap.","Ghosts and other incorporeal creatures have a high resistance to physical attacks that aren't magical (attacks that lack the magical trait). Furthermore, most incorporeal creatures have additional, though lower, resistance to magical physical damage (such as damage dealt from a mace with the magical trait) and most other damage types.",{"type":"pf2-title","name":"Energy Damage"},"Many spells and other magical effects deal energy damage. Energy damage is also dealt from effects in the world, such as the biting cold of a blizzard to a raging forest fire. The main types of energy damage are acid, cold, electricity, fire, and sonic. {@b Acid damage} can be delivered by gases, liquids, and certain solids that dissolve flesh, and sometimes harder materials. {@b Cold damage} freezes material by way of contact with chilling gases and ice. {@b Electricity Damage} comes from the discharge of powerful lightning and sparks. {@b Fire damage} burns through heat and combustion. {@b Sonic damage} assaults matter with high-frequency vibration and sound waves. Many times, you deal energy damage by casting magic spells, and doing so is often useful against creatures that have immunities or resistances to physical damage.","Two special types of energy damage specifically target the living and the undead. Positive energy often manifests as healing energy to living creatures but can create {@b positive damage} that withers undead bodies and disrupts and injures incorporeal undead. Negative energy often revivifies the unnatural, unliving power of undead, while manifesting as {@b negative damage} that gnaws at the living.","Powerful and pure magical energy can manifest itself as {@b force damage}. Few things can resist this type of damage—not even incorporeal creatures such as ghosts and wraiths.",{"type":"pf2-title","name":"Alignment Damage"},"Weapons and effects keyed to a particular alignment can deal {@b chaotic}, {@b evil}, {@b good}, or {@b lawful} damage. These damage types apply only to creatures that have the opposing alignment trait. Chaotic damage harms only lawful creatures, evil damage harms only good creatures, good damage harms only evil creatures, and lawful damage harms only chaotic creatures.",{"type":"pf2-title","name":"Mental Damage"},"Sometimes an effect can target the mind with enough psychic force to actually deal damage to the creature. When it does, it deals {@b mental damage}. Mindless creatures and those with only programmed or rudimentary intelligence are often immune to mental damage and effects.",{"type":"pf2-title","name":"Poison Damage"},"Venoms, toxins and the like can deal {@b poison damage}, which affects creatures by way of contact, ingestion, inhalation, or injury. In addition to coming from monster attacks, alchemical items, and spells, poison damage is often caused by ongoing afflictions, which follow special rules described on page 457.",{"type":"pf2-title","name":"Bleed Damage"},"Another special type of physical damage is {@b bleed damage}. This is persistent damage that represents loss of blood.","As such, it has no effect on nonliving creatures or living creatures that don't need blood to live. Weaknesses and resistances to physical damage apply. Bleed damage ends automatically if you're healed to your full Hit Points.",{"type":"pf2-title","name":"Precision Damage"},"Sometimes you are able to make the most of your attack through sheer precision. When you hit with an ability that grants you {@b precision damage}, you increase the attack's listed damage, using the same damage type, rather than tracking a separate pool of damage. For example, a non-magical dagger Strike that deals 1d6 precision damage from a rogue's sneak attack increases the piercing damage by 1d6.","Some creatures are immune to precision damage, regardless of the damage type; these are often amorphous creatures that lack vulnerable anatomy. A creature immune to precision damage would ignore the 1d6 precision damage in the example above, but it would still take the rest of the piercing damage from the Strike. Since precision damage is always the same type of damage as the attack it's augmenting, a creature that is resistant to physical damage, like a gargoyle, would resist not only the dagger's damage but also the precision damage, even though it is not specifically resistant to precision damage.",{"type":"pf2-title","name":"Precious Materials"},"While not their own damage category, precious materials can modify damage to penetrate a creature's resistances or take advantage of its weaknesses. For instance, silver weapons are particularly effective against lycanthropes and bypass the resistances to physical damage that most devils have."]}],"source":"CRB"},{"type":"pf2-h3","page":451,"name":"Step 3: Apply the Target's Immunities, Weaknesses, and Resistances","entries":["Defenses against certain types of damage or effects are called immunities or resistances, while vulnerabilities are called weaknesses. Apply immunities first, then weaknesses, and resistances third. Immunity, weakness, or resistance to an alignment applies only to damage of that type, not to damage from an attacking creature of that alignment.",{"type":"pf2-h4","page":451,"name":"Immunity","entries":["When you have immunity to a specific type of damage, you ignore all damage of that type. If you have immunity to a specific condition or type of effect, you can't be affected by that condition or any effect of that type. If you have immunity to effects with a certain trait (such as death effects, poison, or disease) you are unaffected by any effect with that trait. Often, an effect can be both a trait and a damage type (this is especially true in the case of energy damage types). In these cases, the immunity applies to the entire effect, not just the damage. You can still be targeted by an ability with an effect you are immune to; you just don't apply the effect. However, some complex effects might have parts that affect you even if you're immune to one of the effect's traits; for instance, a spell that deals both fire and acid damage can still deal acid damage to you even if you're immune to fire.","Immunity to critical hits works a little differently. When a creature immune to critical hits is critically hit by a Strike or other attack that deals damage, it takes normal damage instead of double damage. This does not make it immune to any other critical success effects of other actions that have the attack trait (such as {@action Grapple} and {@action Shove}).","Another exception is immunity to nonlethal attacks. If you are immune to nonlethal attacks, you are immune to all damage from attacks with the nonlethal trait, no matter what other type the damage has. For instance, a {@creature stone golem} has immunity to nonlethal attacks. This means that no matter how hard you hit it with your fist, you're not going to damage it—unless your fists don't have the {@trait nonlethal} trait, such as if you're a {@class monk}."],"source":"CRB"},{"type":"pf2-h4","page":453,"name":"Temporary Immunity","entries":["Some effects grant you immunity to the same effect for a set amount of time. If an effect grants you temporary immunity, repeated applications of that effect don't affect you for as long as the temporary immunity lasts. Unless the effect says it applies only to a certain creature's ability, it doesn't matter who created the effect. For example, the {@spell blindness} spell says, \"The target is temporarily immune to blindness for 1 minute.\" If anyone casts {@spell blindness} on that creature again before 1 minute passes, the spell has no effect.","Temporary immunity doesn't prevent or end ongoing effects of the source of the temporary immunity. For instance, if an ability makes you frightened and you then gain temporary immunity to the ability, you don't immediately lose the frightened condition due to the immunity you just gained—you simply don't become frightened if you're targeted by the ability again before the immunity ends."],"source":"CRB"},{"type":"pf2-h4","page":453,"name":"Weakness","entries":["If you have a weakness to a certain type of damage or damage from a certain source, that type of damage is extra effective against you. Whenever you would take that type of damage, increase the damage you take by the value of the weakness. For instance, if you are dealt 2d6 fire damage and have weakness 5 to fire, you take 2d6+5 fire damage.","If you have a weakness to something that doesn't normally deal damage, such as water, you take damage equal to the weakness value when touched or affected by it. If more than one weakness would apply to the same instance of damage, use only the highest applicable weakness value. This usually happens only when a monster is weak to both a type of physical damage and a given material."],"source":"CRB"},{"type":"pf2-h4","page":453,"name":"Resistance","entries":["If you have resistance to a type of damage, each time you take that type of damage, you reduce the amount of damage you take by the listed amount (to a minimum of 0 damage). Resistance can specify combinations of damage types or other traits. For instance, you might encounter a monster that's resistant to non-magical bludgeoning damage, meaning it would take less damage from bludgeoning attacks that weren't magical, but would take normal damage from your {@runeItem mace||+1 wepon potency|} (since it's magical) or a non-magical {@item spear} (since it deals piercing damage). A resistance also might have an exception. For example, resistance 10 to physical damage (except silver) would reduce any physical damage by 10 unless that damage was dealt by a silver weapon.","If you have more than one type of resistance that would apply to the same instance of damage, use only the highest applicable resistance value.","It's possible to have resistance to all damage. When an effect deals damage of multiple types and you have resistance to all damage, apply the resistance to each type of damage separately. If an attack would deal 7 slashing damage and 4 fire damage, resistance 5 to all damage would reduce the slashing damage to 2 and negate the fire damage entirely."],"source":"CRB"}],"source":"CRB"},{"type":"pf2-h3","page":453,"name":"Step 4: If Damage Remains, Reduce the Target's Hit Points","entries":["After applying the target's immunities, resistances, and weaknesses to the damage, whatever damage is left reduces the target's Hit Points on a 1-to-1 basis. More information about Hit Points can be found in the Hit Points, Healing, and Dying section on page 459.",{"type":"pf2-h4","page":453,"name":"Nonlethal Attacks","entries":["You can make a nonlethal attack in an effort to knock someone out instead of killing them (see Knocked Out and Dying on page 459). Weapons with the nonlethal trait (including fists) do this automatically. You take a –2 circumstance penalty to the attack roll when you make a nonlethal attack using a weapon that doesn't have the nonlethal trait. You also take this penalty when making a lethal attack using a nonlethal weapon.","Spells and other effects with the nonlethal trait that reduce a creature to 0 Hit Points knock the creature out instead of killing them."],"source":"CRB"}],"source":"CRB"}],"data":{"quickref":4},"source":"CRB"},{"type":"section","page":481,"name":"Downtime Mode","entries":["Downtime gives you time to rest fully, engage in crafting or a professional endeavor, learn new spells, retrain feats, or just have fun. You can sell items acquired during your adventures, buy new goods, and perform other activities as determined by your feats, your skills, and the settlement where you are spending the downtime.",{"type":"pf2-h2","page":481,"name":"Long-Term Rest","entries":["You can spend an entire day and night resting during downtime to recover Hit Points equal to your Constitution modifier (minimum 1) multiplied by twice your level."],"source":"CRB"},{"type":"pf2-h2","page":481,"name":"Retraining","entries":["Retraining offers a way to alter some of your character choices, which is helpful when you want to take your character in a new direction or change decisions that didn't meet your expectations. You can retrain feats, skills, and some selectable class features. You can't retrain your ancestry, heritage, background, class, or ability scores. You can't perform other downtime activities while retraining.","Retraining usually requires you to spend time learning from a teacher, whether that entails physical training, studying at a library, or falling into shared magical trances. Your GM determines whether you can get proper training or whether something can be retrained at all. In some cases, you'll have to pay your instructor.","Some abilities can be difficult or impossible to retrain (for instance, a sorcerer can retrain their bloodline only in extraordinary circumstances).","When retraining, you generally can't make choices you couldn't make when you selected the original option. For instance, you can't exchange a 2nd-level skill feat for a 4th-level one, or for one that requires prerequisites you didn't meet at the time you took the original feat. If you don't remember whether you met the prerequisites at the time, ask your GM to make the call. If you cease to meet the prerequisites for an ability due to retraining, you can't use that ability. You might need to retrain several abilities in sequence in order to get all the abilities you want.",{"type":"pf2-h3","page":481,"name":"Feats","entries":["You can spend a week of downtime retraining to swap out one of your feats. Remove the old feat and replace it with another of the same type. For example, you could swap a skill feat for another skill feat, but not for a wizard feat."],"source":"CRB"},{"type":"pf2-h3","page":481,"name":"Skills","entries":["You can spend a week of downtime retraining to swap out one of your skill increases. Reduce your proficiency rank in the skill losing its increase by one step and increase your proficiency rank in another skill by one step. The new proficiency rank has to be equal to or lower than the proficiency rank you traded away. For instance, if your bard is a master in {@skill Performance} and {@skill Stealth}, and an expert in {@skill Occultism}, you could reduce the character's proficiency in {@skill Stealth} to expert and become a master in {@skill Occultism}, but you couldn't reassign that skill increase to become legendary in {@skill Performance}. Keep track of your level when you reassign skill increases; the level at which your skill proficiencies changed can influence your ability to retrain feats with skill prerequisites.","You can also spend a week to retrain an initial trained skill you gained during character creation."],"source":"CRB"},{"type":"pf2-h3","page":481,"name":"Class Features","entries":["You can change a class feature that required a choice, making a different choice instead. This lets you change a druid order or a wizard school, for example. The GM will tell you how long this takes—always at least a month."],"source":"CRB"},{"type":"pf2-brown-box","page":481,"name":"SKILL DOWNTIME ACTIVITIES","entries":["Chapter 4: Skills includes several downtime activities, which are summarized here.","{@b {@action Craft}:} Using the {@skill Crafting} skill, you can create items from raw materials (page 244).","{@b {@action Create Forgery}:} You forge a document (page 251).","{@b {@action Earn Income}:} You earn money, typically using {@skill Crafting}, Lore, or {@skill Performance} (page 236).","{@b {@action Subsist}:} You find food and shelter in the wilderness or within a settlement (page 240).","{@b {@action Treat Disease}:} You spend time caring for a diseased creature in the hope of curing that creature (page 248)."],"source":"CRB"}],"source":"CRB"},{"type":"pf2-h2","page":481,"name":"Other Downtime Activities","entries":["Work with your GM if there are other ways you want to spend downtime. You might need to pay for your cost of living (the prices for this can be found on page 294).","You might acquire property, manage a business, become part of a guild or civic group, curry favor in a large city, take command of an army, take on an apprentice, start a family, or minister to a flock of the faithful."],"source":"CRB"}],"data":{"quickref":4},"source":"CRB"},{"type":"section","page":453,"name":"Effects","entries":["Anything you do in the game has an {@b effect}. Many of these outcomes are easy to adjudicate during the game.","If you tell the GM that you draw your sword, no check is needed, and the result is that your character is now holding a sword. Other times, the specific effect requires more detailed rules governing how your choice is resolved.","Many spells, magic items, and feats create specific effects, and your character will be subject to effects caused by monsters, hazards, the environment, and other characters.","While a check might determine the overall impact or strength of an effect, a check is not always part of creating an effect. Casting a {@spell fly} spell on yourself creates an effect that allows you to soar through the air, but casting the spell does not require a check. Conversely, using the Intimidate skill to Demoralize a foe does require a check, and your result on that check determines the effect's outcome.","The following general rules are used to understand and apply effects.",{"type":"pf2-h3","page":455,"name":"Duration","entries":["Most effects are discrete, creating an instantaneous effect when you let the GM know what actions you are going to use. Firing a bow, moving to a new space, or taking something out of your pack all resolve instantly. Other effects instead last for a certain duration. Once the duration has elapsed, the effect ends. The rules generally use the following conventions for durations, though spells have some special durations detailed on pages 304–305.","For an effect that lasts a number of rounds, the remaining duration decreases by 1 at the start of each turn of the creature that created the effect. This is common for beneficial effects that target you or your allies. Detrimental effects often last \"until the end of the target's next turn\" or \"through\" a number of their turns (such as \"through the target's next 3 turns\"), which means that the effect's duration decreases at the end of the creature's turn, rather than the start.","Instead of lasting a fixed number of rounds, a duration might end only when certain conditions are met (or cease to be true). If so, the effects last until those conditions are met."],"source":"CRB"},{"type":"pf2-h3","page":455,"name":"Range and Reach","entries":["Actions and other abilities that generate an effect typically work within a specified range or a reach. Most spells and abilities list a {@b range}—the maximum distance from the creature or object creating the effect in which the effect can occur.","Ranged and thrown weapons have a {@b range increment}.","Attacks with such weapons work normally up to that range. Attacks against targets beyond that range take a –2 penalty, which worsens by 2 for every additional multiple of that range, to a maximum of a –10 penalty after five additional range increments. Attacks beyond this range are not possible. For example, if you are using a shortbow, your attacks take no penalty against a target up to 60 feet away, a –2 penalty if a target is over 60 and up to 120 feet away, a –4 if a target is over 120 and up to 180 feet away, and so on, up to a maximum distance of 360 feet.","{@b Reach} is how far you can physically reach with your body or a weapon. Melee {@action Strike||Strikes} rely on reach. Your reach also creates an area around your space where other creatures could trigger your reactions. Your reach is typically 5 feet, but weapons with the reach trait can extend this. Larger creatures can have greater reach; for instance, an ogre has a 10-foot reach. Unlike with measuring most distances, 10-foot reach can reach 2 squares diagonally. Reach greater than 10 feet is measured normally; 20-foot reach can reach 3 squares diagonally, 25-foot reach can reach 4, and so on."],"source":"CRB"},{"type":"pf2-h3","page":455,"name":"Targets","entries":["Some effects require you to choose specific targets.","Targeting can be difficult or impossible if your chosen creature is undetected by you, if the creature doesn't match restrictions on who you can target, or if some other ability prevents it from being targeted.","Some effects require a target to be willing. Only you can decide whether your PC is willing, and the GM decides whether an NPC is willing. Even if you or your character don't know what the effect is, such as if your character is unconscious, you still decide if you're willing.","Some effects target or require an ally, or otherwise refer to an ally. This must be someone on your side, often another PC, but it might be a bystander you are trying to protect. You are not your own ally. If it isn't clear, the GM decides who counts as an ally or an enemy."],"source":"CRB"},{"type":"pf2-h3","page":456,"name":"Areas","entries":["Some effects occupy an area of a specified shape and size.","An area effect always has a point of origin and extends out from that point. There are four types of areas: emanations, bursts, cones, and lines. When you're playing in encounter mode and using a grid, areas are measured in the same way as movement (page 463), but areas' distances are never reduced or affected by {@quickref difficult terrain||3|terrain} or lesser cover (page 476). You can use the diagrams below as common reference templates for areas, rather than measuring squares each time. Many area effects describe only the effects on creatures in the area. The GM determines any effects to the environment and unattended objects.",{"type":"pf2-h4","page":456,"name":"Burst","entries":["A burst effect issues forth in all directions from a single corner of a square within the range of the effect, spreading in all directions to a specified radius. For instance, when you cast {@spell fireball}, it detonates at the corner of a square within 500 feet of you and creates a 20-foot burst, meaning it extends out 20 feet in every direction from the corner of the square you chose, affecting each creature whose space (or even one square of its space) is within the burst."],"source":"CRB"},{"type":"pf2-h4","page":457,"name":"Cone","entries":["A cone shoots out from you in a quarter circle on the grid.","When you aim a cone, the first square of that cone must share an edge with your space if you're aiming orthogonally, or it must touch a corner of your space if you're aiming diagonally. If you're Large or larger, the first square can run along the edge of any square of your space. You can't aim a cone so that it overlaps your space. The cone extends out for a number of feet, widening as it goes, as shown in the Areas diagram. For instance, when a green dragon uses its breath weapon, it breathes a cone of poisonous gas that originates at the edge of one square of its space and affects a quarter-circle area 30 feet on each edge.","If you make a cone originate from someone or something else, follow these same rules, with the first square of the cone using an edge or corner of that creature or object's space instead of your own."],"source":"CRB"},{"type":"pf2-h4","page":457,"name":"Emanation","entries":["An emanation issues forth from each side of your space, extending out to a specified number of feet in all directions. For instance, the {@spell bless} spell's emanation radiates 5 or more feet outward from the caster. Because the sides of a creature's space are the starting point for the emanation, an emanation from a Large or larger creature affects a greater overall area than that of a Medium or smaller creature. Unless the text states otherwise, the creature creating an emanation effect chooses whether the creature at its center is affected."],"source":"CRB"},{"type":"pf2-h4","page":457,"name":"Line","entries":["A line shoots forth from you in a straight line in a direction of your choosing. The line affects each creature whose space it overlaps. Unless a line effect says otherwise, it is 5 feet wide. For example, the {@spell lightning bolt} spell's area is a 60-foot line that's 5 feet wide."],"source":"CRB"}],"data":{"quickrefIndex":true},"source":"CRB"},{"type":"pf2-h3","page":457,"name":"Line of Effect","entries":["When creating an effect, you usually need an unblocked path to the target of a spell, the origin point of an effect's area, or the place where you create something with a spell or other ability. This is called a line of effect. You have line of effect unless a creature is entirely behind a solid physical barrier. Visibility doesn't matter for line of effect, nor do portcullises and other barriers that aren't totally solid. If you're unsure whether a barrier is solid enough, usually a 1-foot-square gap is enough to maintain a line of effect, though the GM makes the final call.","In an area effect, creatures or targets must have line of effect to the point of origin to be affected. If there's no line of effect between the origin of the area and the target, the effect doesn't apply to that target. For example, if there's a solid wall between the origin of a {@spell fireball} and a creature that's within the burst radius, the wall blocks the effect—that creature is unaffected by the {@spell fireball} and doesn't need to attempt a save against it. Likewise, any ongoing effects created by an ability with an area cease to affect anyone who moves outside of the line of effect."],"data":{"quickrefIndex":true},"source":"CRB"},{"type":"pf2-h3","page":457,"name":"Line of Sight","entries":["Some effects require you to have line of sight to your target. As long as you can precisely sense the area (as described in Perception on page 464) and it is not blocked by a solid barrier (as described in {@quickref Cover||3|Cover}), you have line of sight. An area of darkness prevents line of sight if you don't have {@ability darkvision}, but portcullises and other obstacles that aren't totally solid do not. If you're unsure whether a barrier is solid enough to block line of sight, usually a 1-foot-square gap is enough to maintain line of sight, though the GM makes the final call."],"data":{"quickrefIndex":true},"source":"CRB"}],"data":{"quickref":4},"source":"CRB"},{"type":"section","page":468,"name":"Encounter Mode","entries":[{"type":"pf2-h2","page":468,"name":"Structure","entries":["An encounter is played out in a series of rounds, during which the player characters, adversaries, and other participants in the encounter act in sequence.","You roll initiative to determine this order at the start of the encounter and then play through rounds until a conclusion is reached and the encounter ends. The rules in this section assume a combat encounter—a battle—but the general structure can apply to any kind of encounter.",{"type":"pf2-h3","page":468,"name":"Step 1: Roll Initiative","entries":["When the GM calls for it, you'll roll initiative to determine your place in the initiative order, which is the sequence in which the encounter's participants will take their turns. Rolling initiative marks the start of an encounter. More often than not, you'll roll initiative when you enter a battle.","Typically, you'll roll a Perception check to determine your initiative—the more aware you are of your surroundings, the more quickly you can respond. Sometimes, though, the GM might call on you to roll some other type of check. For instance, if you were Avoiding Notice during exploration (page 479), you'd roll a {@skill Stealth} check. A social encounter could call for a {@skill Deception} or {@skill Diplomacy} check.","The GM rolls initiative for anyone other than the player characters in the encounter. If these include a number of identical creatures, the GM could roll once for the group as a whole and have them take their turns within the group in any order. However, this can make battles less predictable and more dangerous, so the GM might want to roll initiative for some or all creatures individually unless it's too much of a burden.","Unlike a typical check, where the result is compared to a DC, the results of initiative rolls are ranked. This ranking sets the order in which the encounter's participants act—the initiative order. The character with the highest result goes first. The second highest follows, and so on until whoever had the lowest result takes their turn last.","If your result is tied with a foe's result, the adversary goes first. If your result is tied with another PC's, you can decide between yourselves who goes first when you reach that place in the initiative order. After that, your places in the initiative order usually don't change during the encounter."],"source":"CRB"},{"type":"pf2-h3","page":468,"name":"Step 2: Play a Round","entries":["A round begins when the participant with the highest initiative roll result starts their turn, and it ends when the one with the lowest initiative ends their turn. The process of taking a turn is detailed below. Creatures might also act outside their turns with reactions and free actions."],"source":"CRB"},{"type":"pf2-h3","page":468,"name":"Step 3: Begin the Next Round","entries":["Once everyone in the encounter has taken a turn, the round is over and the next one begins. Don't roll initiative again; the new round proceeds in the same order as the previous one, repeating the cycle until the encounter ends."],"source":"CRB"},{"type":"pf2-h3","page":468,"name":"Step 4: End the Encounter","entries":["When your foes are defeated, some sort of truce is reached, or some other event or circumstance ends the combat, the encounter is over. You and the other participants no longer follow the initiative order, and a more free-form style of play resumes, with the game typically moving into exploration mode. Sometimes at the end of an encounter, the GM will award Experience Points to the party or you'll find treasure to divvy up."],"source":"CRB"}],"source":"CRB"},{"type":"pf2-h2","page":468,"name":"Turns","entries":["When it's your turn to act, you can use single actions ({@as 1}), short activities ({@as 2} and {@as 3}), reactions ([reaction]), and free actions ({@as f}). When you're finished, your turn ends and the character next in the initiative order begins their turn.","Sometimes it's important to note when during your turn something happens, so a turn is divided into three steps.",{"type":"pf2-h3","page":468,"name":"Step 1: Start Your Turn","entries":["Many things happen automatically at the start of your turn—it's a common point for tracking the passage of time for effects that last multiple rounds. At the start of each of your turns, take these steps in any order you choose:",{"type":"list","items":["If you created an effect lasting for a certain number of rounds, reduce the number of rounds remaining by 1. The effect ends if the duration is reduced to 0. For example, if you cast a spell that lasts 3 rounds on yourself during your first turn of a fight, it would affect you during that turn, decrease to 2 rounds of duration at the start of your second turn, decrease to 1 round of duration at the start of your third turn, and expire at the start of your fourth turn.","You can use 1 free action or reaction with a trigger of \"Your turn begins\" or something similar.","If you're {@condition dying}, roll a recovery check (page 459).","Do anything else that is specified to happen at the start of your turn."]},"The last step of starting your turn is always the same.",{"type":"list","items":["Regain your 3 actions and 1 reaction. If you haven't spent your reaction from your last turn, you lose it—you can't \"save\" actions or reactions from one turn to use during the next turn. If a condition prevents you from being able to act, you don't regain any actions or your reaction. Some abilities or conditions (such as {@condition quickened} and {@condition slowed}) can change how many actions you regain and whether you regain your reaction. If you lose actions and gain additional actions (such as if you're both {@condition quickened} and {@condition slowed}), you choose which actions to lose."]}],"source":"CRB"},{"type":"pf2-h3","page":469,"name":"Step 2: Act","entries":["You can use actions in any order you wish during your turn, but you have to complete one action or activity before beginning another; for example, you can't use a single action in the middle of performing a 2-action activity. What actions you can use often depend on your class features, skills, feats, and items, but there are default actions anyone can use, described in Basic Actions below. Some effects might prevent you from acting. If you can't act, you can't use any actions, including reactions and free actions.","If you begin a 2-action or 3-action activity on your turn, you must be able to complete it on your turn. You can't, for example, begin to High Jump using your final action on one turn and then complete it as your first action on your next turn.","Once you have spent all 3 of your actions, your turn ends (as described in Step 3) and the next creature's turn begins. You can, however, use only some of your actions and end your turn early. As soon as your turn ends, you lose all your remaining actions, but not your reaction or your ability to use free actions."],"source":"CRB"},{"type":"pf2-h3","page":469,"name":"Step 3: End Your Turn","entries":["Once you've done all the things you want to do with the actions you have available, you reach the end of your turn.","Take the following steps in any order you choose. Play then proceeds to the next creature in the initiative order.",{"type":"list","items":["End any effects that last until the end of your turn. For example, spells with a sustained duration end at the end of your turn unless you used the {@action Sustain a Spell} action during your turn to extend them. Some effects caused by enemies might also last through a certain number of your turns, and you decrease the remaining duration by 1 during this step, ending the effect if its duration is reduced to 0.","If you have a {@condition Persistent Damage|CRB|persistent damage} condition, you take the damage at this point. After you take the damage, you can attempt the flat check to end the {@condition Persistent Damage|CRB|persistent damage}. You then attempt any saving throws for ongoing afflictions. Many other conditions change at the end of your turn, such as the {@condition frightened} condition decreasing in severity. These take place after you've taken any {@condition Persistent Damage|CRB|persistent damage}, attempted flat checks to end the {@condition Persistent Damage|CRB|persistent damage}, and attempted saves against any afflictions.","You can use 1 free action or reaction with a trigger of \"Your turn ends\" or something similar.","Resolve anything else specified to happen at the end of your turn."]}],"source":"CRB"},{"type":"pf2-brown-box","page":469,"name":"TRACKING INITIATIVE","entries":["The GM keeps track of the initiative order for an encounter.","It's usually okay for the players to know this order, since they'll see who goes when and be aware of one another's results. However, the GM might want to conceal the names of adversaries the PCs have yet to identify.","Once the encounter's order is set, it's usually not necessary to track the original initiative numbers. The GM can create a simple list, use a series of cards or other indicators, or use a {@i Pathfinder Combat Pad}, which has magnetic markers to allow for easily rearranging the order.",{"type":"pf2-title","name":"Changing the Initiative Order"},"Any method used to track the initiative order needs to be flexible because the order can change. A creature can use the Delay basic action to change its place in the order, in which case you can erase it from the list or pull its marker aside until it reenters the initiative order. When a creature gets knocked out, its initiative order also changes (see Knocked Out and Dying on page 459). Using the Ready basic action doesn't change a creature's place in the initiative order, though, because the designated action becomes a reaction."],"source":"CRB"}],"source":"CRB"},{"type":"pf2-h2","page":469,"name":"Basic Actions","entries":["Basic actions represent common tasks like moving around, attacking, and helping others. As such, every creature can use basic actions except in some extreme circumstances, and many of those actions are used very frequently. Most notably, you'll use Interact, Step, Stride, and Strike a great deal. Many feats and other actions call upon you to use one of these basic actions or modify them to produce different effects. For example, a more complex action might let you Stride up to double your Speed instead of just up to your Speed, and a large number of activities include a Strike.","Actions that are used less frequently but are still available to most creatures are presented in Specialty Basic Actions starting on page 472. These typically have requirements that not all characters are likely to meet, such as wielding a shield or having a burrow Speed.","In addition to the actions in these two sections, the actions for spellcasting can be found on pages 302–305, and the actions for using magic items appear on pages 531–534.","{@note To view all actions, please visit the {@filter Actions page.|actions||source=CRB}}",{"type":"pf2-brown-box","page":471,"name":"SPEAKING","entries":["As long as you can act, you can also speak. You don't need to spend any type of action to speak, but because a round represents 6 seconds of time, you can usually speak at most a single sentence or so per round. Special uses of speech, such as attempting a {@skill Deception} skill check to Lie, require spending actions and follow their own rules.","All speech has the {@trait auditory} trait. If you communicate in some way other than speech, other rules might apply. For instance, using sign language is {@trait visual} instead of {@trait auditory}."],"source":"CRB"},{"type":"pf2-h3","page":472,"name":"Specialty Basic Actions","entries":["These actions are useful under specific circumstances. Some require you to have a special movement type (page 463)."],"source":"CRB"}],"source":"CRB"},{"type":"pf2-h2","page":472,"name":"Activities in Encounters","entries":["Activities that take longer than a turn can't normally be performed during an encounter. Spells with a casting time of 1 minute or more are a common example of this, as are several skill actions. When you commit to an activity during your turn in an encounter, you commit to spending all of the actions it requires. If the activity gets interrupted partway through, you lose all of the actions you would have spent on that activity. Activities are described in full on page 461."],"source":"CRB"},{"type":"pf2-h2","page":472,"name":"Reactions in Encounters","entries":["Your reactions let you respond immediately to what's happening around you. The GM determines whether you can use reactions before your first turn begins, depending on the situation in which the encounter happens.","Once your first turn begins, you gain your actions and reaction. You can use 1 reaction per round. You can use a reaction on anyone's turn (including your own), but only when its trigger occurs. If you don't use your reaction, you lose it at the start of your next turn, though you typically then gain a reaction at the start of that turn.","Some reactions are specifically meant to be used in combat and can change how the battle plays out drastically.","One example of such a reaction is {@action Attack of Opportunity}, which {@class fighter||fighters} gain at 1st level.","This reaction lets you make a melee {@action Strike} if a creature within reach uses a {@trait manipulate} or {@trait move} action, makes a ranged attack, or leaves a square during a {@trait move} action. The Triggering Moves diagram on page 474 illustrates examples of movements that might trigger an {@action Attack of Opportunity} from a creature without reach and one with reach.","You'll notice this reaction allows you to use a modified basic action, a {@action Strike}. This follows the rules on subordinate actions found on page 462.","Because your {@action Attack of Opportunity} takes place outside of your turn, the attack roll doesn't incur a multiple attack penalty."],"source":"CRB"},{"type":"pf2-h2","page":473,"name":"Movement in Encounters","entries":["Your movement during encounter mode depends on the actions and other abilities you use. Whether you Stride, Step, Swim, or Climb, the maximum distance you can move is based on your Speed. Certain feats or magic items can grant you other movement types, allowing you to swiftly burrow, climb, fly, or swim (page 463).","When the rules refer to a \"movement cost\" or \"spending movement,\" they are describing how many feet of your Speed you must use to move from one point to another. Normally, movement costs 5 feet per square when you're moving on a grid, or it costs the number of feet you move if you're not using a grid. However, sometimes it's harder to move a certain distance due to {@quickref difficult terrain||3|terrain} or other factors. In such a case, you might have to spend a different amount of movement to move from one place to another.","For example, a form of movement might require 10 feet of movement to move 1 square, and moving through some types of terrain costs an extra 5 feet of movement per square.",{"type":"pf2-h3","page":473,"name":"Grid Movement","entries":["If an encounter involves combat, it's often a good idea to track the movement and relative position of the participants using a Pathfinder Flip-Mat, Flip-Tiles, or some other form of grid to display the terrain, and miniatures to represent the combatants. When a character moves on a grid, every 1-inch square of the play area is 5 feet across in the game world. Hence, a creature moving in a straight line spends 5 feet of its movement for every map square traveled.","Because moving diagonally covers more ground, you count that movement differently. The first square of diagonal movement you make in a turn counts as 5 feet, but the second counts as 10 feet, and your count thereafter alternates between the two. For example, as you move across 4 squares diagonally, you would count 5 feet, then 10, then 5, and then 10, for a total of 30 feet. You track your total diagonal movement across all your movement during your turn, but reset your count at the end of your turn."],"source":"CRB"},{"type":"pf2-h3","page":473,"name":"Size, Space, and Reach","entries":["Creatures and objects of different sizes occupy different amounts of space. The sizes and the spaces they each take up on a grid are listed in {@table Size and Reach||Table 9–1: Size and Reach}.","Table 9–1 also lists the typical reach for creatures of each size, for both tall creatures (most bipeds) and long creatures (most quadrupeds). See page 455 for more about reach.","The Space entry lists how many feet on a side a creature's space is, so a Large creature fills a 10-foot-by-10-foot space (4 squares on the grid). Sometimes part of a creature extends beyond its space, such as if a giant octopus is grabbing you with its tentacles. In that case, the GM will usually allow attacking the extended portion, even if you can't reach the main creature. A Small or larger creature or object takes up at least 1 square on a grid, and creatures of these sizes can't usually share spaces except in situations like a character riding a mount. Rules for moving through other creatures' spaces appear below.",{"type":"data","tag":"table","source":"CRB","name":"Size and Reach"},"Multiple Tiny creatures can occupy the same square. At least four can fit in a single square, though the GM might determine that even more can fit. Tiny creatures can occupy a space occupied by a larger creature as well, and if their reach is 0 feet, they must do so in order to attack."],"source":"CRB"},{"type":"pf2-h3","page":474,"name":"Move Actions That Trigger Reactions","entries":["Some reactions and free actions are triggered by a creature using an action with the move trait. The most notable example is Attack of Opportunity. Actions with the move trait can trigger reactions or free actions throughout the course of the distance traveled. Each time you exit a square (or move 5 feet if not using a grid) within a creature's reach, your movement triggers those reactions and free actions (although no more than once per move action for a given reacting creature). If you use a move action but don't move out of a square, the trigger instead happens at the end of that action or ability.","Some actions, such as Step, specifically state they don't trigger reactions or free actions based on movement."],"source":"CRB"},{"type":"pf2-h3","page":474,"name":"Moving Through a Creature's Space","entries":["You can move through the space of a willing creature. If you want to move through an unwilling creature's space, you can {@action Tumble Through} that creature's space using {@skill Acrobatics}. You can't end your turn in a square occupied by another creature, though you can end a move action in its square provided that you immediately use another move action to leave that square. If two creatures end up in the same square by accident, the GM determines which one is forced out of the square (or whether one falls prone).",{"type":"pf2-h4","page":474,"name":"Prone and Incapacitated Creatures","entries":["You can share a space with a prone creature if that creature is willing, unconscious, or dead and if it is your size or smaller. The GM might allow you to climb atop the corpse or unconscious body of a larger creature in some situations. A prone creature can't stand up while someone else occupies its space, but it can Crawl to a space where it's able to stand, or it can attempt to Shove the other creature out of the way."],"source":"CRB"},{"type":"pf2-h4","page":475,"name":"Creatures of Different Sizes","entries":["In most cases, you can move through the space of a creature at least three sizes larger than you (Table 9-1). This means a Medium creature can move through the space of a Gargantuan creature and a Small creature can move through the space of a Huge creature. Likewise, a bigger creature can move through the space of a creature three sizes smaller than itself or smaller. You still can't end your movement in a space occupied by a creature.","Tiny creatures are an exception. They can move through creatures' spaces and can even end their movement there."],"source":"CRB"},{"type":"pf2-h4","page":475,"name":"Objects","entries":["Because objects aren't as mobile as creatures are, they're more likely to fill a space. This means you can't always move through their spaces like you might move through a space occupied by a creature. You might be able to occupy the same square as a statue of your size, but not a wide column. The GM determines whether you can move into an object's square normally, whether special rules apply, or if you are unable to move into the square at all."],"source":"CRB"}],"source":"CRB"}],"source":"CRB"},{"type":"pf2-h3","page":475,"name":"Forced Movement","entries":["When an effect forces you to move, or if you start falling, the distance you move is defined by the effect that moved you, not by your Speed. Because you're not acting to move, this doesn't trigger reactions that are triggered by movement.","If forced movement would move you into a space you can't occupy—because objects are in the way or because you lack the movement type needed to reach it, for example—you stop moving in the last space you can occupy. Usually the creature or effect forcing the movement chooses the path the victim takes. If you're pushed or pulled, you can usually be moved through hazardous terrain, pushed off a ledge, or the like. Abilities that reposition you in some other way can't put you in such dangerous places unless they specify otherwise. In all cases, the GM makes the final call if there's doubt on where forced movement can move a creature."],"data":{"quickrefIndex":true},"source":"CRB"},{"type":"pf2-h3","page":475,"name":"Terrain","entries":["Several types of terrain can complicate your movement by slowing you down, damaging you, or endangering you.",{"type":"pf2-h4","page":475,"name":"Difficult Terrain","entries":["Difficult terrain is any terrain that impedes your movement, ranging from particularly rough or unstable surfaces to thick ground cover and countless other impediments. Moving into a square of {@b difficult terrain} (or moving 5 feet into or within an area of difficult terrain, if you're not using a grid) costs an extra 5 feet of movement.","Moving into a square of {@b greater difficult terrain} instead costs 10 additional feet of movement. This additional cost is not increased when moving diagonally. You can't Step into difficult terrain.","Movement you make while you are jumping ignores the terrain you're jumping over. Some abilities (such as flight or being incorporeal) allow you to avoid the movement reduction from some types of difficult terrain. Certain other abilities let you ignore difficult terrain on foot; such an ability also allows you to move through greater difficult terrain at the normal movement cost as for difficult terrain, though it wouldn't let you ignore greater difficult terrain unless the ability specifies otherwise."],"source":"CRB"},{"type":"pf2-h4","page":476,"name":"Hazardous Terrain","entries":["Hazardous terrain damages you whenever you move through it. An acid pool and a pit of burning embers are both examples of hazardous terrain. The amount and type of damage depend on the specific hazardous terrain."],"source":"CRB"},{"type":"pf2-h4","page":476,"name":"Narrow Surfaces","entries":["A narrow surface is so precariously thin that you need to {@action Balance} or risk falling. Even on a success, you are {@condition flat-footed} on a narrow surface.","Each time you are hit by an attack or fail a save on a narrow surface, you must succeed at a Reflex save (with the same DC as the {@skill Acrobatics} check to {@action Balance}) or fall."],"source":"CRB"},{"type":"pf2-h4","page":476,"name":"Uneven Ground","entries":["Uneven ground is an area unsteady enough that you need to {@action Balance} or risk falling prone and possibly injuring yourself, depending on the specifics of the uneven ground. You are {@condition flat-footed} on uneven ground. Each time you are hit by an attack or fail a save on uneven ground, you must succeed at a Reflex save (with the same DC as the {@skill Acrobatics} check to Balance) or fall prone."],"source":"CRB"},{"type":"pf2-h4","page":476,"name":"Inclines","entries":["An incline is an area so steep that you need to {@action Climb} using the {@skill Athletics} skill in order to progress upward.","You're {@condition flat-footed} when {@action Climb||Climbing} an incline."],"source":"CRB"}],"data":{"quickrefIndex":true},"source":"CRB"},{"type":"pf2-h2","page":477,"name":"Special Battles","entries":["Sometimes fights occur while the characters are atop mounts or when the PCs take to the sky or seas.",{"type":"pf2-h3","page":478,"name":"Mounted Combat","entries":["You can ride some creatures into combat. As noted in the {@action Mount} specialty basic action, your mount needs to be at least one size larger than you and willing. Your mount acts on your initiative. You must use the {@action Command an Animal} action (page 249) to get your mount to spend its actions. If you don't, the animal wastes its actions. If you have the Ride general feat, you succeed automatically when you {@action Command an Animal} that's your mount.","For example, if you are mounted on a horse and you make three attacks, your horse would remain stationary since you didn't command it. If you instead spent your first action to {@action Command an Animal} and succeeded, you could get your mount to Stride. You could spend your next action to attack or to command the horse to attack, but not both.",{"type":"pf2-h4","page":478,"name":"Mounted Attacks","entries":["You and your mount fight as a unit. Consequently, you share a multiple attack penalty. For example, if you Strike and then {@action Command an Animal} to have your mount Strike, your mount's attack takes a –5 multiple attack penalty.","You occupy every square of your mount's space for the purpose of making your attacks. If you were Medium and on a Large mount, you could attack a creature on one side of your mount, then attack on the opposite side with your next action. If you have a longer reach, the distance depends partly on the size of your mount. On a Medium or smaller mount, use your normal reach. On a Large or Huge mount, you can attack any square adjacent to the mount if you have 5- or 10-foot reach, or any square within 10 feet of the mount (including diagonally) if you have 15-foot reach."],"source":"CRB"},{"type":"pf2-h4","page":478,"name":"Mounted Defenses","entries":["When you're mounted, attackers can target either you or your mount. Anything that affects multiple creatures (such as an area) affects both of you as long as you're both in the area. You are in an attacker's reach or range if any square of your mount is within reach or range. Because your mount is larger than you and you share its space, you have lesser cover against attacks targeting you when you're mounted if the mount would be in the way.","Because you can't move your body as freely while you're riding a mount, you take a –2 circumstance penalty to Reflex saves while mounted. Additionally, the only move action you can use is the Mount action to dismount."],"source":"CRB"}],"source":"CRB"},{"type":"pf2-brown-box","page":478,"name":"THREE-DIMENSIONAL COMBAT","entries":["In aerial and aquatic combat, you might need to track positioning in three dimensions. For flying creatures, you might use one of the following methods:",{"type":"list","items":["Find platforms to place flying creatures' miniatures on.","Set a die next to a creature with the number indicating how many squares up in the air it is.","Make a stack of dice or tokens, 1 per 5 feet of elevation.","Write the elevation next to the monster on the grid. In underwater combat, choose a plane to be the baseline, typically the waterline, the sea floor, or a stationary object you can measure from."]},"As with ground-based movement, moving diagonally up or down in 3-D space requires counting every other diagonal as 10 feet. Measure flanking in all directions—creatures above and below an enemy can flank it just as effectively as they can from opposite sides."],"source":"CRB"},{"type":"pf2-h3","page":478,"name":"Aerial Combat","entries":["Many monsters can fly, and PCs can use spells and items to gain the ability to fly. Flying creatures have to use the Fly action (page 472) to move through the air. Performing an especially tricky maneuver—such as trying to reverse course 180 degrees or fly through a narrow gap—might require using {@skill Acrobatics} to Maneuver in Flight. Creatures might fall from the sky, using the falling rules found on page 463. At the GM's discretion, some ground-based actions might not work in the air. For instance, a flying creature couldn't Leap."],"source":"CRB"},{"type":"pf2-h3","page":478,"name":"Aquatic Combat","entries":["Use these rules for battles in water or underwater:",{"type":"list","items":["You're {@condition flat-footed} unless you have a swim Speed.","You gain resistance 5 to acid and fire.","You take a –2 circumstance penalty to melee slashing or bludgeoning attacks that pass through water.","Ranged attacks that deal bludgeoning or slashing damage automatically miss if the attacker or target is underwater, and piercing ranged attacks made by an underwater creature or against an underwater target have their range increments halved.","You can't cast fire spells or use actions with the fire trait underwater.","At the GM's discretion, some ground-based actions might not work underwater or while floating."]},{"type":"pf2-h4","page":478,"name":"Drowning and Suffocating","entries":["You can hold your breath for a number of rounds equal to 5 + your Constitution modifier. Reduce your remaining air by 1 round at the end of each of your turns, or by 2 if you attacked or cast any spells that turn. You also lose 1 round worth of air each time you are critically hit or critically fail a save against a damaging effect. If you speak (including casting spells with verbal components or activating items with command components) you lose all remaining air.","When you run out of air, you fall {@condition unconscious} and start suffocating. You can't recover from being unconscious and must attempt a DC 20 Fortitude save at the end of each of your turns. On a failure, you take 1d10 damage, and on a critical failure, you die. On each check after the first, the DC increases by 5 and the damage by 1d10; these increases are cumulative. Once your access to air is restored, you stop suffocating and are no longer unconscious (unless you're at 0 Hit Points)."],"data":{"quickrefIndex":true},"source":"CRB"}],"data":{"quickrefIndex":true},"source":"CRB"}],"source":"CRB"}],"data":{"quickref":4},"source":"CRB"},{"type":"section","page":479,"name":"Exploration Mode","entries":["Much of exploration mode involves movement and roleplaying. You might be traveling from one town to another, chatting with a couple of merchants an outpost along the way, or maybe having a terse conversation with the watchful city guards at your destination. Instead of measuring your rate of movement in 5-foot squares every round, you measure it in feet or miles per minute, hour, or day, using your travel speed. Rather than deciding on each action every turn, you'll engage in an exploration activity, and you'll typically spend some time every day resting and making your daily preparations.",{"type":"pf2-h2","page":479,"name":"Travel Speed","entries":["Depending on how the GM tracks movement, you move in feet or miles based on your character's Speed with the relevant movement type. Typical rates are on the table below.",{"type":"data","tag":"table","source":"CRB","name":"Travel Speed"},"The rates in Table 9 –2 assume traveling over flat and clear terrain at a determined pace, but one that's not exhausting.","Moving through {@quickref difficult terrain||3|terrain} halves the listed movement rate. {@quickref greater difficult terrain||3|terrain} reduces the distance traveled to one-third the listed amount. If the travel requires a skill check to accomplish, such as mountain climbing or swimming, the GM might call for a check once per hour using the result and the table above to determine your progress."],"source":"CRB"},{"type":"pf2-h2","page":479,"name":"Exploration Activities","entries":["While you're traveling and exploring, tell the GM what you'd generally like to do along the way. If you to do nothing more than make steady progress toward your goal, you move at the full travel speeds given in Table 9 –2.","When you want to do something other than simply travel, you describe what you are attempting to do. It isn't necessary to go into extreme detail, such as \"Using my dagger, I nudge the door so I can check for devious traps.\" Instead, \"I'm searching the area for hazards\" is sufficient. The GM finds the best exploration activity to match your description and describes the effects of that activity. Some exploration activities limit how fast you can travel and be effective.","These are most common exploration activities.",{"type":"pf2-brown-box","page":480,"name":"SKILL EXPLORATION ACTIVITIES","entries":["Chapter 4: Skills includes numerous additional exploration activities, which are summarized here.","{@b {@action Borrow an Arcane Spell}:} You use {@skill Arcana} to prepare a spell from someone else's spellbook (page 241).","{@b {@action Coerce}:} You use {@skill Intimidation} to threaten a creature so it does what you want (page 247).","{@b {@action Cover Tracks}:} You use {@skill Survival} to obscure your passing (page 252).","{@b {@action Decipher Writing}:} You use a suitable skill to understand archaic, esoteric, or obscure texts (page 234).","{@b {@action Gather Information}:} You use {@skill Diplomacy} to canvass the area to learn about a specific individual or topic (page 246).","{@b {@action Identify Alchemy}:} You use Craft and alchemist's tools to identify an alchemical item (page 245).","{@b {@action Identify Magic}:} Using a variety of skills, you can learn about a magic item, location, or ongoing effect (page 238).","{@b {@action Impersonate}:} You use {@skill Deception} and usually a disguise kit to create a disguise (page 245).","{@b {@action Learn a Spell}:} You use the skill corresponding to the spell's tradition to gain access to a new spell (page 238).","{@b {@action Make an Impression}:} You use {@skill Diplomacy} to make a good impression on someone (page 246).","{@b {@action Repair}:} With a repair kit and the {@skill Crafting} skill, you fix a damaged item (page 243).","{@b {@action Sense Direction}:} You use {@skill Survival} to get a sense of where you are or determine the cardinal directions (page 252).","{@b {@action Squeeze}:} Using {@skill Acrobatics}, you squeeze though very tight spaces (page 241).","{@b {@action Track}:} You use {@skill Survival} to find and follow creatures' tracks (page 252).","{@b {@action Treat Wounds}:} You use {@skill Medicine} to treat a living creature's wounds (page 249)."],"source":"CRB"}],"source":"CRB"},{"type":"pf2-h2","page":480,"name":"Rest and Daily Preparations","entries":["You perform at your best when you take enough time to rest and prepare. Once every 24 hours, you can take a period of rest (typically 8 hours), after which you regain Hit Points equal to your Constitution modifier (minimum 1) times your level, and you might recover from or improve certain conditions (page 453). Sleeping in armor results in poor rest that leaves you {@condition fatigued}. If you go more than 16 hours without resting, you become {@condition fatigued} (you cannot recover from this until you rest at least 6 continuous hours).","After you rest, you make your daily preparations, which takes around 1 hour. You can prepare only if you've rested, and only once per day. Preparing includes the following:",{"type":"list","items":["Spellcasters regain spell slots, and prepared spellcasters choose spells to have available that day.","Focus Points, other abilities that refresh during your preparations, and abilities that can be used only a certain number of times per day, including magic item uses, are reset.","You don armor and equip weapons and other gear.","You invest up to 10 worn magic items to gain their benefits for the day."]}],"data":{"quickrefIndex":true},"source":"CRB"}],"data":{"quickref":4},"source":"CRB"},{"type":"section","page":476,"name":"Flanking","entries":["When you and an ally are flanking a foe, it has a harder time defending against you. A creature is {@condition flat-footed} (taking a –2 circumstance penalty to AC) to melee attacks from creatures that are flanking it.","To flank a foe, you and your ally must be on opposites sides or corners of the creature. A line drawn between the center of your space and the center of your ally's space must pass through opposite sides or opposite corners of the foe's space. Additionally, both you and the ally have to be able to act, must be wielding melee weapons or able to make an unarmed attack, can't be under any effects that prevent you from attacking, and must have the enemy within reach. If you are wielding a reach weapon, you use your {@trait reach} with that weapon for this purpose."],"data":{"quickref":4},"source":"CRB"},{"type":"section","page":444,"name":"Game Conventions","entries":["Pathfinder has many specific rules, but you'll also want to keep these general guidelines in mind when playing.",{"type":"pf2-h3","name":"The GM Has the Final Say"},"If you're ever uncertain how to apply a rule, the GM decides.","Of course, Pathfinder is a game, so when adjudicating the rules, the GM is encouraged to listen to everyone's point of view and make a decision that is both fair and fun.",{"type":"pf2-h3","name":"Specific Overrides General"},"A core principle of Pathfinder is that specific rules override general ones. If two rules conflict, the more specific one takes precedence. If there's still ambiguity, the GM determines which rule to use. For example, the rules state that when attacking a concealed creature, you must attempt a DC {@flatDC 5} flat check to determine if you hit. Flat checks don't benefit from modifiers, bonuses, or penalties, but an ability that's specifically designed to overcome concealment might override and alter this. If a rule doesn't specify otherwise, default to the general rules presented in this chapter. While some special rules may also state the normal rules to provide context, you should always default to the normal rules even if effects don't specifically say to.",{"type":"pf2-h3","name":"Rounding"},"You may need to calculate a fraction of a value, like halving damage. Always round down unless otherwise specified.","For example, if a spell deals 7 damage and a creature takes half damage from it, that creature takes 3 damage.",{"type":"pf2-h3","name":"Multiplying"},"When more than one effect would multiply the same number, don't multiply more than once. Instead, combine all the multipliers into a single multiplier, with each multiple after the first adding 1 less than its value. For instance, if one ability doubled the duration of one of your spells and another one doubled the duration of the same spell, you would triple the duration, not quadruple it.",{"type":"pf2-h3","name":"Duplicate Effects"},"When you're affected by the same thing multiple times, only one instance applies, using the higher level of the effects, or the newer effect if the two are the same level. For example, if you were using {@spell mage armor} and then cast it again, you'd still benefit from only one casting of that spell. Casting a spell again on the same target might get you a better duration or effect if it were cast at a higher level the second time, but otherwise doing so gives you no advantage.",{"type":"pf2-h3","name":"Ambiguous Rules"},"Sometimes a rule could be interpreted multiple ways. If one version is too good to be true, it probably is. If a rule seems to have wording with problematic repercussions or doesn't work as intended, work with your group to find a good solution, rather than just playing with the rule as printed."],"data":{"quickref":4},"source":"CRB"},{"type":"section","page":467,"name":"Hero Points","entries":["Your heroic deeds earn you Hero Points, which grant you good fortune or let you recover from the brink of death. Unlike most aspects of your character, which persist over the long term, Hero Points last for only a single session.","The GM is in charge of awarding Hero Points (guidelines for doing so can be found {@quickref here||4|rewards|1}).","Usually, each character gets 1 Hero Point at the start of a session and can gain more later by performing heroic deeds—something selfless, daring, or beyond normal expectations. You can have a maximum of 3 Hero Points at a time, and you lose any remaining Hero Points at the end of a session.","You can spend your Hero Points in one of two ways.","Neither of these is an action, and you can spend Hero Points even if you aren't able to act. You can spend a Hero Point on behalf of your familiar or animal companion.",{"type":"list","items":["{@b Spend 1 Hero Point} to reroll a check. You must use the second result. This is a fortune effect (which means you can't use more than 1 Hero Point on a check).","{@b Spend all your Hero Points} (minimum 1) to avoid death. You can do this when your {@condition dying} condition would increase. You lose the {@condition dying} condition entirely and stabilize with 0 Hit Points. You don't gain the {@condition wounded} condition or increase its value from losing the {@condition dying} condition in this way, but if you already had that condition, you don't lose it or decrease its value."]},{"type":"pf2-h3","page":467,"name":"Describing Heroic Deeds","entries":["Because spending Hero Points reflects heroic deeds or tasks that surpass normal expectations, if you spend a Hero Point, you should describe the deed or task your character accomplishes with it to the other players.","Your character's deed might invoke a lesson learned in a past adventure, could be spurred by a determination to save someone else, or might depend on an item that ended up on their person due to a previous exploit. If you don't want to describe the deed or don't have any strong ideas about how to do so, ask the GM to come up with something for you. This can be a collaborative process, too. The GM might remind you of a long-forgotten event in the campaign, and all you have to do is fill in how that event comes to mind just at the right time, motivating you to push past your limits."],"source":"CRB"}],"data":{"quickref":4},"source":"CRB"},{"type":"section","page":459,"name":"Hit Points, Healing, and Dying","entries":["All creatures and objects have Hit Points (HP). Your maximum Hit Point value represents your health, wherewithal, and heroic drive when you are in good health and rested. Your maximum Hit Points include the Hit Points you gain at 1st level from your ancestry and class, those you gain at higher levels from your class, and any you gain from other sources (like the Toughness general feat). When you take damage, you reduce your current Hit Points by a number equal to the damage dealt.","Some spells, items, and other effects, as well as simply resting, can heal living or undead creatures. When you are healed, you regain Hit Points equal to the amount healed, up to your maximum Hit Points.",{"type":"pf2-h3","page":459,"name":"Knocked Out and Dying","entries":["Creatures cannot be reduced to fewer than 0 Hit Points.","When most creatures reach 0 Hit Points, they die and are removed from play unless the attack was nonlethal, in which case they are instead knocked out for a significant amount of time (usually 1 minute or more). When undead and construct creatures reach 0 Hit Points, they are destroyed.","Player characters, their companions, and other significant characters and creatures don't automatically die when they reach 0 Hit Points. Instead, they are knocked out and are at risk of death. At the GM's discretion, villains, powerful monsters, special NPCs, and enemies with special abilities that are likely to bring them back to the fight (like ferocity, regeneration, or healing magic) can use these rules as well.","As a player character, when you are reduced to 0 Hit Points, you're knocked out with the following effects:",{"type":"list","items":["You immediately move your initiative position to directly before the turn in which you were reduced to 0 HP.","You gain the {@condition dying 1} condition. If the effect that knocked you out was a critical success from the attacker or the result of your critical failure, you gain the {@condition dying 2} condition instead. If you have the {@condition wounded} condition (page 460), increase your {@condition dying} value by an amount equal to your {@condition wounded} value. If the damage was dealt by a nonlethal attack or nonlethal effect, you don't gain the dying condition; you are instead unconscious with 0 Hit Points."]},{"type":"pf2-h4","page":459,"name":"Taking Damage while Dying","entries":["If you take damage while you already have the dying condition, increase your dying condition value by 1, or by 2 if the damage came from an attacker's critical hit or your own critical failure. If you have the wounded condition, remember to add the value of your wounded condition to your dying value."],"source":"CRB"}],"source":"CRB"},{"type":"pf2-h3","page":459,"name":"Recovery Checks","entries":["When you're dying, at the start of each of your turns, you must attempt a flat check with a DC equal to 10 + your current dying value to see if you get better or worse. This is called a recovery check. The effects of this check are as follows.",{"type":"successDegree","entries":{"Critical Success":"Your {@condition dying} value is reduced by 2.","Success":"Your {@condition dying} value is reduced by 1.","Failure":"Your {@condition dying} value increases by 1.","Critical Failure":"Your {@condition dying} value increases by 2."}}],"source":"CRB"},{"type":"pf2-h3","page":459,"name":"Conditions Related to Death and Dying","entries":["To understand the rules for getting knocked out and how dying works in the game, you'll need some more information on the conditions used in those rules.","Presented below are the rules for the {@condition dying}, {@condition unconscious}, wounded, and doomed conditions.",{"type":"pf2-h4","page":459,"name":"Dying","entries":["You are bleeding out or otherwise at death's door. While you have this condition, you are unconscious. Dying always includes a value. If this value ever reaches dying 4, you die. If you're dying, you must attempt a recovery check at the start of your turn each round to determine whether you get better or worse.","If you lose the {@condition dying} condition by succeeding at a recovery check and are still at 0 Hit Points, you remain unconscious, but you can wake up as described on page 460. You lose the dying condition automatically and wake up if you ever have 1 Hit Point or more. Anytime you lose the dying condition, you gain the wounded 1 condition, or increase your wounded value by 1 if you already have that condition."],"source":"CRB"},{"type":"pf2-h4","page":459,"name":"Unconscious","entries":["You're sleeping, or you've been knocked out. You can't act.","You take a –4 status penalty to AC, Perception, and Reflex saves, and you have the blinded and {@condition flat-footed} conditions.","When you gain this condition, you fall {@condition prone} and drop items you are wielding or holding unless the effect states otherwise or the GM determines you're in a position in which you wouldn't.","{@b If you're {@condition unconscious} because you're {@condition dying}}, you can't wake up as long as you have 0 Hit Points. If you're restored to 1 Hit Point or more via healing, you lose the dying and unconscious conditions and can act normally on your next turn.","If you are {@condition unconscious} and at 0 Hit Points, but not {@b dying}, you naturally return to 1 Hit Point and awaken after sufficient time passes. The GM determines how long you remain unconscious, from a minimum of 10 minutes to several hours. If you receive healing during this time, you lose the unconscious condition and can act normally on your next turn.","If you're {@condition unconscious} and have more than 1 Hit Point (typically because you are asleep or unconscious due to an effect), you wake up in one of the following ways.","Each causes you to lose the {@condition unconscious} condition.",{"type":"list","items":["You take damage, provided the damage doesn't reduce you to 0 Hit Points. (If the damage reduces you to 0 Hit Points, you remain {@condition unconscious} and gain the {@condition dying} condition as normal.)","You receive healing, other than the natural healing you get from resting.","Someone nudges or shakes you awake using an Interact action.","Loud noise is being made around you—though this isn't automatic. At the start of your turn, you automatically attempt a Perception check against the noise's DC (or the lowest DC if there is more than one noise), waking up if you succeed. This is often DC 5 for a battle, but if creatures are attempting to stay quiet around you, this Perception check uses their {@skill Stealth} DC. Some magical effects make you sleep so deeply that they don't allow you to attempt this Perception check.","If you are simply asleep, the GM decides you wake up either because you have had a restful night's sleep or something disrupted that rest."]}],"source":"CRB"},{"type":"pf2-h4","page":460,"name":"Wounded","entries":["You have been seriously injured during a fight. Anytime you lose the dying condition, you become wounded 1 if you didn't already have the wounded condition. If you already have the wounded condition, your wounded condition value instead increases by 1. If you gain the dying condition while wounded, increase the dying condition's value by your wounded value. The wounded condition ends if someone successfully restores Hit Points to you with Treat Wounds, or if you are restored to full Hit Points and rest for 10 minutes."],"source":"CRB"},{"type":"pf2-h4","page":460,"name":"Doomed","entries":["Your life is ebbing away, bringing you ever closer to death. Some powerful spells and evil creatures can inflict the doomed condition on you. Doomed always includes a value. The maximum dying value at which you die is reduced by your doomed value. For example, if you were {@condition doomed 1}, you would die upon reaching dying 3 instead of dying 4. If your maximum dying value is ever reduced to 0, you instantly die. When you die, you're no longer doomed.","Your {@condition doomed} value decreases by 1 each time you get a full night's rest."],"source":"CRB"}],"source":"CRB"},{"type":"pf2-h3","page":460,"name":"Death","entries":["After you die, you can't act or be affected by spells that target creatures (unless they specifically target dead creatures), and for all other purposes you are an object. When you die, you are reduced to 0 Hit Points if you had a different amount, and you can't be brought above 0 Hit Points as long as you remain dead. Some magic can bring creatures back to life, such as the {@ritual resurrect} ritual or the {@spell raise dead} spell."],"source":"CRB"},{"type":"pf2-h3","page":460,"name":"Heroic Recovery","entries":["If you have at least 1 Hero Point (page 467), you can spend all of your remaining Hero Points at the start of your turn or when your dying value would increase. You lose the dying condition entirely and stabilize with 0 Hit Points. You don't gain the wounded condition or increase its value from losing the dying condition in this way, but if you already had that condition, you don't lose it or decrease its value. You lose the dying condition and become conscious. You do not gain the wounded condition (or increase its value) when you perform a heroic recovery."],"source":"CRB"},{"type":"pf2-h3","page":461,"name":"Death Effects and Instant Death","entries":["Some spells and abilities can kill you immediately or bring you closer to death without needing to reduce you to 0 Hit Points first. These abilities have the death trait and usually involve negative energy, the antithesis of life. If you are reduced to 0 Hit Points by a death effect, you are slain instantly without needing to reach dying 4. If an effect states it kills you outright, you die without having to reach dying 4 and without being reduced to 0 Hit Points."],"source":"CRB"},{"type":"pf2-h3","page":461,"name":"Massive Damage","entries":["You die instantly if you ever take damage equal to or greater than double your maximum Hit Points in one blow."],"source":"CRB"},{"type":"pf2-h3","page":461,"name":"Temporary Hit Points","entries":["Some spells or abilities give you temporary Hit Points.","Track these separately from your current and maximum Hit Points; when you take damage, reduce your temporary Hit Points first. Most temporary Hit Points last for a limited duration. You can't regain lost temporary Hit Points through healing, but you can gain more via other abilities. You can have temporary Hit Points from only one source at a time. If you gain temporary Hit Points when you already have some, choose whether to keep the amount you already have and their corresponding duration or to gain the new temporary Hit Points and their duration."],"source":"CRB"},{"type":"pf2-h3","page":461,"name":"Fast Healing and Regeneration","entries":["A creature with fast healing or regeneration regains the listed amount of Hit Points each round at the beginning of its turn. A creature with regeneration has additional benefits. Its dying condition can't increase to a value that would kill it (this stops most creatures from going beyond dying 3) as long as its regeneration is active. If it takes damage of a type listed in the regeneration entry, its regeneration deactivates until the end of its next turn, including against the triggering damage."],"source":"CRB"},{"type":"pf2-h3","page":461,"name":"Items and Hit Points","entries":["Items have Hit Points like creatures, but the rules for damaging them are different (page 272). An item has a Hardness statistic that reduces damage the item takes by that amount. The item then takes any damage left over. If an item is reduced to 0 HP, it's destroyed. An item also has a Broken Threshold. If its HP are reduced to this amount or lower, it's broken, meaning it can't be used for its normal function and it doesn't grant bonuses. Damaging an unattended item usually requires attacking it directly, and can be difficult due to that item's Hardness and immunities. You usually can't attack an attended object (one on a creature's person)."],"source":"CRB"}],"data":{"quickref":4},"source":"CRB"},{"type":"section","page":443,"name":"Making Choices","entries":["Pathfinder is a game where your choices determine the story's direction. Throughout the game, the GM describes what's happening in the world and then asks the players, \"So what do you do?\" Exactly what you choose to do, and how the GM responds to those choices, builds a unique story experience. Every game is different, because you'll rarely, if ever, make the same decisions as another group of players.","This is true for the GM as well—two GMs running the exact same adventure will put different emphasis and flourishes on the way they present each scenario and encounter.","Often, your choices have no immediate risk or consequences. If you're traveling along a forest path and come across a fork in the trail, the GM will ask, \"Which way do you go?\" You might choose to take the right fork or the left. You could also choose to leave the trail, or just go back to town. Once your choice is made, the GM tells you what happens next. Down the line, that choice may impact what you encounter later in the game, but in many cases nothing dangerous happens immediately.","But sometimes what happens as a result of your choices is less than certain. In those cases, you'll attempt a check."],"data":{"quickref":4},"source":"CRB"},{"type":"section","page":463,"name":"Movement","entries":["Your movement and position determine how you can interact with the world. Moving around in exploration and downtime modes is relatively fluid and free form.","Movement in encounter mode, by contrast, is governed by rules explained in Movement in Encounters (page 473). The rules below apply regardless of which mode you're playing in.",{"type":"pf2-h3","page":463,"name":"Movement Types","entries":["Creatures in Pathfinder soar through the clouds, scale sheer cliffs, and tunnel underfoot. Most creatures have a Speed, which is how fast they can move across the ground. Some abilities give you different ways to move, such as through the air or underground.","Each of these special movement types has its own Speed value. Many creatures have these Speeds naturally. The various types of movement are listed below. Since the Stride action can be used only with your normal Speed, moving using one of these movement types requires using a special action, and you can't Step while using one of these movement types. Since Speed by itself refers to your land Speed, rules text concerning these special movement types specifies the movement types to which it applies. Even though Speeds aren't checks, they can have item, circumstance, and status bonuses and penalties. These can't reduce your Speeds below 5 feet unless stated otherwise.","Switching from one movement type to another requires ending your action that has the first movement type and using a new action that has the second movement type. For instance, if you Climbed 10 feet to the top of a cliff, you could then Stride forward 10 feet.",{"type":"pf2-h4","page":463,"name":"Speed","entries":["Most characters and monsters have a speed statistic—also called land Speed—which indicates how quickly they can move across the ground. When you use the Stride action, you move a number of feet equal to your Speed. Numerous other abilities also allow you to move, from Crawling to Leaping, and most of them are based on your Speed in some way. Whenever a rule mentions your Speed without specifying a type, it's referring to your land Speed."],"source":"CRB"},{"type":"pf2-h4","page":463,"name":"Burrow Speed","entries":["A burrow Speed lets you tunnel through the ground. You can use the {@action Burrow} action if you have a burrow Speed. Burrowing doesn't normally leave behind a tunnel unless the ability specifically states that it does. Most creatures need to hold their breath when burrowing, and they may need tremorsense (page 465) to navigate with any accuracy."],"source":"CRB"},{"type":"pf2-h4","page":463,"name":"Climb Speed","entries":["A climb Speed allows you to move up or down inclines and vertical surfaces. Instead of needing to attempt {@skill Athletics} checks to Climb, you automatically succeed and move up to your climb Speed instead of the listed distance.","You might still have to attempt {@skill Athletics} checks to Climb in hazardous conditions, to Climb extremely difficult surfaces, or to cross horizontal planes such as ceilings. You can also choose to roll an {@skill Athletics} check to Climb rather than accept an automatic success in hopes of getting a critical success. Your climb Speed grants you a +4 circumstance bonus to {@skill Athletics} checks to Climb.","If you have a climb Speed, you're not {@condition flat-footed} while climbing."],"source":"CRB"},{"type":"pf2-h4","page":463,"name":"Fly Speed","entries":["As long as you have a fly Speed, you can use the {@action Fly} and {@action Arrest a Fall} actions. You can also attempt to {@action Maneuver in Flight} if you're trained in the {@skill Acrobatics} skill.","Wind conditions can affect how you use the {@action Fly} action. In general, moving against the wind uses the same rules as moving through {@quickref difficult terrain||3|terrain} (or {@quickref greater difficult terrain||3|terrain}, if you're also flying upward), and moving with the wind allows you to move 10 feet for every 5 feet of movement you spend (not cumulative with moving straight downward). For more information on spending movement, see Movement in Encounters on page 473.","Upward and downward movement are both relative to the gravity in your area; if you're in a place with zero gravity, moving up or down is no different from moving horizontally."],"source":"CRB"},{"type":"pf2-h4","page":463,"name":"Swim Speed","entries":["With a swim Speed, you can propel yourself through the water with little impediment. Instead of attempting {@skill Athletics} checks to {@action Swim}, you automatically succeed and move up to your swim Speed instead of the listed distance. Moving up or down is still moving through {@quickref difficult terrain||3|terrain}.","You might still have to attempt checks to {@action Swim} in hazardous conditions or to cross turbulent water. You can also choose to roll an {@skill Athletics} check to {@action Swim} rather than accept an automatic success in hopes of getting a critical success. Your swim Speed grants you a +4 circumstance bonus to {@skill Athletics} checks to {@action Swim}.","Having a swim Speed doesn't necessarily mean you can breathe in water, so you might still have to hold your breath if you're underwater to avoid {@quickref drowning||3|drowning and suffocating}."],"source":"CRB"}],"source":"CRB"},{"type":"pf2-h3","page":463,"name":"Falling","entries":["When you fall more than 5 feet, you take bludgeoning damage equal to half the distance you fell when you land. Treat falls longer than 1,500 feet as though they were 1,500 feet (750 damage). If you take any damage from a fall, you land prone. You fall about 500 feet in the first round of falling and about 1,500 feet each round thereafter.","You can Grab an Edge as a reaction to reduce the damage from some falls. In addition, if you fall into water, snow, or another relatively soft substance, you can treat the fall as though it were 20 feet shorter, or 30 feet shorter if you intentionally dove in. The effective reduction can't be greater than the depth (so when falling into 10-foot-deep water, you treat the fall as 10 feet shorter).",{"type":"pf2-h4","page":464,"name":"Falling on a Creature","entries":["If you land on a creature, that creature must attempt a DC 15 Reflex save. Landing exactly on a creature after a long fall is almost impossible.",{"type":"successDegree","entries":{"Critical Success":"The creature takes no damage.","Success":"The creature takes bludgeoning damage equal to one-quarter the falling damage you took.","Failure":"The creature takes bludgeoning damage equal to half the falling damage you took.","Critical Failure":"The creature takes the same amount of bludgeoning damage you took from the fall."}}],"source":"CRB"},{"type":"pf2-h4","page":464,"name":"Falling Objects","entries":["A dropped object takes damage just like a falling creature. If the object lands on a creature, that creature can attempt a Reflex save using the same rules as for a creature falling on a creature. Hazards and spells that involve falling objects, such as a rock slide, have their own rules about how they interact with creatures and the damage they deal."],"source":"CRB"}],"data":{"quickrefIndex":true},"source":"CRB"}],"data":{"quickref":4},"source":"CRB"},{"type":"section","page":618,"name":"Overriding Conditions","entries":["Some conditions override others. This is always specified in the entry for the overriding condition. When this happens, all effects of the overridden condition are suppressed until the overriding condition ends. The overridden condition's duration continues to elapse, and it might run out while suppressed."],"data":{"quickref":4},"source":"CRB"},{"type":"section","page":464,"name":"Perception","entries":["Your Perception measures your ability to notice things, search for what's hidden, and tell whether something about a situation is suspicious. This statistic is frequently used for rolling initiative to determine who goes first in an encounter, and it's also used for the {@action Seek} action.","The rules for rolling a Perception check are found on page 448. The rules below describe the effects of light and visibility on your specific senses to perceive the world, as well as the rules for sensing and locating creatures with Perception.",{"type":"pf2-h3","page":464,"name":"Light","data":{"quickrefIndex":true},"entries":["The amount of light in an area can affect how well you see things. There are three levels of light: bright light, dim light, and darkness. The rules in this book assume that all creatures are in bright light unless otherwise noted. A source of light lists the radius in which it sheds bright light, and it sheds dim light to double that radius.",{"type":"pf2-h4","page":464,"name":"Bright Light","data":{"quickrefIndex":true},"entries":["In bright light, such as sunlight, creatures and objects can be observed clearly by anyone with average vision or better. Some types of creatures are {@condition dazzled} or {@condition blinded} by bright light."],"source":"CRB"},{"type":"pf2-h4","page":464,"name":"Dim Light","data":{"quickrefIndex":true},"entries":["Areas in shadow or lit by weak light sources are in dim light. Creatures and objects in dim light have the {@condition concealed} condition, unless the seeker has {@ability darkvision} or {@ability low-light vision}, or a {@quickref precise sense|CRB|3|precise sense|0} other than vision."],"source":"CRB"},{"type":"pf2-h4","page":464,"name":"Darkness","data":{"quickrefIndex":true},"entries":["A creature or object within darkness is hidden or undetected unless the seeker has {@ability darkvision} or a {@quickref precise sense|CRB|3|precise sense|0} other than vision. A creature without {@ability darkvision} or another means of perceiving in darkness has the {@condition blinded} condition while in darkness, though it might be able to see illuminated areas beyond the darkness. If a creature can see into an illuminated area, it can observe creatures within that illuminated area normally. After being in darkness, sudden exposure to bright light might make you {@condition dazzled} for a short time, as determined by the GM."],"source":"CRB"}],"source":"CRB"},{"type":"pf2-h3","page":464,"name":"Senses","data":{"quickrefIndex":true},"entries":["The ways a creature can use {@skill Perception} depend on what senses it has. The primary concepts you need to know for understanding senses are precise senses, imprecise senses, and the three states of detection a target can be in: observed, hidden, or undetected. Vision, hearing, and scent are three prominent senses, but they don't have the same degree of acuity.",{"type":"pf2-h4","page":464,"name":"Precise Senses","data":{"quickrefIndex":true},"entries":["Average vision is a precise sense—a sense that can be used to perceive the world in nuanced detail. The only way to target a creature without having drawbacks is to use a precise sense. You can usually detect a creature automatically with a precise sense unless that creature is hiding or obscured by the environment, in which case you can use the Seek basic action to better detect the creature."],"source":"CRB"},{"type":"pf2-h4","page":464,"name":"Imprecise Senses","data":{"quickrefIndex":true},"entries":["Hearing is an imprecise sense—it cannot detect the full range of detail that a {@quickref precise sense|CRB|3|precise sense|0} can. You can usually sense a creature automatically with an imprecise sense, but it has the {@condition hidden} condition instead of the {@condition observed} condition. It might be {@condition undetected} by you if it's using {@skill Stealth} or is in an environment that distorts the sense, such as a noisy room in the case of hearing. In those cases, you have to use the {@action Seek} basic action to detect the creature. At best, an imprecise sense can be used to make an {@condition undetected} creature (or one you didn't even know was there) merely {@condition hidden}—it can't make the creature {@condition observed}."],"source":"CRB"},{"type":"pf2-h4","page":465,"name":"Vague Senses","data":{"quickrefIndex":true},"entries":["A character also has many vague senses—ones that can alert you that something is there but aren't useful for zeroing in on it to determine exactly what it is. The most useful of these for a typical character is the sense of smell. At best, a vague sense can be used to detect the presence of an {@condition unnoticed} creature, making it {@condition undetected}. Even then, the vague sense isn't sufficient to make the creature {@condition hidden} or {@condition observed}.","When one creature might detect another, the GM almost always uses the most {@quickref precise sense|CRB|3|precise sense|0} available.","Pathfinder's rules assume that a given creature has vision as its only {@quickref precise sense|CRB|3|precise sense|0} and hearing as its only {@quickref imprecise sense|CRB|3|imprecise sense|0}. Some characters and creatures, however, have {@quickref precise|CRB|3|precise sense|0} or {@quickref imprecise senses|CRB|3|imprecise sense|0} that don't match this assumption. For instance, a character with poor vision might treat that sense as {@quickref imprecise|CRB|3|imprecise sense|0}, an animal with the {@ability scent} ability can use its sense of smell as an {@quickref imprecise sense|CRB|3|imprecise sense|0}, and a creature with echolocation or a similar ability can use hearing as a {@quickref precise|CRB|3|precise sense|0} sense. Such senses are often given special names and appear as \"echolocation (precise),\" \"scent (imprecise) 30 feet,\" or the like."],"source":"CRB"}],"source":"CRB"},{"type":"pf2-h3","page":465,"name":"Special Senses","data":{"quickrefIndex":true},"entries":["While a human might have a difficult time making creatures out in dim light, an elf can see those creatures just fine. And though elves have no problem seeing on a moonlit night, their vision cannot penetrate complete darkness, whereas a dwarf's can.","Special senses grant greater awareness that allows a creature with these senses to either ignore or reduce the effects of the undetected, hidden, or concealed conditions (described in {@quickref Detecting Creatures|CRB|3|Detecting Creatures|0} below) when it comes to situations that foil average vision. The following are a few examples of common special senses.",{"type":"pf2-h4","page":465,"name":"Darkvision and Greater Darkvision","entries":["A creature with {@ability darkvision} or {@ability darkvision||greater darkvision} can see perfectly well in areas of darkness and dim light, though such vision is in black and white only. Some forms of magical darkness, such as a 4th-level {@spell darkness} spell, block normal {@ability darkvision}. A creature with {@ability darkvision||greater darkvision}, however, can see through even these forms of magical darkness."],"source":"CRB"},{"type":"pf2-h4","page":465,"name":"Low-Light Vision","entries":["A creature with {@ability low-light vision} can see in dim light as though it were bright light, so it ignores the {@condition concealed} condition due to dim light."],"source":"CRB"},{"type":"pf2-h4","page":465,"name":"Scent","entries":["Scent involves sensing creatures or objects by smell, and is usually a vague sense. The range is listed in the ability, and it functions only if the creature or object being detected emits an aroma (for instance, incorporeal creatures usually do not exude an aroma).","If a creature emits a heavy aroma or is upwind, the GM can double or even triple the range of {@ability scent} abilities used to detect that creature, and the GM can reduce the range if a creature is downwind."],"source":"CRB"},{"type":"pf2-h4","page":465,"name":"Tremorsense","entries":["Tremorsense allows a creature to feel the vibrations through a solid surface caused by movement. It is usually an imprecise sense with a limited range (listed in the ability). Tremorsense functions only if the detecting creature is on the same surface as the subject, and only if the subject is moving along (or burrowing through) the surface."],"source":"CRB"}],"source":"CRB"},{"type":"pf2-brown-box","page":465,"name":"DETECTING WITH OTHER SENSES","entries":["If a monster uses a sense other than vision, the GM can adapt the variables that keep its foes from being detected to equivalents that work with the monster's senses. For example, a creature that has echolocation might use hearing as a primary sense. This could mean its quarry is concealed in a noisy chamber, hidden in a great enough din, or even {@condition invisible} in the area of a {@spell silence} spell.",{"type":"pf2-title","name":"Using Stealth with Other Senses"},"The {@skill Stealth} skill is designed to use Hide for avoiding visual detection and Avoid Notice and Sneak to avoid being both seen and heard. For many special senses, a player can describe how they're avoiding detection by that special sense and use the most applicable {@skill Stealth} action. For instance, a creature stepping lightly to avoid being detected via tremorsense would be using Sneak.","In some cases, rolling a Dexterity-based {@skill Stealth} skill check to Sneak doesn't make the most sense. For example, when facing a creature that can detect heartbeats, a PC trying to avoid being detected might meditate to slow their heart rate, using Wisdom instead of Dexterity as the ability modifier for the {@skill Stealth} check. When a creature that can detect you has multiple senses, such as if it could also hear or see, the PC would use the lowest applicable ability modifier for the check."],"source":"CRB"},{"type":"pf2-h3","page":465,"name":"Detecting Creatures","data":{"quickrefIndex":true},"entries":["There are three conditions that measure the degree to which you can sense a creature: observed, hidden, and undetected. However, the concealed and invisible conditions can partially mask a creature, and the unnoticed condition indicates you have no idea a creature is around. In addition to the descriptions here, you can find these conditions in the {@pf2etools Conditions|conditions.html} page.","With the exception of {@condition invisible}, these conditions are relative to the viewer—it's possible for a creature to be observed to you but hidden from your ally. When you're trying to target a creature that's hard to see or otherwise sense, various drawbacks apply. Most of these rules apply to objects you're trying to detect as well as creatures.","Typically, the GM tracks how well creatures detect each other, since neither party has perfect information. For example, you might think a creature is in the last place you sensed it, but it was able to Sneak away. Or you might think a creature can't see you in the dark, but it has {@ability darkvision}.","You can attempt to avoid detection by using the {@skill Stealth} skill to {@action Avoid Notice}, {@action Hide}, or {@action Sneak}, or by using {@skill Deception} to {@action Create a Diversion}.",{"type":"pf2-h4","page":466,"name":"Observed","entries":["In most circumstances, you can sense creatures without difficulty and target them normally. Creatures in this state are observed. Observing requires a precise sense, which for most creatures means sight, but see the Detecting with Other Senses sidebar for advice regarding creatures that don't use sight as their primary sense. If you can't observe the creature, it's either {@condition hidden}, {@condition undetected}, or {@condition unnoticed}, and you'll need to factor in the targeting restrictions. Even if a creature is {@condition observed}, it might still be {@condition concealed}."],"source":"CRB"},{"type":"pf2-h4","page":466,"name":"Hidden","entries":["A creature that's hidden is only barely perceptible. You know what space a hidden creature occupies, but little else. Perhaps the creature just moved behind cover and successfully used the Hide action. Your target might be in a deep fogbank or behind a waterfall, where you can see some movement but can't determine an exact location. Maybe you've been {@condition blinded} or the creature is under the effects of {@spell invisibility}, but you used the {@action Seek} basic action to determine its general location based on hearing alone. Regardless of the specifics, you're {@condition flat-footed} to a hidden creature.","When targeting a {@condition hidden} creature, before you roll to determine your effect, you must attempt a DC {@flatDC 11} flat check. If you fail, you don't affect the creature, though the actions you used are still expended—as well as any spell slots, costs, and other resources. You remain {@condition flat-footed} to the creature, whether you successfully target it or not."],"source":"CRB"},{"type":"pf2-h4","page":466,"name":"Undetected","entries":["If a creature is undetected, you don't know what space it occupies, you're {@condition flat-footed} to it, and you can't easily target it. Using the {@action Seek} basic action can help you find an undetected creature, usually making it {@condition hidden} from you instead of {@condition undetected}. If a creature is {@condition undetected}, that doesn't necessarily mean you're unaware of its presence—you might suspect an {@condition undetected} creature is in the room with you, even though you're unable to find its space. The {@condition unnoticed} condition covers creatures you're entirely unaware of.","Targeting an {@condition undetected} creature is difficult. If you suspect there's a creature around, you can pick a square and attempt an attack. This works like targeting a {@condition hidden} creature, but the flat check and attack roll are both rolled in secret by the GM. The GM won't tell you why you missed—whether it was due to failing the flat check, rolling an insufficient attack roll, or choosing the wrong square. The GM might allow you to try targeting an undetected creature with some spells or other abilities in a similar fashion. {@condition Undetected} creatures are subject to area effects normally.","For instance, suppose an enemy elf wizard cast {@spell invisibility} and then {@action sneak||Sneaked} away. You suspect that with the elf's Speed of 30 feet, they probably moved 15 feet toward an open door. You move up and attack a space 15 feet from where the elf started and directly on the path to the door. The GM secretly rolls an attack roll and flat check, but they know that you were not quite correct—the elf was actually in the adjacent space! The GM tells you that you missed, so you decide to make your next attack on the adjacent space, just in case. This time, it's the right space, and the GM's secret attack roll and flat check both succeed, so you hit!"],"source":"CRB"},{"type":"pf2-h4","page":467,"name":"Unnoticed","entries":["If you have no idea a creature is even present, that creature is unnoticed by you. A creature that is undetected might also be unnoticed. This condition usually matters for abilities that can be used only against targets totally unaware of your presence."],"source":"CRB"}],"source":"CRB"}],"data":{"quickref":4},"source":"CRB"},{"type":"section","page":450,"name":"Special Checks","entries":["Some categories of checks follow special rules. The most notable are flat checks and secret checks.",{"type":"pf2-h3","page":450,"name":"Flat Checks","entries":["When the chance something will happen or fail to happen is based purely on chance, you'll attempt a flat check. A flat check never includes any modifiers, bonuses, or penalties—you just roll a d20 and compare the result on the die to the DC. Only abilities that specifically apply to flat checks can change the checks' DCs; most such effects affect only certain types of flat checks.","If more than one flat check would ever cause or prevent the same thing, just roll once and use the highest DC. In the rare circumstance that a flat check has a DC of 1 or lower, skip rolling; you automatically succeed. Conversely, if one ever has a DC of 21 or higher, you automatically fail."],"source":"CRB"},{"type":"pf2-h3","page":450,"name":"Secret Checks","entries":["Sometimes you as the player shouldn't know the exact result and effect of a check. In these situations, the rules (or the GM) will call for a secret check. The secret trait appears on anything that uses secret checks. This type of check uses the same formulas you normally would use for that check, but is rolled by the GM, who doesn't reveal the result. Instead, the GM simply describes the information or effects determined by the check's result. If you don't know a secret check is happening (for instance, if the GM rolls a secret Fortitude save against a poison that you failed to notice), you can't use any fortune or misfortune abilities (see the sidebar on page 449) on that check, but if a fortune or misfortune effect would apply automatically, the GM applies it to the secret check. If you know that the GM is attempting a secret check—as often happens with {@action Recall Knowledge} or Seek—you can usually activate fortune or misfortune abilities for that check. Just tell the GM, and they'll apply the ability to the check.","The GM can choose to make any check secret, even if it's not usually rolled secretly. Conversely, the GM can let you roll any check yourself, even if that check would usually be secret. Some groups find it simpler to have players roll all secret checks and just try to avoid acting on any out-of-character knowledge, while others enjoy the mystery."],"source":"CRB"}],"data":{"quickref":4},"source":"CRB"},{"type":"section","page":446,"name":"Specific Checks","entries":["While most checks follow these basic rules, it's useful to know about a few specific types of checks, how they're used, and how they differ from one another.",{"type":"pf2-h3","page":446,"name":"Attack Rolls","entries":["When you use a {@action Strike} action or make a spell attack, you attempt a check called an attack roll. Attack rolls take a variety of forms and are often highly variable based on the weapon you are using for the attack, but there are three main types: melee attack rolls, ranged attack rolls, and spell attack rolls. Spell attack rolls work a little bit differently, so they are explained separately on the next page.","{@b Melee attack rolls} use Strength as their ability modifier by default. If you're using a weapon or attack with the {@trait finesse} trait, then you can use your Dexterity modifier instead.",{"type":"pf2-inset","entries":["Melee attack roll result = d20 roll + Strength modifier (or optionally Dexterity modifier for a {@trait finesse} weapon) + proficiency bonus + other bonuses + penalties"]},"{@b Ranged attack rolls} use Dexterity as their ability modifier.",{"type":"pf2-inset","entries":["Ranged attack roll result = d20 roll + Dexterity modifier + proficiency bonus + other bonuses + penalties"]},"When attacking with a weapon, whether melee or ranged, you add your proficiency bonus for the weapon you're using. Your class determines your proficiency rank for various weapons. Sometimes, you'll have different proficiency ranks for different weapons. For instance, at 5th level, a fighter gains the weapon mastery class feature, which grants master proficiency with the simple and martial weapons of one weapon group, expert proficiency with advanced weapons of that group and other simple and martial weapons, and trained proficiency in all other advanced weapons.","The bonuses you might apply to attack rolls can come from a variety of sources. Circumstance bonuses can come from the aid of an ally or a beneficial situation. Status bonuses are typically granted by spells and other magical aids. The item bonus to attack rolls comes from magic weapons—notably, a weapon's potency rune (page 580).","Penalties to attack rolls come from situations and effects as well. Circumstance penalties come from risky tactics or detrimental circumstances, status penalties come from spells and magic working against you, and item penalties occur when you use a shoddy item (page 273). When making attack rolls, two main types of untyped penalties are likely to apply. The first is the multiple attack penalty, and the second is the range penalty. The first applies anytime you make more than one attack action during the course of your turn, and the other applies only with ranged or thrown weapons. Both are described below.",{"type":"pf2-h4","page":446,"name":"Multiple Attack Penalty","entries":["The more attacks you make beyond your first in a single turn, the less accurate you become, represented by the multiple attack penalty. The second time you use an {@trait attack} action during your turn, you take a –5 penalty to your check. The third time you attack, and on any subsequent attacks, you take a –10 penalty to your check. Every check that has the {@trait attack} trait counts toward your multiple attack penalty, including {@action Strike||Strikes}, spell attack rolls, certain skill actions like {@action Shove}, and many others.","Some weapons and abilities reduce multiple attack penalties, such as {@trait agile} weapons, which reduce these penalties to –4 on the second attack or –8 on further attacks.",{"type":"table","colStyles":["text-center","text-center","text-center"],"rows":[["Attack","Multiple Attack Penalty","Agile"],["First","None","None"],["Second","–5","–4"],["Third or subsequent","–10","–8"]]},"Always calculate your multiple attack penalty for the weapon you're using on that attack. For example, let's say you're wielding a {@item longsword} in one hand and a {@item shortsword} (which has the {@trait agile} trait) in your other hand, and you are going to make three {@action Strike||Strikes} with these weapons during the course of your turn. The first {@action Strike} you make during your turn has no penalty, no matter what weapon you are using. The second Strike will take either a –5 penalty if you use the {@item longsword} or a –4 penalty if you use the {@item shortsword}.","Just like the second attack, the penalty for your third attack is based on which weapon you're using for that particular {@action Strike}. It would be a –10 penalty with the {@item longsword} and a –8 penalty with the {@item shortsword}, no matter what weapon you used for your previous {@action Strike||Strikes}.","The multiple attack penalty applies only during your turn, so you don't have to keep track of it if you can perform an Attack of Opportunity or a similar reaction that lets you make a Strike on someone else's turn.",{"type":"pf2-h4","page":446,"name":"Range Penalty","entries":["Ranged and thrown weapons each have a listed range increment, and attacks with them grow less accurate against targets farther away (range and range increments are covered in depth on page 279). As long as your target is at or within the listed range increment, also called the first range increment, you take no penalty to the attack roll. If you're attacking beyond that range increment, you take a –2 penalty for each additional increment beyond the first.","You can attempt to attack with a ranged weapon or thrown weapon up to six range increments away, but the farther away you are, the harder it is to hit your target.","For example, the range increment of a crossbow is 120 feet. If you are shooting at a target no farther away than that distance, you take no penalty due to range. If they're beyond 120 feet but no more than 240 feet away, you take a –2 penalty due to range. If they're beyond 240 feet but no more than 360 feet away, you take a –4 penalty due to range, and so on, until you reach the last range increment: beyond 600 feet but no more than 720 feet away, where you take a –10 penalty due to range."],"source":"CRB"},{"type":"pf2-h4","page":447,"name":"Armor Class","entries":["Attack rolls are compared to a special difficulty class called an {@b Armor Class} ({@b AC}), which measures how hard it is for your foes to hit you with {@action Strike||Strikes} and other attack actions. Just like for any other check and DC, the result of an attack roll must meet or exceed your AC to be successful, which allows your foe to deal damage to you.","Armor Class is calculated using the following formula.",{"type":"pf2-inset","entries":["Armor Class = 10 + Dexterity modifier (up to your armor's Dex Cap) + proficiency bonus + armor's item bonus to AC + other bonuses + penalties"]},"Use the proficiency bonus for the category (light, medium, or heavy) or the specific type of armor you're wearing. If you're not wearing armor, use your proficiency in unarmored defense.","Armor Class can benefit from bonuses with a variety of sources, much like attack rolls. Armor itself grants an item bonus, so other item bonuses usually won't apply to your AC, but magic armor can increase the item bonus granted by your armor.","Penalties to AC come from situations and effects in much the same way bonuses do. Circumstance penalties come from unfavorable situations, and status penalties come from effects that impede your abilities or from broken armor. You take an item penalty when you wear shoddy armor (page 273)."],"source":"CRB"}],"source":"CRB"}],"source":"CRB"},{"type":"pf2-brown-box","page":447,"name":"STRIDING AND STRIKING","entries":["Two of the simplest and most common actions you'll use in combat are Stride and Strike, described in full on page 471.","{@b {@action Stride}} is an action that has the move trait and that allows you to move a number of feet up to your Speed.","You'll often need to Stride multiple times to reach a foe who's far away or to run from danger! Move actions can often trigger reactions or free actions. However, unlike other actions, a move action can trigger reactions not only when you first use the action, but also for every 5 feet you move during that action, as described on page 474. The Step action (page 471) lets you move without triggering reactions, but only 5 feet.","{@b {@action Strike}} is an action that has the attack trait and that allows you to attack with a weapon you're wielding or an unarmed attack (such as a fist).","If you're using a melee weapon or unarmed attack, your target must be within your reach; if you're attacking with a ranged weapon, your target must be within range. Your reach is how far you can physically extend a part of your body to make an unarmed attack, or the farthest distance you can reach with a melee weapon. This is typically 5 feet, but special weapons and larger creatures have longer reaches. Your range is how far away you can attack with a ranged weapon or with some types of magical attacks.","Different weapons and magical attacks have different maximum ranges, and ranged weapons get less effective as you exceed their range increments.","Striking multiple times in a turn has diminishing returns. The multiple attack penalty (detailed on page 446) applies to each attack after the first, whether those attacks are {@action Strike||Strikes}, special attacks like the Grapple action of the {@skill Athletics} skill, or spell attack rolls."],"source":"CRB"},{"type":"pf2-h3","page":447,"name":"Spell Attack Rolls","entries":["If you cast spells, you might be able to make a spell attack roll. These rolls are usually made when a spell makes an attack against a creature's AC.","The ability modifier for a spell attack roll depends on how you gained access to your spells. If your class grants you spellcasting, use your key ability modifier. Innate spells use your Charisma modifier unless the ability that granted them states otherwise. Focus spells and other sources of spells specify which ability modifier you use for spell attack rolls in the ability that granted them. If you have spells from multiple sources or traditions, you might use different ability modifiers for spell attack rolls for these different sources of spells. For example, a dwarf cleric with the Stonewalker ancestry feat would use her Charisma modifier when casting {@spell meld into stone} from that feat, since it's a divine innate spell, but she would use her Wisdom modifier when casting {@spell heal} and other spells using her cleric divine spellcasting.","Determine the spell attack roll with the following formula.",{"type":"pf2-inset","entries":["Spell attack roll result = d20 roll + ability modifier used for spellcasting + proficiency bonus + other bonuses + penalties"]},"If you have the ability to cast spells, you'll have a proficiency rank for your spell attack rolls, so you'll always add a proficiency bonus. Like your ability modifier, this proficiency rank may vary from one spell to another if you have spells from multiple sources. Spell attack rolls can benefit from circumstance bonuses and status bonuses, though item bonuses to spell attack rolls are rare. Penalties affect spell attack rolls just like any other attack roll—including your multiple attack penalty.","Many times, instead of requiring you to make a spell attack roll, the spells you cast will require those within the area or targeted by the spell to attempt a saving throw against your {@b Spell DC} to determine how the spell affects them.","Your spell DC is calculated using the following formula.",{"type":"pf2-inset","entries":["Spell DC = 10 + ability modifier used for spellcasting + proficiency bonus + other bonuses + penalties"]}],"data":{"quickrefIndex":true},"source":"CRB"},{"type":"pf2-h3","page":448,"name":"Perception","entries":["Perception measures your ability to be aware of your environment. Every creature has Perception, which works with and is limited by a creature's senses (described on page 464). Whenever you need to attempt a check based on your awareness, you'll attempt a Perception check.","Your Perception uses your Wisdom modifier, so you'll use the following formula when attempting a Perception check.",{"type":"pf2-inset","entries":["Perception check result = d20 roll + Wisdom modifier + proficiency bonus + other bonuses + penalties"]},"Nearly all creatures are at least trained in Perception, so you will almost always add a proficiency bonus to your Perception modifier. You might add a circumstance bonus for advantageous situations or environments, and typically get status bonuses from spells or other magical effects. Items can also grant you a bonus to Perception, typically in a certain situation. For instance, a fine spyglass grants a +1 item bonus to Perception when attempting to see something a long distance away. Circumstance penalties to Perception occur when an environment or situation (such as fog) hampers your senses, while status penalties typically come from conditions, spells, and magic effects that foil the senses. You'll rarely encounter item penalties or untyped penalties for Perception.","Many abilities are compared to your {@b Perception DC} to determine whether they succeed. Your Perception DC is 10 + your total Perception modifier.",{"type":"pf2-h4","page":448,"name":"Perception for Initiative","entries":["Often, you'll roll a Perception check to determine your order in initiative. When you do this, instead of comparing the result against a DC, everyone in the encounter will compare their results. The creature with the highest result acts first, the creature with the second-highest result goes second, and so on. Sometimes you may be called on to roll a skill check for initiative instead, but you'll compare results just as if you had rolled Perception. The full rules for initiative are found in the rules for encounter mode on page 468."],"source":"CRB"}],"source":"CRB"},{"type":"pf2-h3","page":448,"name":"Saving Throws","entries":["There are three types of saving throws: Fortitude saves, Reflex saves, and Will saves. In all cases, saving throws measure your ability to shrug off harmful effects in the form of afflictions, damage, or conditions. You'll always add a proficiency bonus to each save. Your class might give a different proficiency to each save, but you'll be trained at minimum. Some circumstances and spells might give you circumstance or status bonuses to saves, and you might find {@item resilient} armor or other magic items that give an item bonus.","{@b Fortitude saving throws} allow you to reduce the effects of abilities and afflictions that can debilitate the body.","They use your Constitution modifier and are calculated as shown in the formula below.",{"type":"pf2-inset","entries":["Fortitude save result = d20 roll + Constitution modifier + proficiency bonus + other bonuses + penalties"]},"{@b Reflex saving throws} measure how well you can respond quickly to a situation and how gracefully you can avoid effects that have been thrown at you. They use your Dexterity modifier and are calculated as shown in the formula below.",{"type":"pf2-inset","entries":["Reflex save result = d20 roll + Dexterity modifier + proficiency bonus + other bonuses + penalties"]},"{@b Will saving throws} measure how well you can resist attacks to your mind and spirit. They use your Wisdom modifier and are calculated as shown in the formula below.",{"type":"pf2-inset","entries":["Will save result = d20 roll + Wisdom modifier + proficiency bonus + other bonuses + penalties"]},"Sometimes you'll need to know your DC for a given saving throw. The DC for a saving throw is 10 + the total modifier for that saving throw.","Most of the time, when you attempt a saving throw, you don't have to use your actions or your reaction. You don't even need to be able to act to attempt saving throws. However, in some special cases you might have to take an action to attempt a save. For instance, you can try to recover from the sickened condition by spending an action to attempt a Fortitude save.",{"type":"pf2-h4","page":449,"name":"Basic Saving Throws","entries":["Sometimes you will be called on to attempt a basic saving throw. This type of saving throw works just like any other saving throw—the \"basic\" part refers to the effects.","For a basic save, you'll attempt the check and determine whether you critically succeed, succeed, fail, or critically fail like you would any other saving throw. Then one of the following outcomes applies based on your degree of success—no matter what caused the saving throw.",{"type":"successDegree","entries":{"Critical Success":"You take no damage from the spell, hazard, or effect that caused you to attempt the save.","Success":"You take half the listed damage from the effect.","Failure":"You take the full damage listed from the effect.","Critical Failure":"You take double the listed damage from the effect."}}],"source":"CRB"}],"source":"CRB"},{"type":"pf2-brown-box","page":449,"name":"FORTUNE AND MISFORTUNE EFFECTS","entries":["Fortune and misfortune effects can alter how you roll your dice. These abilities might allow you to reroll a failed roll, force you to reroll a successful roll, allow you to roll twice and use the higher result, or force you to roll twice and use the lower result.","You can never have more than one fortune and more than one misfortune effect come into play on a single roll. For instance, if an effect lets you roll twice and use the higher roll, you can't then use Halfling Luck (a fortune effect) to reroll if you fail. If multiple fortune effects would apply, you have to pick which to use. If two misfortune effects apply, the GM decides which is worse and applies it.","If both a fortune effect and a misfortune effect would apply to the same roll, the two cancel each other out, and you roll normally."],"source":"CRB"},{"type":"pf2-h3","page":449,"name":"Skill Checks","entries":["Pathfinder has a variety of skills, from {@skill Athletics} to {@skill Medicine} to {@skill Occultism}. Each grants you a set of related actions that rely on you rolling a skill check. Each skill has a key ability score, based on the scope of the skill in question. For instance, {@skill Athletics} deals with feats of physical prowess, like swimming and jumping, so its key ability score is Strength. {@skill Medicine} deals with the ability to diagnose and treat wounds and ailments, so its key ability score is Wisdom. The key ability score for each skill is listed in Chapter 4: Skills. No matter which skill you're using, you calculate a check for it using the following formula.",{"type":"pf2-inset","entries":["Skill check result = d20 roll + modifier of the skill's key ability score + proficiency bonus + other bonuses + penalties"]},"You're unlikely to be trained in every skill. When using a skill in which you're untrained, your proficiency bonus is +0; otherwise, it equals your level plus 2 for trained, or higher once you become expert or better. The proficiency rank is specific to the skill you're using. Aid from another character or some other beneficial situation may grant you a circumstance bonus. A status bonus might come from a helpful spell or magical effect. Sometimes tools related to the skill grant you an item bonus to your skill checks. Conversely, unfavorable situations might give you a circumstance penalty to your skill check, while harmful spells, magic, or conditions might also impose a status penalty. Using shoddy or makeshift tools might cause you to take an item penalty. Sometimes a skill action can be an attack, and in these cases, the skill check might take a multiple attack penalty, as described on page 446.","When an ability calls for you to use the DC for a specific skill, you can calculate it by adding 10 + your total modifier for that skill."],"source":"CRB"},{"type":"pf2-h3","page":450,"name":"Notating Total Modifiers","entries":["When creating your character and adventuring you'll record the total modifier for various important checks on your character sheet. Since many bonuses and penalties are due to the immediate circumstances, spells, and other temporary magical effects, you typically won't apply them to your notations.","Item bonuses and penalties are often more persistent, so you will often want to record them ahead of time. For instance, if you are using a weapon with a {@item +1 weapon potency} rune, you'll want to add the +1 item bonus to your notation for your attack rolls with that weapon, since you will include that bonus every time you attack with that weapon. But if you have a fine spyglass, you wouldn't add its item bonus to your Perception check notation, since you gain that bonus only if you are using sight—and the spyglass!—to see long distances."],"source":"CRB"}],"data":{"quickref":4},"source":"CRB"}]},{"type":"entries","entries":[{"type":"section","name":"Difficulty Classes","page":503,"alias":["DCs"],"entries":[{"type":"pf2-h2","page":503,"name":"Simple DCs","entries":["Sometimes you need to quickly set a Difficulty Class. The easiest method is to select a simple DC from Table 10–4 by estimating which proficiency rank best matches the task (that rank is usually not required to succeed at the task).","If it's something pretty much anyone would have a decent chance at, use the untrained DC. If it would require a degree of training, use the DC listed for trained, expert, master, or legendary proficiency, as appropriate to the complexity of the task. For example, say a PC was trying to uncover the true history behind a fable. You determine this requires a check to {@action Recall Knowledge}, and that only someone with master proficiency in Folktale Lore would know the information, so you'd set the DC at 30—the simple master DC.","Simple DCs work well when you need a DC on the fly and there's no level associated with the task. They're most useful for skill checks. Because there isn't much gradation between the simple DCs, they don't work as well for hazards or combatants, where the PCs' lives are on the line; you're better off using level-based DCs for such challenges.",{"type":"data","tag":"table","name":"Simple DCs","source":"CRB"}],"data":{"quickrefIndex":true},"source":"CRB"},{"type":"pf2-h2","page":503,"name":"Level-Based DCs","entries":["When you're determining a skill DC based on something that has a level, use Table 10–5 to set the DC. Find the level of the subject, and assign the corresponding DC. Since spells use a 1–10 scale, use the Spell Level column for them.","Use these DCs when a PC needs to Identify a Spell or {@action Recall Knowledge} about a creature, attempts to Earn Income by performing a task of a certain level, and so on. You can also use the level-based DCs for obstacles instead of assigning a simple DC. For example, you might determine that a wall in a high-level dungeon was constructed of smooth metal and is hard to climb. You could simply say only someone with master proficiency could climb it, and use the simple DC of 30. Or you might decide that the 15th-level villain who created the dungeon crafted the wall, and use the 15th-level DC of 34. Either approach is reasonable!","Note that PCs who invest in a skill become more likely to succeed at a DC of their level as they increase in level, and the listed DCs eventually become very easy for them.",{"type":"data","tag":"table","name":"DCs by Level","source":"CRB"}],"data":{"quickrefIndex":true},"source":"CRB"},{"type":"pf2-h2","page":503,"name":"Adjusting Difficulty","entries":["You might decide a DC should differ from the baseline, whether to account for PCs' areas of expertise or to represent the rarity of spells or items. A DC adjustment represents an essential difference in the difficulty of a task and applies to anyone attempting a specific check for it.","Adjustments happen most often with tasks whose DCs are based on their level. Adjustments use a scale of –10 to +10, from incredibly easy checks to incredibly hard ones, and are broken into increments of 2, 5, and 10.","You'll often apply the adjustments for uncommon, rare, or unique subjects.",{"type":"data","tag":"table","name":"DC Adjustments","source":"CRB"},"The adjustments' names don't translate to how hard a task actually is for a PC or group of PCs, and adjustments aren't meant to balance out or replace PCs' bonuses and penalties. PCs who invest in a skill will become better and better at that skill as they increase in level. For example, even the best 1st-level PC has grim odds against an incredibly hard 1st-level DC, with a huge chance of critical failure, but by 20th level, an optimized character with a modicum of magic or assistance can take down incredibly hard 20th-level DCs over half the time, critically failing only on a 1. At higher levels, many groups will find that the very hard DC is more like standard for them; keep that in mind if you need a check that presents a true challenge to a high level group.","You might use different DCs for a task based on the particular skill or statistic used for the check. Let's say your PCs encounter a magical tome about aberrant creatures. The tome is 4th-level and has the occult trait, so you set the DC of an {@skill Occultism} check to Identify the Magic to 19, based on Table 10–5. As noted in Identify Magic, other magic-related skills can typically be used at a higher DC, so you might decide the check is very hard for a character using {@skill Arcana} and set the DC at 24 for characters using that skill. If a character in your group had Aberration Lore, you might determine that it would be easy or very easy to use that skill and adjust the DC to 17 or 14. These adjustments aren't taking the place of characters' bonuses, modifiers, and penalties—they are due to the applicability of the skills being used.",{"type":"pf2-h3","page":504,"name":"Group Attempts","entries":["The DCs in this chapter give an individual character a strong and increasing chance of success if they have some proficiency. On occasion, though, you'll have a task that only one person in the group needs to succeed at, but that everyone can attempt. The number of dice being rolled means that there's a very high chance at least one of them will succeed. Most of the time, that's perfectly fine, but sometimes you'll want the task to be a challenge, with some uncertainty as to whether the party can succeed. In these cases, make the check very hard, or incredibly hard if you want it to be particularly difficult or at high levels.","At these DCs, most of the party will probably fail, but someone will probably still succeed, likely a character who has heavily invested in the given skill, as is expected for specialized characters."],"source":"CRB"}],"data":{"quickrefIndex":true},"source":"CRB"},{"type":"pf2-h2","page":504,"name":"Minimum Proficiency","entries":["Sometimes succeeding at a particular task requires a character to have a specific proficiency rank in addition to a success on the check. Locks and traps often require a certain proficiency rank to successfully use the Pick a Lock or Disable a Device actions of {@skill Thievery}. A character whose proficiency rank is lower than what's listed can attempt the check, but they can't succeed. You can apply similar minimum proficiencies to other tasks. You might decide, for example, that a particular arcane theorem requires training in {@skill Arcana} to understand. An untrained barbarian can't succeed at the check, but she can still attempt it if she wants—after all, she needs to have a chance to critically fail and get erroneous information!","For checks that require a minimum proficiency, keep the following guidelines in mind. A 2nd-level or lower task should almost never require expert proficiency, a 6th-level or lower task should almost never require master proficiency, and a 14th-level or lower task should almost never require legendary proficiency. If they did, no character of the appropriate level could succeed."],"data":{"quickrefIndex":true},"source":"CRB"},{"type":"pf2-h2","page":504,"name":"Specific Actions","entries":["Several parts of this book, most notably Chapter 4: Skills, state that you as the GM set the DCs for certain checks or determine other parameters. Here are guidelines for the most common tasks. Remember that all of these are guidelines, and you can adjust them as necessary to suit the situation.",{"type":"pf2-h3","page":504,"name":"Craft","entries":["When a character Crafts an item, use the item's level to determine the DC, applying the adjustments from Table 10–6 for the item's rarity if it's not common. You might also apply the easy DC adjustment for an item the crafter has made before. Repairing an item usually uses the DC of the item's level with no adjustments, though you might adjust the DC to be more difficult for an item of a higher level than the character can Craft."],"source":"CRB"},{"type":"pf2-h3","page":504,"name":"Earn Income","entries":["You set the task level when someone tries to Earn Income.","The highest-level task available is usually the same as the level of the settlement where the character is located. If you don't know the settlement's level, it's usually 0–1 for a village, 2–4 for a town, or 5–7 for a city. A PC might need to travel to a metropolis or capital to find tasks of levels 8-10, and to the largest cities in the world or another plane to routinely find tasks beyond that. Some locations might have higher-level tasks available based on the nature of the settlement. A major port might have higher-level tasks for Sailing Lore, a city with a vibrant arts scene might have higher-level tasks for {@skill Performance}, and so on. If someone is trying to use a particularly obscure skill, they might have trouble finding tasks of an ideal level, or any at all—no one in most settlements is clamoring for the expertise of someone with Troll Lore.","Once the PC has decided on a particular level of task from those available, use the DC for that level from Table 10–5. You might adjust the DC to be more difficult if there's inclement weather during an outdoor job, a rowdy audience for a performance, or the like."],"source":"CRB"},{"type":"pf2-h3","page":505,"name":"Gather Information","entries":["To set the DC to Gather Information, use a simple DC representing the availability of information about the subject. Adjust the DC upward if the PC Gathering Information seeks in-depth information. For example, if a character wants to Gather Information about a visiting caravan, you might decide that a common person wouldn't know much about it, but any merchant or guard would, so learning basic facts uses the simple DC for trained proficiency. A caravan leader's name is superficial, so discovering it might be DC 15 (the simple trained DC in Table 10–4). Learning the identity of the leader's employers, however, might be DC 20 if the employers are more obscure."],"source":"CRB"},{"type":"pf2-h3","page":505,"name":"Identify Magic or Learn a Spell","entries":["The DC to {@action Identify Magic} or {@action Learn a Spell} is usually the DC listed in Table 10–5 for the spell or item's level, adjusted for its rarity. A very strange item or phenomenon usually uses a higher DC adjustment. For a cursed item or certain illusory items, use an incredibly hard DC to increase the chance of misidentification."],"source":"CRB"},{"type":"pf2-h3","page":505,"name":"Recall Knowledge","entries":["On most topics, you can use simple DCs for checks to {@action Recall Knowledge}. For a check about a specific creature, trap, or other subject with a level, use a {@quickref level-based DCs||4|level-based dcs} (adjusting for rarity as needed). You might adjust the difficulty down, maybe even drastically, if the subject is especially notorious or famed. Knowing simple tales about an infamous dragon's exploits, for example, might be incredibly easy for the dragon's level, or even just a simple trained DC.",{"type":"pf2-h4","page":505,"name":"Alternative Skills","entries":["As noted in the action's description, a character might attempt to {@action Recall Knowledge} using a different skill than the ones listed as the default options. If the skill is highly applicable, like using {@skill Medicine} to identify a medicinal tonic, you probably don't need to adjust the DC. If its relevance is a stretch, adjust the DC upward as described in {@quickref Adjusting Difficulty||4|Adjusting Difficulty}."],"source":"CRB"},{"type":"pf2-h4","page":505,"name":"Additional Knowledge","entries":["Sometimes a character might want to follow up on a check to {@action Recall Knowledge}, rolling another check to discover more information. After a success, further uses of {@action Recall Knowledge} can yield more information, but you should adjust the difficulty to be higher for each attempt. Once a character has attempted an incredibly hard check or failed a check, further attempts are fruitless—the character has recalled everything they know about the subject."],"source":"CRB"},{"type":"pf2-h4","page":505,"name":"Creature Identification","entries":["A character who successfully identifies a creature learns one of its best-known attributes—such as a troll's regeneration (and the fact that it can be stopped by acid or fire) or a manticore's tail spikes. On a critical success, the character also learns something subtler, like a demon's weakness or the trigger for one of the creature's reactions.","The skill used to identify a creature usually depends on that creature's trait, as shown on Table 10–7, but you have leeway on which skills apply. For instance, hags are humanoids but have a strong connection to occult spells and live outside society, so you might allow a character to use {@skill Occultism} to identify them without any DC adjustment, while Society is harder. Lore skills can also be used to identify their specific creature. Using the applicable Lore usually has an easy or very easy DC (before adjusting for rarity).",{"type":"data","tag":"table","name":"Creature Identification Skills","source":"CRB"}],"source":"CRB"}],"source":"CRB"},{"type":"pf2-brown-box","page":506,"name":"DETERMINING THE SCOPE OF LORE","entries":["{@skill Lore} skills are one of the most specialized aspects of Pathfinder, but they require GM oversight, particularly in determining which {@skill Lore} subcategories are acceptable for characters to select. A {@skill Lore} subcategory represents a narrow focus, and thus it shouldn't replace all or even most of an entire skill, nor should it convey vast swaths of information. For example, a single {@skill Lore} subcategory doesn't cover all religions—that's covered by the {@skill Religion} skill—but a character could have a {@skill Lore} subcategory that covers a single deity. One {@skill Lore} subcategory won't cover an entire country or all of history, but it could cover a city, an ancient civilization, or one aspect of a modern country, like Taldan History {@skill Lore}. A single {@skill Lore} subcategory couldn't cover the entire multiverse, but it could cover a whole plane other than the Material Plane."],"source":"CRB"},{"type":"pf2-h3","page":506,"name":"Sense Direction","entries":["Pick the most appropriate simple DC when someone uses {@skill Survival} to Sense Direction. This is usually the trained DC in normal wilderness, expert in deep forest or underground, master in featureless or tricky locations, or legendary in weird or surreal environments on other planes."],"source":"CRB"},{"type":"pf2-h3","page":506,"name":"Social Skills","entries":["When a character uses {@skill Deception}, {@skill Diplomacy}, {@skill Intimidation}, or {@skill Performance} to influence or impress someone whose level or Will DC you don't know, estimate the level of the creature and use that DC. A commoner is usually level 0 or 1. Don't worry about being exact. It often makes sense to adjust the DC based on the target's attitude for {@skill Deception}, {@skill Diplomacy}, or {@skill Performance}, making the DC easy for a friendly creature, very easy for a helpful one, hard for an unfriendly one, or very hard for a hostile one. You might adjust the DC further or differently based on the PC's goal; for instance, the DC to Request something an indifferent NPC is fundamentally opposed to might be incredibly hard or impossible, and it might be easy to convince an unfriendly creature to do something it already wants to do."],"source":"CRB"},{"type":"pf2-h3","page":506,"name":"Subsist","entries":["A simple DC is usually sufficient for the Subsist action, with a trained DC for a typical situation. Use the disposition of the environment or city as a guide; an environment with scarce resources or a city with little tolerance for transience might require an expert or higher DC."],"source":"CRB"},{"type":"pf2-h3","page":506,"name":"Track","entries":["Often when a PC uses {@skill Survival} to Track, you can pick a simple DC and adjust it based on the circumstances. For example, an army is usually easy to track, so you could use the untrained DC of 10. If the army marched through mud, you could even adjust this down to DC 5. On the other hand, if the party pursues a cunning survivalist using Cover Tracks, you might use their {@skill Survival} DC as the DC to Track."],"source":"CRB"},{"type":"pf2-h3","page":506,"name":"Train an Animal","entries":["Train Animal (page 268) allows PCs to teach animals tricks. Use the level of the animal as the baseline; you can adjust the DC up if the trick is especially difficult, or down if the animal is especially domesticated, like a dog."],"source":"CRB"}],"source":"CRB"}],"data":{"quickref":5},"source":"CRB"},{"type":"section","source":"GMG","page":120,"name":"Drugs","entries":["Drugs offer short-term benefits with harmful side effects and long-term consequences. These short-term benefits, such as euphoria, draw many to drugs, but addiction keeps users hooked long after their first dose. A character can voluntarily fail their initial save against a drug, but for each dose they consume, they must attempt a saving throw against addiction, a disease that represents cravings and withdrawal. Addiction is unique to each drug, so a character can be affected by multiple instances of addiction at once.","Certain drugs alter how addiction works for that drug, adding the {@trait virulent} trait to the addiction, limiting the maximum stage a character can reach, or adding additional stages beyond those listed in the base affliction.",{"type":"data","tag":"disease","data":{"source":"GMG","page":120,"name":"Addiction","level":", level varies","type":"disease","entries":["Track the maximum stage you reach with each drug's addiction. This maximum stage is separate from your current addiction stage for the drug. The maximum stage can't be reduced, even if you fully remove the disease. When you take the drug, two things happen: you attempt a saving throw against addiction, and you suppress the effects of addiction for 1 day. Failing a save against addiction caused by taking the drug causes you to go to 1 stage higher than the maximum stage you had previously reached (2 stages higher on a critical failure). If you're currently suffering from addiction when you attempt a save from taking the drug, you can't improve your stage; if you succeed at the save, the stage remains the same as it was.","When you attempt your save against addiction each week, the stage you are currently at can't get worse—it can only stay the same or improve. The conditions from addiction can't be removed while you are affected by the addiction, and suppressing addiction by taking the drug only avoids the effects—it doesn't remove the disease.",{"type":"affliction","savingThrow":"Fortitude (DC equals that of the drug)","onset":"1 day","stages":[{"stage":1,"entry":"{@condition fatigued}","duration":"1 week"},{"stage":2,"entry":"{@condition fatigued} and {@condition sickened||sickened 1}","duration":"1 week"},{"stage":3,"entry":"{@condition fatigued}, {@condition drained||drained 1} and {@condition sickened||sickened 1}","duration":"1 week"},{"stage":4,"entry":"{@condition fatigued}, {@condition drained||drained 2}, {@condition sickened||sickened 2} and {@condition stupefied||stupefied 2}","duration":"1 week"}]}]}},{"type":"pf2-brown-box","source":"GMG","page":120,"name":"DRUGS IN YOUR GAME","entries":["Drugs are socially complex, and including them in your game has the potential to make some of your players uncomfortable—particularly players who have struggled with substance abuse themselves or seen friends and family members go through that struggle. As with any potentially difficult subject matter, you should discuss the role drugs play in your game with your players and ensure that all the players at the table are comfortable with the material; if they aren't, avoid the topic.","If you do include drugs in your game, consider the role they'll play. In some campaigns, drugs might simply be an element of flavor and a tool characters use to reach their goals; in others, the side effects and risk of addiction might be a terrible price to pay. The rules assume something of a middle path, where drugs are addictive substances that may provide a short-term benefit but have consequences. To make drugs more accessible in your game, remove some of the more severe stages of addiction. To make them more dangerous, add the {@trait virulent} trait to the addiction affliction, add more stages with increasingly severe effects, or increase the DC of the save against the addiction by 1 for every use of the drug, decreasing back to normal over time as they stop using the drug."]}],"data":{"quickref":5}},{"type":"section","page":512,"name":"Environment","entries":["Each of the environments presented in this section uses the terrain rules (which are summarized on page 514 and appear in full beginning on page 475) in different ways, so be sure to familiarize yourself with those rules before reading this section. Some environments refer to the rules for climate (page 517) and natural disasters (beginning on page 517). Many places have the traits of multiple environments; a snow-covered mountain might use both the arctic and mountain environments, for example. For environmental features with effects based on how tall or deep they are, those effects vary further based on a creature's size. For instance, a shallow bog for a Medium creature might be a deep bog for smaller creatures, and a deep bog for a Medium creature could be only a shallow bog for a larger creature (and so insignificant for a truly massive creature that it isn't even {@quickref difficult terrain||3|terrain}).","Table 10–12 lists the features of various environments alphabetically for quick reference. The Proficiency DC Band entry indicates a range of appropriate simple DCs for that environmental feature, while also providing a rough estimate of the danger or complexity of the feature.",{"type":"data","tag":"table","name":"Enviromental Features","source":"CRB"},{"type":"pf2-h2","page":512,"name":"Environmental Damage","entries":["Some environmental features or natural disasters deal damage. Because the amount of damage can vary based on the specific circumstances, the rules for specific environments and natural disasters use damage categories to describe the damage, rather than exact numbers.","Use Table 10–11 below to determine damage from an environment or natural disaster. When deciding the exact damage amount, use your best judgment based on how extreme you deem the danger to be.",{"type":"data","tag":"table","name":"Enviromental Damage","source":"CRB"}],"source":"CRB"},{"type":"pf2-h2","page":512,"name":"Aquatic","entries":["Aquatic environments are among the most challenging for PCs short of other worlds and unusual planes. PCs in an aquatic environment need a way to breathe (typically a {@spell water breathing} spell) and must usually {@action Swim} to move, though a PC who sinks to the bottom can walk awkwardly, using the rules for {@quickref greater difficult terrain||3|terrain}.","Characters in aquatic environments make frequent use of the {@quickref aquatic combat||3|aquatic combat} and {@quickref drowning and suffocation||3|drowning and suffocating} rules.",{"type":"pf2-h3","page":512,"name":"Currents and Flowing Water","entries":["Ocean currents, flowing rivers, and similar moving water are {@quickref difficult terrain||3|terrain} or {@quickref greater difficult terrain||3|terrain} (depending on the speed of the water) for a creature Swimming against the current. At the end of a creature's turn, it moves a certain distance depending on the current's speed. For instance, a 10-foot current moves a creature 10 feet in the current's direction at the end of that creature's turn."],"source":"CRB"},{"type":"pf2-h3","page":512,"name":"Visibility","entries":["It's much harder to see things at a distance underwater than it is on land, and it's particularly difficult if the water is murky or full of particles. In pure water, the maximum visual range is roughly 240 feet to see a small object, and in murky water, visibility can be reduced to only 10 feet or even less."],"source":"CRB"}],"source":"CRB"},{"type":"pf2-h2","page":512,"name":"Arctic","entries":["The main challenge in an arctic environment is the low temperature, but arctic environments also contain ice and snow. The disasters that most often strike in arctic environments are avalanches, blizzards, and floods.",{"type":"pf2-h3","page":512,"name":"Ice","entries":["Icy ground is both uneven ground and {@quickref difficult terrain||3|terrain}, as characters slip and slide due to poor traction."],"source":"CRB"},{"type":"pf2-h3","page":512,"name":"Snow","entries":["Depending on the depth of snow and its composition, most snowy ground is either {@quickref difficult terrain||3|terrain} or {@quickref greater difficult terrain||3|terrain}. In denser snow, characters can attempt to walk along the surface without breaking through, but some patches might be loose or soft enough that they're uneven ground."],"source":"CRB"}],"source":"CRB"},{"type":"pf2-h2","page":512,"name":"Desert","entries":["Desert encompasses sandy and rocky deserts as well as badlands. Though tundra is technically a desert, it's classified as arctic, as the climate is the primary challenge in such areas. Sandy deserts often have quicksand hazards (page 526) and sandstorms.",{"type":"pf2-h3","page":513,"name":"Rubble","entries":["Rocky deserts are strewn with rubble, which is {@quickref difficult terrain||3|terrain}. Rubble dense enough to be walked over rather than navigated through is uneven ground."],"source":"CRB"},{"type":"pf2-h3","page":513,"name":"Sand","entries":["Packed sand doesn't usually significantly impede a character's movement, but loose sand is either {@quickref difficult terrain||3|terrain} (if it's shallow) or uneven ground (if it's deep).","The wind in a desert often shifts sand into dunes, hills of loose sand with uneven ground facing the wind and steeper inclines away from the wind."],"source":"CRB"}],"source":"CRB"},{"type":"pf2-h2","page":513,"name":"Forest","entries":["These diverse environments include jungles and other wooded areas. They are sometimes struck by wildfires.",{"type":"pf2-h3","page":513,"name":"Canopies","entries":["Particularly dense forests, such as rain forests, have a canopy level above the ground. A creature trying to reach the canopy or travel along it must Climb. Swinging on vines and branches usually requires an {@skill Acrobatics} or {@skill Athletics} check. A canopy provides cover, and a thicker one can prevent creatures in the canopy from seeing those on the ground, and vice versa."],"source":"CRB"},{"type":"pf2-h3","page":513,"name":"Trees","entries":["While trees are omnipresent in a forest, they typically don't provide cover unless a character uses the Take Cover action. Only larger trees that take up an entire 5-foot square on the map (or more) are big enough to provide cover automatically."],"source":"CRB"},{"type":"pf2-h3","page":513,"name":"Undergrowth","entries":["Light undergrowth is {@quickref difficult terrain||3|terrain} that allows a character to Take Cover. Heavy undergrowth is {@quickref greater difficult terrain||3|terrain} that automatically provides cover. Some sorts of undergrowth, such as thorns, might also be hazardous terrain, and areas with plenty of twisting roots might be uneven ground."],"source":"CRB"}],"source":"CRB"},{"type":"pf2-h2","page":513,"name":"Mountain","entries":["Mountain environments also include hills, which share many aspects of mountains, though not their more extreme features. The most common disasters here are avalanches.",{"type":"pf2-h3","page":513,"name":"Chasms","entries":["Chasms are natural pits, typically at least 20 feet long and clearly visible (barring mundane or magical efforts to conceal them). The main danger posed by a chasm is that characters must Long Jump to get across. Alternatively, characters can take the safer but slower route of Climbing down the near side of the chasm and then ascending the far side to get across."],"source":"CRB"},{"type":"pf2-h3","page":513,"name":"Cliffs","entries":["Cliffs and rock walls require creatures to {@action Climb} to ascend or descend. Without extensive safety precautions, a critical failure can result in significant falling damage."],"source":"CRB"},{"type":"pf2-h3","page":513,"name":"Rubble","entries":["Mountains often have extremely rocky areas or shifting, gravelly scree that makes for {@quickref difficult terrain||3|terrain}. Especially deep or pervasive rubble is uneven ground."],"source":"CRB"},{"type":"pf2-h3","page":514,"name":"Slopes","entries":["Slopes vary from the gentle rises of normal terrain to {@quickref difficult terrain||3|terrain} and inclines, depending on the angle of elevation. Moving down a slope is typically normal terrain, but characters might need to Climb up particularly steep slopes."],"source":"CRB"},{"type":"pf2-h3","page":514,"name":"Undergrowth","entries":["Light undergrowth is common in mountains. It is {@quickref difficult terrain||3|terrain} and allows a character to Take Cover."],"source":"CRB"}],"source":"CRB"},{"type":"pf2-h2","page":514,"name":"Plains","entries":["The plains environment encompasses grasslands such as savannas and farmland. The most common disasters in plains are tornadoes and wildfires.",{"type":"pf2-h3","page":514,"name":"Hedges","entries":["Hedges are planted rows of bushes, shrubs, and trees.","Their iconic appearance in adventures consists of tall hedges grown into mazes. A typical hedge is 2 to 5 feet tall, takes up a row of squares, and provides cover. A character trying to push through a hedge faces {@quickref greater difficult terrain||3|terrain}; it's sometimes faster to Climb over."],"source":"CRB"},{"type":"pf2-h3","page":514,"name":"Undergrowth","entries":["Light undergrowth is {@quickref difficult terrain||3|terrain} that allows a character to Take Cover. Heavy undergrowth is {@quickref greater difficult terrain||3|terrain} that provides cover automatically.","Undergrowth in plains is usually light with a few scattered areas of heavy undergrowth, but fields of certain crops, like corn, are entirely heavy undergrowth."],"source":"CRB"}],"source":"CRB"},{"type":"pf2-h2","page":514,"name":"Swamp","entries":["Wetlands are the most common kind of swamp, but this category also includes drier marshes such as moors.","Swamps often contain quicksand hazards (page 526).","Despite their soggy nature, swamps aren't very likely to experience heavy flooding, since they act as natural sponges and absorb a great deal of water before they flood.",{"type":"pf2-h3","page":514,"name":"Bogs","entries":["Also called mires, bogs are watery areas that accumulate peat, are covered by shrubs and moss, and sometimes feature floating islands of vegetation covering deeper pools.","Shallow bogs are {@quickref difficult terrain||3|terrain} for a Medium creature, and deep bogs are {@quickref greater difficult terrain||3|terrain}. If a bog is deep enough that a creature can't reach the bottom, the creature has to Swim. Bogs are also acidic, so particularly extreme or magical bogs can be hazardous terrain."],"source":"CRB"},{"type":"pf2-h3","page":514,"name":"Undergrowth","entries":["Light undergrowth is {@quickref difficult terrain||3|terrain} that allows a character to Take Cover, while heavy undergrowth is {@quickref greater difficult terrain||3|terrain} that provides cover automatically.","Some sorts of undergrowth, such as thorns, are also hazardous terrain, and areas with plenty of twisting roots are uneven ground."],"source":"CRB"}],"source":"CRB"},{"type":"pf2-brown-box","page":514,"name":"TERRAIN RULES","entries":["Environments make frequent use of the rules for {@quickref difficult terrain||3|terrain}, {@quickref greater difficult terrain||3|terrain}, and hazardous terrain, so those rules are summarized here.","{@b Difficult terrain} is any terrain that impedes movement, ranging from particularly rough or unstable surfaces to thick ground cover and countless other impediments. Moving into a square of {@quickref difficult terrain||3|terrain} (or moving 5 feet into or within an area of {@quickref difficult terrain||3|terrain}, if you're not using a grid) costs an extra 5 feet of movement. Moving into a square of {@b greater difficult terrain} instead costs 10 additional feet of movement. This additional cost is not increased when moving diagonally. Creatures can't normally Step into {@quickref difficult terrain||3|terrain}.","Any movement creatures make while jumping ignores terrain that the creature is jumping over. Some abilities (such as flight or being incorporeal) allow creatures to avoid the movement reduction from some types of {@quickref difficult terrain||3|terrain}. Certain other abilities let creatures ignore {@quickref difficult terrain||3|terrain} while traveling on foot; such an ability also allows a creature to move through {@quickref greater difficult terrain||3|terrain} using the movement cost for {@quickref difficult terrain||3|terrain}, but unless the ability specifies otherwise, these abilities don't let creatures ignore {@quickref greater difficult terrain||3|terrain}.","{@b Hazardous terrain} damages creatures whenever they move through it. For instance, an acid pool, a pit of burning embers, and a spike-filled passageway all constitute hazardous terrain. The amount and type of damage depend on the specific hazardous terrain."],"source":"CRB"},{"type":"pf2-h2","page":514,"name":"Urban","entries":["Urban environments include open city spaces as well as buildings. The building information in this section also applies to ruins and constructed dungeons. Depending on their construction and location, cities might be vulnerable to many sorts of disasters, especially fires and floods.",{"type":"pf2-h3","page":514,"name":"Crowds","entries":["Crowded thoroughfares and similar areas are {@quickref difficult terrain||3|terrain}, or {@quickref greater difficult terrain||3|terrain} if an area is truly packed with people. You might allow a character to get a crowd to part using {@skill Diplomacy}, {@skill Intimidation}, or {@skill Performance}.","A crowd exposed to an obvious danger, like a fire or a rampaging monster, attempts to move away from the danger as quickly as possible, but it is slowed by its own mass. A fleeing crowd typically moves at the Speed of an average member each round (usually 25 feet), potentially trampling or leaving behind slower-moving members of the crowd."],"data":{"quickrefIndex":true},"source":"CRB"},{"type":"pf2-h3","page":515,"name":"Doors","entries":["Opening an unlocked door requires an Interact action (or more than one for a particularly complicated or large door). Stuck doors must be Forced Open, and locked ones require a character to Pick the Lock or Force them Open."],"source":"CRB"},{"type":"pf2-h3","page":515,"name":"Floors","entries":["Wooden floors are easy to walk on, as are flagstone floors made of fitted stones. However, floors of worn flagstone often contain areas of uneven ground."],"source":"CRB"},{"type":"pf2-h3","page":515,"name":"Gates","entries":["Walled settlements often have gates that the city can close for defense or open to allow travel. A typical gate consists of one portcullis at each end of a gatehouse, with murder holes in between or other protected spots from which guards can attack foes."],"source":"CRB"},{"type":"pf2-h3","page":515,"name":"Guards","entries":["Most settlements of significant size have guards working in shifts to protect the settlement at all hours, patrolling the streets and guarding various posts. The size of this force varies from one guard for every 1,000 residents to a force 10 times this number."],"source":"CRB"},{"type":"pf2-h3","page":515,"name":"Portcullises","entries":["A portcullis is a wooden or iron grate that descends to seal off a gate or corridor. Most are raised on ropes or chains operated by a winch, and they have locking mechanisms that keep them from being lifted easily. The rules on lifting a portcullis or bending its bars appear in the sidebar on this page. If a portcullis falls on a creature, use a slamming door trap (page 523)."],"source":"CRB"},{"type":"pf2-brown-box","page":515,"name":"DOORS, GATES, AND WALLS","entries":["Some of the most common obstacles that characters face in urban areas and dungeons are doors, gates, and walls.",{"type":"pf2-title","name":"Climbing"},"The table below gives the typical DC for {@skill Athletics} checks to Climb a structure, which is usually a simple DC. You might adjust the difficulty based on the specifics of the structure and environment.",{"type":"pf2-title","name":"Demolishing"},"A character might want to smash their way through a door, a window, or certain walls. The Hardness, Hit Point, and Broken Threshold values provided in the table below are based on the material the structure is typically made out of, so a portcullis made of iron, for example, has a higher Hardness than one of wood. For more on damaging objects, see page 272.","Strong walls, such as well-maintained masonry or hewn stone, can't be broken without dedicated work and proper tools. Getting through such walls requires downtime.",{"type":"table","rowLabelIdx":[0,5,11],"colStyles":["text-center","text-center","text-center"],"rows":[["Door","Climb DC","Hardness, HP (BT)"],["Wood","20","10, 40 (20)"],["Stone","30","14, 56 (28)"],["Reinforced Wood","15","15, 60 (30)"],["Iron","30","18, 72 (36)"],["Wall","Climb DC","Hardness, HP (BT)"],["Crumbling masonry","15","10, 40 (20)"],["Wooden slats","15","10, 40 (20)"],["Masonry","20","14, 56 (28)"],["Hewn stone","30","14, 56 (28)"],["Iron","40","18, 72 (36)"],["Portcullis","Climb DC","Hardness, HP (BT)"],["Wood","10","10, 40 (20)"],["Iron","10","18, 72 (36)"]]},{"type":"pf2-title","name":"Forcing Open"},"Structures that can be opened—such as doors, gates, and windows—can be Forced Open using {@skill Athletics}. This is usually necessary only if they're locked or stuck. The DC to Force Open a structure uses the {@skill Thievery} DC of its lock but adjusts it to be very hard (increasing the DC by 5).","If there's no lock, use the following table; when lifting a portcullis, use the lock DC or the DC from the table, whichever is higher."],"source":"CRB"},{"type":"pf2-h3","page":515,"name":"Rooftops","entries":["Rooftops make for memorable ambushes, chase scenes, infiltrations, and running fights. Flat roofs are easy to move across, but they're rare in any settlement that receives significant snowfall, since heavy buildups of snow can collapse a roof. Angled roofs are uneven ground, or inclines if they're especially steep. The peak of an angled roof is a narrow surface.","Hurdling from roof to roof often requires a Long Jump, though some buildings are close enough to Leap between.","A High Jump might be necessary to reach a higher roof, or a Leap followed by Grabbing an Edge and Climbing up."],"source":"CRB"},{"type":"pf2-h3","page":515,"name":"Sewers","entries":["Sewers are generally 10 feet or more below street level and are equipped with ladders or other means to ascend and descend. Raised paths along the walls allow sewer workers access, while channels in the center carry the waste itself. Less sophisticated sewers, or sections those workers don't usually access, might require wading through diseaseridden waste. Sewers can be accessed through sewer grates, which usually require 2 or more Interact actions to open.",{"type":"pf2-h4","page":516,"name":"Sewer Gas","entries":["Sewer gas often contains pockets of highly flammable gas. A pocket of sewer gas exposed to a source of flame explodes, dealing moderate environmental fire damage to creatures in the area."],"source":"CRB"}],"source":"CRB"}],"source":"CRB"},{"type":"pf2-h3","page":516,"name":"Stairs","entries":["Stairs are {@quickref difficult terrain||3|terrain} for characters moving up them, and shoddy stairs might also be uneven ground. Some temples and giant-built structures have enormous stairs that are {@quickref greater difficult terrain||3|terrain} both up and down, or might require Climbing every step."],"source":"CRB"},{"type":"pf2-h3","page":516,"name":"Streets","entries":["Most settlements have narrow and twisting streets that were largely established organically as the settlement grew. These roads are rarely more than 20 feet wide, with alleys as narrow as 5 feet. Streets are generally paved with cobblestones. If the cobblestones are in poor repair, they could be {@quickref difficult terrain||3|terrain} or uneven ground.","Particularly lawful or well-planned cities have major thoroughfares that allow wagons and merchants to reach marketplaces and other important areas in town. These need to be at least 25 feet wide to accommodate wagons moving in both directions, and they often have narrow sidewalks that allow pedestrians to avoid wagon traffic."],"source":"CRB"},{"type":"pf2-h3","page":516,"name":"Walls","entries":["Well-built structures have exterior walls of brick or stonemasonry. Smaller, lower-quality, or temporary structures might have wooden walls. Interior walls tend to be less sturdy; they could be made of wooden planks, or even simply of thick, opaque paper held in a wooden frame. An underground structure might have thick walls carved out of solid rock to prevent the weight of the ground above from collapsing the structure. Rules for climbing and breaking walls are in the sidebar on page 515."],"source":"CRB"},{"type":"pf2-h2","page":516,"name":"Underground","entries":["Underground environments consist of caves and natural underground areas. Artificial dungeons and ruins combine underground features with urban features like stairs and walls. Deep underground vaults have some of the same terrain features as mountains, such as chasms and cliffs.","The most common disasters underground are collapses.",{"type":"pf2-h3","page":516,"name":"Floors","entries":["Natural underground environments rarely have flat floors, instead featuring abrupt changes in elevation that result in {@quickref difficult terrain||3|terrain}, uneven ground, and inclines."],"source":"CRB"},{"type":"pf2-h3","page":516,"name":"Ledges","entries":["Ledges are narrow surfaces that overlook a lower area or provide the only means to move along the edge of a chasm. Moving across a narrow ledge requires using {@skill Acrobatics} to Balance."],"source":"CRB"},{"type":"pf2-h3","page":516,"name":"Rubble","entries":["Caverns can be covered in rubble, which is {@quickref difficult terrain||3|terrain}. Deep or pervasive rubble is also uneven ground."],"source":"CRB"},{"type":"pf2-h3","page":516,"name":"Stalagmites and Stalactites","entries":["Stalagmites are tapering columns that rise from the floor of a cave. Areas filled with stalagmites are {@quickref greater difficult terrain||3|terrain}, and especially large stalagmites have to be sidestepped or Climbed. Stalagmites can be sharp enough they can be used as hazardous terrain in some circumstances, as can stalactites (icicle-shaped formations that hang from the roof of a cave) if they're knocked loose from a ceiling or overhang."],"source":"CRB"},{"type":"pf2-h3","page":517,"name":"Walls","entries":["Natural cave walls are uneven, with nooks, crannies, and ledges. Since most caves are formed by water, cave walls are often damp, making them even more difficult to Climb."],"source":"CRB"},{"type":"pf2-brown-box","page":517,"name":"DUNGEONS","entries":["Dungeon environments, which include both ruins and contemporary buildings constructed in the wilderness, are a fairly common venue for adventures. As an environment, they combine urban features like doors and buildings (page 515) with features from an underground environment, and occasionally components from other environments. While underground dungeons are particularly common, you might also consider setting your adventure in a ruin reclaimed by the forest, with giant trees spreading their roots through the walls, or a ruin deep in a swamp, with bogs covering access to some of the ruin's hidden secrets."],"source":"CRB"}],"source":"CRB"},{"type":"pf2-h2","page":517,"name":"Climate","entries":["Weather is more than just set dressing to establish mood—it has mechanical effects you can combine with environmental components to create a more memorable encounter. Weather can impose circumstance penalties on certain checks, from –1 to –4 based on severity.",{"type":"pf2-h3","page":517,"name":"Fog","entries":["Fog imposes a circumstance penalty to visual {@skill Perception} checks, depending on the thickness; it causes creatures viewed through significant amounts of fog to be concealed; and it cuts off all visibility at half a mile or less—possibly much less. Conditions limiting visibility to about a mile are called mist, and those that do so to about 3 miles are called haze."],"source":"CRB"},{"type":"pf2-h3","page":517,"name":"Precipitation","entries":["Precipitation includes rain as well as colder snow, sleet, and hail. Wet precipitation douses flames, and frozen precipitation can create areas of snow or ice on the ground. Drizzle or light snowfall has little mechanical effect beyond limited visibility.",{"type":"pf2-h4","page":517,"name":"Visibility","entries":["Most forms of precipitation impose circumstance penalties on visual {@skill Perception} checks. Hail often is sparser but loud, instead penalizing auditory {@skill Perception} checks.","Especially heavy precipitation, such as a downpour of rain or heavy snow, might make creatures concealed if they're far away."],"source":"CRB"},{"type":"pf2-h4","page":517,"name":"Fatigue","entries":["Precipitation causes discomfort and fatigue. Anything heavier than drizzle or light snowfall reduces the time it takes for characters to become fatigued from overland travel to only 4 hours. Heavy precipitation can be dangerous in cold environments when characters go without protection. Soaked characters treat the temperature as one step colder (mild to severe, severe to extreme; see Temperature below)."],"source":"CRB"},{"type":"pf2-h4","page":517,"name":"Thunderstorms","entries":["High winds and heavy precipitation accompany many thunderstorms. There's also a very small chance that a character might be struck by lightning during a storm. A lightning strike usually deals moderate electricity damage, or major electricity damage in a severe thunderstorm."],"source":"CRB"}],"source":"CRB"},{"type":"pf2-h3","page":517,"name":"Temperature","entries":["Often, temperature doesn't impose enough of a mechanical effect to worry about beyond describing the clothing the characters need to wear to be comfortable.","Particularly hot and cold weather can make creatures fatigued more quickly during overland travel and can cause damage if harsh enough, as shown in Table 10–13 on page 518.","Appropriate cold-weather gear (such as the winter clothing) can negate the damage from severe cold or reduce the damage from extreme cold to that of particularly severe cold.",{"type":"data","tag":"table","name":"Temperature Effects","source":"CRB"}],"source":"CRB"},{"type":"pf2-h3","page":517,"name":"Wind","entries":["Wind imposes a circumstance penalty on auditory {@skill Perception} checks depending on its strength. It also interferes with physical ranged attacks such as arrows, imposing a circumstance penalty to attack rolls involving such weapons, and potentially making attacks with them impossible in powerful windstorms. Wind snuffs out handheld flames; lanterns protect their flame from the wind, but particularly powerful winds can extinguish these as well.",{"type":"pf2-h4","page":517,"name":"Moving in Wind","entries":["Wind is difficult or {@quickref greater difficult terrain||3|terrain} when Flying.","Moving in wind of sufficient strength requires a Maneuver in Flight action, and fliers are blown away on a critical failure or if they don't succeed at a minimum of one such check each round.","Even on the ground, particularly strong winds might require a creature to succeed at an {@skill Athletics} check to move, knocking the creature back and prone on a critical failure. On such checks, Small creatures typically take a –1 circumstance penalty, and Tiny creatures typically take a –2 penalty."],"source":"CRB"}],"source":"CRB"}],"source":"CRB"},{"type":"pf2-h2","page":518,"name":"Natural Disasters","entries":["Climate and environmental features can be a hindrance or long-term threat, but natural disasters represent acute danger, especially to those directly exposed to their fury.","The damage in the following sections uses the categories in {@table Environmental Damage||Table 10–11: Environmental Damage}.",{"type":"pf2-h3","page":518,"name":"Avalanches","entries":["Though the term avalanche specifically refers to a cascading flow of ice and snow down a mountain's slope, the same rules work for landslides, mudslides, and other similar disasters. Avalanches of wet snow usually travel up to 200 feet per round, though powdery snow can travel up to 10 times faster. Rockslides and mudslides are slower, sometimes even slow enough that a character might be able to outrun them.","An avalanche deals major or even massive bludgeoning damage to creatures and objects in its path. These victims are also buried under a significant mass. Creatures caught in an avalanche's path can attempt a Reflex save; if they succeed, they take only half the bludgeoning damage, and if they critically succeed, they also avoid being buried.",{"type":"pf2-h4","page":518,"name":"Burial","entries":["Buried creatures take minor bludgeoning damage each minute, and they potentially take minor cold damage if buried under an avalanche of snow. At the GM's discretion, creatures without a sufficient air pocket could also risk suffocation (page 478). A buried creature is restrained and usually can't free itself.","Allies or bystanders can attempt to dig out a buried creature. Each creature digging clears roughly a 5-footby- 5-foot square every 4 minutes with a successful {@skill Athletics} check (or every 2 minutes on a critical success).","Using shovels or other proper tools halves the time."],"source":"CRB"}],"source":"CRB"},{"type":"pf2-h3","page":518,"name":"Blizzards","entries":["Blizzards combine cold weather, heavy snow, and strong winds. They don't pose a single direct threat as other disasters do; instead, the combination of these factors all at once poses a substantial impediment to characters."],"source":"CRB"},{"type":"pf2-h3","page":518,"name":"Collapses","entries":["Collapses and cave-ins occur when caverns or buildings fall, dumping tons of rock or other material on those caught below or inside them. Creatures under the collapse take major or massive bludgeoning damage and become buried, just as with an avalanche. Fortunately, collapses don't spread unless they weaken the overall integrity of the area and lead to further collapses."],"source":"CRB"},{"type":"pf2-h3","page":518,"name":"Earthquakes","entries":["Earthquakes often cause other natural disasters in the form of avalanches, collapses, floods, and tsunamis, but they also present unique threats such as fissures, soil liquefaction, and tremors.",{"type":"pf2-h4","page":518,"name":"Fissures","entries":["Fissures and other ground ruptures can destabilize structures, but more directly they lead to creatures taking bludgeoning damage from falling into a fissure."],"source":"CRB"},{"type":"pf2-h4","page":518,"name":"Soil Liquefaction","entries":["Liquefaction occurs when granular particles shake to the point where they temporarily lose their solid form and act as liquids. When this happens to soil, it can cause creatures and even whole buildings to sink into the ground. You can use the {@spell earthquake} spell for more specific rules, though that spell represents only one particular kind of localized quake."],"source":"CRB"},{"type":"pf2-h4","page":518,"name":"Tremors","entries":["Tremors knock creatures prone, causing them to fall or careen into other objects, which can deal bludgeoning damage appropriate to the severity of the quake."],"source":"CRB"}],"source":"CRB"},{"type":"pf2-h3","page":518,"name":"Floods","entries":["Though more gradual floods can damage structures and drown creatures, flash floods are similar to avalanches, except with a liquid mass instead of a solid one. Instead of burying creatures, a flash flood carries creatures and even massive objects away, buffeting the creatures and potentially drowning them. The drowning rules appear on page 478.",{"type":"data","tag":"table","name":"Temperature Effects","source":"CRB"}],"source":"CRB"},{"type":"pf2-h3","page":519,"name":"Sandstorms","entries":["Mild sandstorms and dust storms don't present much more danger than a windy rainstorm, but they can cause damage to a creature's lungs and spread diseases across long distances. Heavy sandstorms deal minor slashing damage each round to those exposed to the sand, force creatures to hold their breath to avoid suffocation, or both."],"source":"CRB"},{"type":"pf2-h3","page":519,"name":"Tornadoes","entries":["In a tornado's path, wind conditions impose severe circumstance penalties, but creatures that would normally be blown away are instead picked up in the tornado's funnel, where they take massive bludgeoning damage from flying debris as they rise through the cone until they are eventually expelled (taking bludgeoning damage from falling).","Tornadoes usually travel around 300 feet per round (roughly 30 miles per hour). They normally travel a few miles before dissipating. Some tornadoes are stationary or travel much faster."],"source":"CRB"},{"type":"pf2-h3","page":519,"name":"Tsunamis","entries":["Tsunamis present many of the same dangers as flash floods but are much larger and more destructive. Tsunami waves can reach <100 feet> or more in height, wrecking buildings and creatures alike with massive bludgeoning damage from both the wave itself and debris pulled up along its path of destruction."],"source":"CRB"},{"type":"pf2-h3","page":519,"name":"Volcanic Eruptions","entries":["Volcanic eruptions can contain any combination of ash, lava bombs, lava flows, pyroclastic flows, and vents.",{"type":"pf2-h4","page":519,"name":"Ash","entries":["Ash from volcanic eruptions is hot enough to cause minor fire damage each minute. It limits visibility like a thick fog and can make air unbreathable, requiring characters to hold their breath or suffocate (page 478).","Ash clouds generate ash lightning strikes, which typically deal moderate electricity damage but are very unlikely to hit an individual creature. Ash buildup on the ground creates areas of uneven ground, {@quickref difficult terrain||3|terrain}, or {@quickref greater difficult terrain||3|terrain}, and ash in the atmosphere can block the sun for weeks or even months, leading to colder temperatures and longer winters."],"source":"CRB"},{"type":"pf2-h4","page":519,"name":"Lava Bombs","entries":["Pressure can launch lava into the air that falls as lava bombs: masses of lava that solidify as they fly and shatter on impact, dealing at least moderate bludgeoning damage and moderate fire damage."],"source":"CRB"},{"type":"pf2-h4","page":519,"name":"Lava Flows","entries":["Lava flows are an iconic volcanic threat; they usually move between 5 and 60 feet per round over normal ground, so characters can often outrun them. However, flows can move up to 300 feet per round in a steep volcanic tube or channel. Lava emanates heat that deals minor fire damage even before it comes into contact with creatures, and immersion in lava deals massive fire damage each round."],"source":"CRB"},{"type":"pf2-h4","page":519,"name":"Pyroclastic Flows","entries":["Mixes of hot gases and rock debris, pyroclastic flows spread much faster than lava, sometimes more than 4,000 feet per round. While cooler than the hottest lava, pyroclastic flows are capable of overwhelming entire settlements. They work like avalanches but deal half of their damage as fire damage."],"source":"CRB"},{"type":"pf2-h4","page":519,"name":"Vents","entries":["Steam vents shoot from the ground, dealing moderate fire damage or more in a wide column. Acidic and poisonous gases released from beneath the surface can create wide areas of hazardous terrain that deals at least minor acid or poison damage."],"source":"CRB"}],"source":"CRB"},{"type":"pf2-h3","page":519,"name":"Wildfires","entries":["Wildfires travel mainly along a front moving in a single direction. In a forest, the front can advance up to 70 feet per round (7 miles per hour). They can move up to twice as fast across plains due to a lack of shade and the relatively low humidity. Embers from the fire, carried by winds and rising hot air, can scatter, forming spot fires as far as 10 miles away from the main wildfire. Wildfires present three main threats: flames, heat, and smoke.",{"type":"pf2-h4","page":519,"name":"Flames","entries":["Flames are hazardous terrain, usually dealing moderate damage and potentially setting a character on fire, dealing moderate persistent fire damage. The flames from a small fire are often less dangerous than the advancing heat from the front of a large fire."],"source":"CRB"},{"type":"pf2-h4","page":519,"name":"Heat","entries":["Wildfires increase the temperature in advance of the front, reaching nearly 1,500° F at the fire's arrival, as hot as some lava. This begins as minor fire damage every round at a reasonable distance from the front and increases to massive fire damage for someone within the wildfire."],"source":"CRB"},{"type":"pf2-h4","page":519,"name":"Smoke","entries":["Wind can carry smoke far in front of the wildfire itself. Smoke imposes a circumstance penalty to visual {@skill Perception} checks, depending on the thickness. It causes creatures viewed through significant amounts of smoke to be concealed, and it cuts off all visibility at half a mile or less. Near or within the wildfire, the combination of smoke and heated air require characters to hold their breath or suffocate (page 478)."],"source":"CRB"}],"source":"CRB"}],"source":"CRB"}],"data":{"quickref":5},"source":"CRB"},{"type":"section","page":520,"name":"Hazards","entries":[{"type":"pf2-h2","page":520,"name":"Detecting a Hazard","entries":["Every hazard has a trigger of some kind that sets its dangers in motion. For traps, this could be a mechanism like a trip wire or a pressure plate, while for an environmental hazard or haunt, the trigger may simply be proximity. When characters approach a hazard, they have a chance of finding the trigger area or mechanism before triggering the hazard. They automatically receive a check to detect hazards unless the hazards require a minimum proficiency rank to do so.","During exploration, determine whether the party detects a hazard when the PCs first enter the general area in which it appears. If the hazard doesn't list a minimum proficiency rank, roll a secret Perception check against the hazard's {@skill Stealth} DC for each PC. For hazards with a minimum proficiency rank, roll only if someone is actively searching (using the Search activity while exploring or the {@action Seek} action in an encounter), and only if they have the listed proficiency rank or higher. Anyone who succeeds becomes aware of the hazard, and you can describe what they notice.","Magical hazards that don't have a minimum proficiency rank can be found using {@spell detect magic}, but this spell doesn't provide enough information to understand or disable the hazard—it only reveals the hazard's presence.","Determining a magical hazard's properties thoroughly enough to disable it requires either the use of more powerful magic or a successful skill check, likely using {@action Identify Magic} or {@action Recall Knowledge}. Magical hazards with a minimum proficiency rank cannot be found with {@spell detect magic} at all."],"source":"CRB"},{"type":"pf2-h2","page":520,"name":"Triggering a Hazard","entries":["If the group fails to detect a hazard and the hazard's trigger is a standard part of traveling (such as stepping on a floor plate or moving through a magical sensor while walking), the hazard's reaction occurs. Hazards that would be triggered only when someone directly manipulates the environment—by opening a door, for example—use their reactions only if a PC explicitly takes that action.",{"type":"pf2-h3","page":520,"name":"Reaction or Free Action","entries":["Most hazards have reactions that occur when they're triggered. For simple hazards, the reaction is the entirety of the hazard's effect. For complex hazards, the reaction may also cause the hazard to roll initiative, either starting a combat encounter or joining one already in progress, and the hazard continues to pose a threat over multiple rounds. Some hazards have a triggered free action instead of a reaction; for instance, quicksand can suck down multiple creatures per round."],"source":"CRB"},{"type":"pf2-h3","page":520,"name":"Routine","entries":["A complex hazard usually follows a set of preprogrammed actions called a routine. Once triggered, the hazard first performs its initial reaction; then, if the PCs are not yet in encounter mode, they should roll initiative. (If they're already in encounter mode, their initiative remains the same.) The hazard might tell you to roll initiative for it—in this case, the hazard rolls initiative using its {@skill Stealth} modifier.","After this happens, the hazard follows its routine each round on its initiative. The number of actions a hazard can take each round, as well as what they can be used for, depend on the hazard."],"source":"CRB"},{"type":"pf2-brown-box","page":520,"name":"MONSTERS AND HAZARDS","entries":["The statistics for NPCs and monsters usually don't list their proficiency ranks. Most of the time, they don't need to deal with detecting or disabling hazards the way PCs do, so you don't need this information. However, if a PC resets a trap in a monster's path or plans to lure a monster into a hazard, you can improvise this information.","For Perception, a monster is usually an expert at 3rd or 4th level, a master at 8th or 9th level, and legendary at 16th or 17th level. If the monster has {@skill Thievery} listed in its skills, it has the highest proficiency possible for its level (trained at 1st, expert at 3rd, master at 7th, and legendary at 15th); otherwise, it's untrained. Of course, an individual monster might deviate from these guidelines, especially if it's mindless or not very perceptive."],"source":"CRB"},{"type":"pf2-h3","page":520,"name":"Resetting a Hazard","entries":["Some hazards can be reset, allowing them to be triggered again. This can occur automatically, as for quicksand, whose surface settles after 24 hours, or manually, like a hidden pit, whose trapdoor must be closed for the pit to become hidden again."],"source":"CRB"}],"source":"CRB"},{"type":"pf2-h2","page":521,"name":"Disabling a Hazard","entries":["The most versatile method for deactivating traps is the Disable a Device action of the {@skill Thievery} skill, though most mechanical traps can also simply be smashed, and magical traps can usually be counteracted. Environmental hazards often can be overcome with {@skill Nature} or {@skill Survival}, and haunts can often be overcome with {@skill Occultism} or {@skill Religion}. The specific skill and DC required to disable a hazard are listed in the hazard's stat block. Like using Disable a Device, using these skills to disable a trap is a 2-action activity with the same degrees of success, though the activity might have different traits determined by the GM. As with detecting a hazard, disabling a hazard might require a character to have a certain proficiency rank in the listed skill.","A character must first detect a hazard (or have it pointed out to them) to try to deactivate it. They can attempt to deactivate a hazard whether or not it has already been triggered, though some hazards no longer pose a danger once their reactions have occurred, especially if there is no way for them to be reset.","For most hazards, a successful check for the listed skill against the DC in the stat block disables the hazard without triggering it. Any other means of deactivating the hazard are included in the hazard's stat block, as are any additional steps required to properly deactivate it.","A critical failure on any roll to disable a hazard triggers it, including a critical failure on a roll to counteract a magic hazard.","Some hazards require multiple successful checks to deactivate, typically because they have a particularly complicated component or have several discrete portions. For hazards with a complex component, a critical success on a check to disable the hazard counts as two successes on a single component.",{"type":"pf2-h3","page":521,"name":"Damaging a Hazard","entries":["Rather than trying to carefully disable a hazard, a character might just smash it. Damaging a mechanical trap or another physical hazard works like damaging objects: the hazard reduces the damage it takes by its Hardness. In most cases, hitting the hazard also triggers it, as explained in Attacking a Hazard below. If a hazard's Hit Points are reduced to its Broken Threshold (BT) or lower, the hazard becomes broken and can't be activated, though it can still be repaired. If it's reduced to 0 HP, it's destroyed and can't be repaired. (See page 272 in Chapter 6 for more information on damaging objects.)","Hazards' AC, applicable saving throw modifiers, Hardness, HP, and BT are listed in their stat blocks. A hazard that doesn't list one of these statistics can't be affected by anything targeting that statistic. For example, a hazard that has HP but no BT can't be broken, but can still be destroyed. Hazards are immune to anything an object is immune to unless specifically noted otherwise, and they can't be targeted by anything that can't target objects. Some hazards may have additional immunities, as well as resistances or weaknesses.",{"type":"pf2-h4","page":521,"name":"Attacking a Hazard","entries":["If someone hits a hazard—especially if it's a mechanical trap—they usually trigger it, though you might determine otherwise in some cases. An attack that breaks the hazard might prevent it from triggering, depending on the circumstances. If the hazard has multiple parts, breaking one part might still trigger the trap. For example, if a trap has a trip wire in one location and launches an attack from another location, severing the trip wire could still trigger the attack. Destroying a trap in one blow almost never triggers it. These rules also apply to most damaging spells or other effects in addition to attacks."],"source":"CRB"},{"type":"pf2-h4","page":521,"name":"Repairing a Hazard","entries":["You might allow a character to repair a damaged hazard to restore its functionality. You determine the specifics of this, since it can vary by trap. The Repair action might be insufficient if fixing the trap requires gathering scattered components or the like. If the item has a Reset entry, the character needs to do whatever is listed there, in addition to repairing the damage."],"source":"CRB"}],"source":"CRB"},{"type":"pf2-h3","page":521,"name":"Counteracting a Magical Hazard","entries":["Some magical hazards can be counteracted using {@spell dispel magic} and the counteracting rules found on page 458. These hazards' spell levels and counteract DCs are listed in their stat block. Counteracting a hazard otherwise works like using a skill check to disable the hazard."],"source":"CRB"}],"source":"CRB"},{"type":"pf2-h2","page":521,"name":"Hazard Experience","entries":["Characters gain Experience Points for overcoming a hazard, whether they disable it, avoid it, or simply endure its attacks. If they trigger the same hazard later on, they don't gain XP for the hazard again. The XP values for hazards of different levels also appear on page 508, but are repeated here for convenience. The XP for a complex hazard is equal to the XP for a monster of the same level, and the XP for a simple hazard is one-fifth of that. Hazards of a lower level than the party's level –4 are trivial and award no XP.",{"type":"data","tag":"table","name":"Hazard XP","source":"CRB"}],"source":"CRB"},{"type":"pf2-h2","page":522,"name":"Hazard Format","entries":["Hazards are presented in a stat block format similar to those used for monsters. A few notes regarding the format follow the sample stat block.",{"type":"data","tag":"generic","data":{"source":"CRB","page":522,"name":"Hazard Name","category":"Hazard","level":" [Level]","traits":["traits"],"sections":[[[{"name":"Stealth","entry":"This entry lists the {@skill Stealth} modifier for a complex hazard's initiative or the {@skill Stealth} DC to detect a simple hazard, followed by the minimum proficiency rank to detect the hazard (if any) in parentheses. If {@spell detect magic} can be used to detect the hazard, this information is located here as well."}],[{"name":"Description","entry":"This explains what the hazard looks like and might include special rules."}]],[[{"name":"Disable","entry":"The DC of any skill checks required to disable the hazard are here; if the hazard can be counteracted, its spell level and counteract DC are listed in parentheses."}],[{"name":"AC","entry":"the hazard's AC"},{"name":"Saving Throws","entry":"the hazard's saves. Usually only haunts are subject to Will saves."}],[{"name":"Hardness","entry":"the hazard's Hardness"},{"name":"HP","entry":"the hazard's Hit Points, with its Broken Threshold in parentheses"},{"name":"Immunities","entry":"the hazard's immunities"},{"name":"Weaknesses","entry":"the hazard's weaknesses, if any"},{"name":"Resistances","entry":"the hazard's resistances, if any"}],[{"name":"Action Type","entry":"{@as r} or {@as f} This is the reaction or free action the hazard uses"},{"name":"Trigger","entry":"The trigger that sets off the hazard appears here"},{"name":"Effect","entry":"For a simple hazard, this effect is often all the hazard does. For a complex hazard, this might also cause the hazard to roll initiative. Routine This section describes what a"}],[{"name":"Routine","entry":"This section describes what a complex hazard does on each of its turns during an encounter; the number in parentheses after the word \"Routine\" indicates how many actions the hazard can use each turn. Simple hazards don't have this entry."}],[{"name":"Action","entry":"Any action the hazard can use appears here. Typically, this is a melee or ranged attack."}]],[[{"name":"Reset","entry":"If the hazard can be reset, that information is here."}]]]}},{"type":"pf2-h3","page":522,"name":"Level","entries":["The hazard's level indicates what level of party it's a good challenge for. If the hazard involves a toxin, curse, or other non-spell feature, that feature's level is the hazard's level."],"source":"CRB"},{"type":"pf2-h3","page":522,"name":"Traits","entries":["The most notable hazard traits are trap (constructed to harm intruders), environmental (natural hazards), and haunt (spectral phenomena). Traps have a trait to indicate whether they're magical or mechanical. Hazards that have initiative and a routine have the complex trait."],"source":"CRB"},{"type":"pf2-h3","page":522,"name":"Stealth or Stealth DC","entries":["Complex hazards list their {@skill Stealth} modifier, which they use for initiative, instead of their {@skill Stealth} DC. If you need the DC, it's equal to this modifier + 10."],"source":"CRB"}],"source":"CRB"},{"type":"pf2-h2","page":526,"name":"Hazards","entries":["{@note To view all Hazards, please view the {@filter Hazards page.|hazards||source=CRB}}",{"type":"pf2-brown-box","page":528,"name":"UPGRADED SUMMONING RUNES","entries":["You can make a summoning rune of nearly any level. It summons a creature of a level equal to the trap's level.","Use {@table DCs by Level||Table 10–5: DCs by Level} to determine the {@skill Thievery} DC and spell DC, using the trap's level and applying a {@table DC Adjustments||hard adjustment} (+2). The {@skill Stealth} modifier for the trap is equal to this number –10. Stronger summoning runes usually require expert proficiency or better in {@skill Perception} to find, and they might require a higher proficiency rank in {@skill Thievery} to disable."],"source":"CRB"}],"source":"CRB"}],"data":{"quickref":5},"source":"CRB"},{"type":"section","page":483,"name":"Planning a Campaign","entries":["A Pathfinder game is typically structured as a campaign—a serialized story that focuses on a single party of characters.","A campaign is subdivided into multiple adventures, smaller stories that involve exploration and interaction with nonplayer characters. A single adventure represents a complete story that might be connected to the larger arc of a campaign. Playing an adventure spans one or more game sessions—gatherings where the group plays a part of the adventure over the course of several hours.","A campaign provides the overall structure for your Pathfinder game. As you prepare for your campaign, you'll establish its scope and themes, which you'll then reinforce in the adventures and scenes that take place within it.",{"type":"pf2-brown-box","page":483,"name":"COLLABORATION DURING PLAY","entries":["As Game Master, you have the final say on how the world and rules function, and how nonplayer characters act. This rule's purpose is to make the game run smoothly, with one guiding hand ensuring consistency. It's not intended to make one player into a dictator over the rest of the group. Collaboration is vital to roleplaying games!","How you implement collaboration in a game depends on what your players are interested in. In some groups, players enjoy adding details to the world and to nonplayer characters. In others, players want to feel like the world is outside their control, and the only decisions they get to make are those made by their own characters. Both are fun and acceptable ways to play.","You are encouraged to collect input from your players before you start, asking what storytelling genres they'd like to emphasize, which areas of the world they want to play in, the types of enemies they'd like to face, or which published adventure they want to play. A good campaign includes some back-and-forth at the beginning as the players figure out what characters they want to play and you figure out what sort of adventure to run. The results can range from building an adventure entirely to fit the characters to choosing a specific published adventure, having the players make their characters, and then just adapting the beginning of that adventure so that all the player characters have a reason to be involved.","As you play, opportunities to collaborate will occur again and again. When players throw out suggestions or come up with specific theories about the events of the campaign, they're telling you what they'd like to see in the game. Try to find ways to incorporate their suggestions, but with enough of a twist that each still includes something unexpected."],"source":"CRB"},{"type":"pf2-h3","page":483,"name":"Campaign Length","entries":["The length of a campaign can range from a few sessions to many years. Two main factors determine campaign length: how much time you need to complete the story, and how much time players want to devote to the game.","A single session, or a \"one-shot,\" is great if your group is trying out Pathfinder or wants to play a specific short adventure. This requires a smaller time commitment but requires the GM to present the events of the game in a way that is immediately engaging, since there's less opportunity for the players to become invested in the story or setting.","If you want to play through a longer campaign, you'll need to add some story elements that speak directly to the characters in your game rather than just to the events of the adventure. In other words, the characters should have individual goals in addition to the group's overall goals.","You can estimate how long a campaign will take by looking at the amount of time you actually have to play, or the number of character levels you intend the characters to advance. It typically takes three to four sessions for a group to level up. Since you'll probably cancel sessions on occasion, playing once a week for a year results in roughly a 14-level campaign, playing every 2 weeks for a year gives you an 8-level campaign, and playing monthly allows for a 5-level campaign. If you play only once a month, you might consider holding longer sessions and using fast advancement (page 509).","It's entirely okay to have a campaign with an indefinite length. Many groups play through one adventure and then decide to take on another. If you run an indefinite campaign, however, avoid ongoing plots that you can't satisfactorily end if the campaign comes to a close after the next adventure. If you introduce an overwhelmingly powerful villain who's crucial to the story but can't be stopped until the player characters are 15th level, ending the campaign at 8th level will feel anticlimactic.","It pays to be conservative when estimating your campaign length and scope. It's always tempting to run a 20-level epic campaign with complex, interwoven plots, but such games can fall apart long before the end if your group can play only once a month and the players have other responsibilities.",{"type":"pf2-h4","name":"Expected Duration","entries":["Not every campaign ends at the same point. Some campaigns go all the way to 20th level, ending after the player characters attain the height of power and confront the greatest threats any mortal could face. Others end at a lower level, after the group takes down a major villain or solves a crucial problem. And still other campaigns end when players become unable to attend or decide its a good time to stop playing.","You should have an end point in mind when you start a campaign. Still, you have to be flexible, since you're telling the story alongside other players, and your initial expectations for the campaign may be proven incorrect. When you think you're heading toward a satisfying conclusion, it's useful to check in with the other players. You might say, \"I think we have about two sessions left. Does that work for everyone? Is there any unfinished business you want to take care of?\" This lets you gauge whether your assumptions match up with the rest of the group—and make any necessary adjustments."]}],"source":"CRB"},{"type":"pf2-h3","page":484,"name":"Themes","entries":["The themes you choose for your campaign are what distinguish it from other campaigns. They include the major dramatic questions of your story and the repeated use of certain environments or creatures, and they can also include embracing a genre beyond traditional high fantasy. The themes you choose for your campaign also suggest storyline elements you might use.","A storyline's themes usually relate to the backstories, motivations, and flaws of the player characters and villains. For example, if you've chosen revenge as one of the themes of your game, you might introduce a villain whose quest for revenge tears his life apart and causes tragic harm to those around him. If one of the player characters is a chaotic good believer in liberty and freedom, you might engage that character by pitting the group against slavers. Or, you might choose a theme of love, leading to nonplayer characters involved in doomed romances, seeking to regain lovers they have lost, or courting the player characters.","Using similar locations and related creatures helps you form connections between disparate adventures. The players feel like their characters are becoming experts negotiating with giants, navigating seaways, battling devils, exploring the planes, or dealing with whatever the recurring elements are. For example, you might have the players explore a frozen tundra early on, then later travel to an icy plane filled with more difficult challenges that can be overcome using knowledge they've previously developed. Likewise, hobgoblin soldiers may be tough enemies for your group at low levels, but as the PCs attain higher levels and the hobgoblins become mere minions of another creature, the players feel a sense of progression.","Pathfinder is a fantasy adventure game, but you can shift your campaign to include elements of other fictional genres. You might want to infuse your game a with a sense of horror, reduce the amount of magic and use slow advancement (page 509) to make it a tale of sword and sorcery, or turn magic into technology for a steampunk setting."],"source":"CRB"},{"type":"pf2-h3","page":485,"name":"A Welcoming Environment","entries":["The role of Game Master comes with the responsibility of ensuring you and the rest of the players have a rewarding, fun time during the game. Games can deal with difficult subjects and have stressful moments, but fundamentally Pathfinder is a leisure activity. It can remain so only if the players follow the social contract and respect one another.","Players with physical or mental disabilities might find themselves more challenged than abled players. Work with your players to ensure they have the resources and support they need. Additionally, be on the lookout for behavior that's inappropriate, whether intentional or inadvertent, and pay careful attention to players' body language during the game. If you notice a player becoming uncomfortable, you are empowered to pause the game, take it in a new direction, privately check in with your players during or after the session, or take any other action you think is appropriate.","If a player tells you they're uncomfortable with something in the game, whether it's content you've presented as the GM or another player's or PC's actions, listen carefully to that player and take steps to ensure they can once again have fun during your game. If you're preparing prewritten material and you find a character or a situation inappropriate, you are fully empowered to change any details as you see fit. You also have the authority (and responsibility) to ask players to change their behavior—or even leave the table—if what they're doing is unacceptable or makes others feel uncomfortable. It's never appropriate to make the person who is uncomfortable responsible for resolving a problem. It's okay if mistakes happen. What's important is how you respond and move forward.","Gaming is for everyone. Never let those acting in bad faith undermine your game or exclude other players. Your efforts are part of the long-term process of making games and game culture welcoming to all. Working together, we can build a community where players of all identities and experiences feel safe.",{"type":"pf2-brown-box","page":485,"name":"TOOLS FOR RESPONSIBLE PLAY","entries":["Consent and comfort are important topics for roleplaying games, and many designers have created techniques to help facilitate responsible play. Some methods you can use are lines and veils, developed by Ron Edwards, and the X-Card, developed by John Stavropoulos.","Lines and Veils The terms \"line\" and \"veil\" can give your table a common vocabulary for the concepts described in this section. A line is a hard limit to the actions players might take, such as \"We're drawing a line at torture.\" The group agrees not to cross a line and omits that content from the game.","A veil indicates something that shouldn't be described in detail. The scene fades to black for a veil, or the group moves on to discuss a different topic, though whatever the veil is drawn across still happens. For example, you might say, \"We'll draw a veil across the scene as those characters head into the bedroom.\" You might come up with some lines and veils in advance, but then find more as play continues.","The X-Card Draw an \"X\" on a card, and you've got an X-Card. Place it on the table at the start of the session and describe its use to the players: any player can silently reject content they find upsetting by tapping the X-Card; whoever's speaking then rewinds a bit and continues on, excising the objectionable content. As with setting the basic guidelines for your campaign, there are no questions asked, no judgment, and no argument when someone invokes the X-Card. You can, however, ask for clarification if you need it, such as \"How far back should I rewind this?\" Some groups instead make an X with their hands, say \"Let's X that out,\" or use some other method. Either way, follow up with the player privately, after the game, to see if the guidelines need to be revised.","You can find more details at {@b {@link tinyurl.com/x-card-rpg|https://tinyurl.com/x-card-rpg}}."],"source":"CRB"},{"type":"pf2-h4","page":486,"name":"Objectionable Content","entries":["Before a campaign begins, check in with your players—as a group or individually—to find out what types of content they want to allow in the game, and which topics they would prefer to avoid. Because the story unfolds in real time, it's essential that you discuss these topics before the game starts. These discussions are intended to keep players safe, and so it's not okay to ask why someone wants a type of content banned. If someone wants it banned, ban it—no questions asked.","It can help to start with a rating, like those used for movies or video games. Pathfinder games often include violence and cruelty. What's the limit on how graphically these concepts should be described? Can players swear at the table? Does anyone have phobias they don't want to appear in the game, such as spiders or body horror?","After you figure out the limits on objectionable content, you have four important tasks:",{"type":"list","items":["Clearly convey these limits to the other players.","Ensure you and the players abide by the boundaries.","Act immediately if someone becomes uncomfortable about content during a session, even if it wasn't already banned in a prior discussion. Once the issue is resolved, move on.","Resolve the issue if any player deliberately pushes these boundaries, tries to find loopholes, tries to renegotiate the limits, or belittles people for having a different tolerance to objectionable content."]}],"source":"CRB"},{"type":"pf2-h4","page":486,"name":"The Pathfinder Baseline","entries":["You might find that your players don't have much to say on the topic of objectionable content, and just assume that general societal mores will keep the most uncomfortable topics out of the game. That's not always enough, as that approach relies on shared assumptions that aren't always accurate. The following is a set of basic assumptions that works for many groups, which you can modify to fit your preferences and those of the other players.",{"type":"list","items":["Bloodshed, injuries, and even dismemberment might be described. However, excessive descriptions of gore and cruelty should be avoided.","Romantic and sexual relationships can happen in the game, but players should avoid being overly suggestive. Sex always happens \"off-screen.\" Because attempts at initiating a relationship between player characters can be uncomfortably similar to one player hitting on another, this should generally be avoided (and is entirely inappropriate when playing with strangers).","Avoid excessively gross or scatological descriptions."]},"The following acts should never be performed by player characters:",{"type":"list","items":["Torture","Rape, nonconsensual sexual contact, or sexual threats","Harm to children, including sexual abuse","Owning slaves or profiting from the slave trade","Reprehensible uses of mind-control magic"]},"Villains might engage in such acts, but they won't happen \"on-screen\" or won't be described in detail. Many groups choose to not have villains engage in these activities at all, keeping these reprehensible acts out of mind entirely."],"source":"CRB"},{"type":"pf2-h4","name":"Social Splash Damage","page":486,"entries":["As important as it is to take care of yourself and the other players in your game, be mindful of your group's impact on the other people around you. If you're playing in a space that's not your own, respect your hosts. If you're playing in public, consider the comfort of the people around you, not just what your group is comfortable with. It's easy to get caught up in a game, as we get sucked into the microcosm of an imagined world, but don't ignore the real world around you. Be aware when you're making too much noise, leaving a mess, alarming passersby with graphic descriptions of violence, or even just giving the cold shoulder to curious spectators witnessing RPG play for the first time."],"source":"CRB"}],"source":"CRB"},{"type":"pf2-h3","page":486,"name":"Character Creation","entries":["At the outset of a new campaign, the players will create new player characters. Part of that process involves you introducing what the campaign will be about and what types of characters are most appropriate. Work with the players to determine which rule options are available. The safest options are the common choices from the {@book Pathfinder Core Rulebook|CRB}. If players want to use common options from other books or uncommon or rare options, through play, review those options to see if any of them conflict with the style of campaign you have in mind or might present strange surprises down the road. It's usually best to allow new options, but there's no obligation to do so. Be as open as you're comfortable with."],"source":"CRB"}],"data":{"quickref":5},"source":"CRB"},{"type":"section","page":486,"name":"Preparing an Adventure","entries":["An adventure is a self-contained collection of story elements, characters, and settings that become the basis for the story you and the other players tell. Think of the adventure as an outline for your own story. You'll have major beats you want to include, some consistent characters, and themes you want to convey, but all sorts of things can change during the process of turning the outline into a completed story.","You might use a published adventure from Paizo or another company, or you might construct your own adventure as you prepare for your game sessions.",{"type":"pf2-h3","page":486,"name":"Published Adventures","entries":["Prewritten adventures include background information and nonplayer characters needed for the story, plus all the locations, maps, and monster groups necessary for both exploration and encounters. Prewritten adventures can speed up your preparation, since you can simply read the relevant sections of the adventure before a game, and you don't have to create everything from scratch. A published adventure already includes the expected amount of encounters and treasure, and you can find adventures built for different character levels to match your group. Reading a published adventure or running one as your first game can help you see how adventures are structured, which makes it easier to write one later if you choose.","Though a published adventure is prewritten, it's not set in stone. Changing the details of an adventure to suit your group isn't just acceptable, it's preferred! Use the backstories and predilections of the player characters to inform how you change the adventure. This can mean altering adversaries so they're linked to the player characters, changing the setting to a place some of the player characters are from, or excising particular scenes if you know they won't appeal to your players."],"source":"CRB"},{"type":"pf2-h3","page":487,"name":"Creating Adventures","entries":["Building your own adventure is much more challenging than using a published one, but it lets you express yourself, be even more creative, and tailor the game directly to the players and their characters. Later sections in this chapter include guidelines for building and running encounters, placing treasure, and setting appropriately difficult challenges, all to help you construct your own adventures.","Adventure plotting can start at many different points. You might begin with a particular antagonist, then construct an adventure that fits that villain's theme and leads the group to them. Alternatively, you could start with an interesting location for exploration, then populate it with adversaries and challenges appropriate to the setting.",{"type":"pf2-h4","page":487,"name":"Locations","entries":["Memorable settings that include mysterious and fantastical locations for players to visit can elicit the players' curiosity.","Exploring each location should be a treat in itself, not just a chore the players must complete to get from one fight to the next. As you create a locale, picture it in your mind's eye and write down minor details you can include as you narrate the game. Describing decorations, natural landmarks, wildlife, peculiar smells, and even temperature changes make a place feel more real.","Beyond monsters and loot, your locations can include environment-based challenges, from environmental conditions like blizzards to puzzles, traps, or other hazards.","These challenges should suit your adventure's location: walls of brambles in a castle ruin overrun with vegetation, pools of acid in a cursed swamp, or magical traps in the tomb of a paranoid wizard. Rules for environments appear on page 512, and those for hazards start on page 520."],"source":"CRB"},{"type":"pf2-h4","page":487,"name":"Encounters","entries":["A robust set of encounters forms the backbone of your adventure. Encounters often feature combat with other creatures, but they can also include hazards, or you might create social encounters in which characters duel only with words. The rules for building encounters appropriate to your group's level begin below.","Some adventures have a clear and direct progression, with encounters occurring at specific times or in a specific order. Others, such as a dungeon filled with interconnected rooms the group can investigate in any order, are nonlinear, and the group can face encounters in any order—or even avoid them entirely. Most adventures are somewhere in between, with some keystone encounters you know the characters will need to contend with, but others that are optional."],"source":"CRB"},{"type":"pf2-h4","page":487,"name":"Treasure","entries":["Your adventure should give out an amount of treasure that's appropriate to the characters' level. The guidelines for assigning treasure are on page 508. You can dole out treasure in all kinds of ways. Treasure could be items carried by an adversary, rewards from a patron for completing a mission, or a classic pile of coins and items inside a wooden chest guarded by a monster. It's best to spread treasure throughout an adventure rather than stockpiled in a single hoard. This gives the players incremental rewards, letting their characters advance in frequent small steps rather than giant leaps separated by many hours of play."],"source":"CRB"}],"source":"CRB"},{"type":"pf2-brown-box","page":488,"name":"USING RARITY AND ACCESS","entries":["The rarity system has two purposes: to convey how common or rare certain spells, creatures, or items are in the game world, and to give you an easy tool to control the complexity of your game. Uncommon and rare options aren't more powerful than other options of their level, but they introduce complications for certain types of stories, or are less common in the world. For instance, it might be more challenging to run a mystery adventure when a player can cast an uncommon spell such as {@spell detect evil}.","At the start of the campaign, communicate your preferred expectations on rarity to the players. Unless you decide otherwise, the players can choose from any common options they qualify for, plus any uncommon options granted by their character choices—primarily their ancestry and class. By default, a character who tries hard enough might eventually find an uncommon option, whereas a rare option is always a special reward.","Beyond that baseline, you can grant access as freely as you want; some GMs open up all uncommon and rare options universally. If you're not sure, just look over any uncommon or rare elements before you include them as rewards or otherwise allow a player to acquire them.",{"type":"pf2-title","name":"Rewards"},"You can use uncommon and rare rules elements to reward characters. These still have the same value and approximate power as any other treasure of the same Price, but they're just a bit more special because they hail from distant lands or have unusual or surprising abilities.","Items are the most likely candidates for uncommon or rare rewards, but an NPC might teach an uncommon or rare spell to a PC in gratitude or to help the party prepare for a certain adversary. You can also improvise extra benefits based around uncommon or rare items. For instance, if a PC gains a rare plant with occult uses, you might also decide that the PC should temporarily get more money if they use it while Earning Income using Herbalism Lore, because it enables them to produce novel poultices.",{"type":"pf2-title","name":"Different Locations"},"The rarities in this book assume you're playing in the Inner Sea region of Golarion, where most Pathfinder games are set. These rarities are also suitable for most western medieval fantasy games. However, you might want to alter the rarities for a campaign set in another location on Golarion (detailed in Chapter 8), to emphasize a non-human culture, or to play in a fantasy setting with different roots, like a wuxia game based on Chinese culture. These changes most often affect basic items. If you start your campaign in a dwarven stronghold, for example, you might make all the weapons with the dwarf trait common. You should feel free to adjust rarities to suit your campaign's theme, but if you do, you should share your changes with your group."],"source":"CRB"},{"type":"pf2-h3","page":488,"name":"Building Encounters","entries":["The most common type of encounter is a combat encounter, where the PCs face other creatures. Combat encounters are strictly governed by rules; the guidelines that follow will help you build combat encounters that pose appropriate challenges for your group. Building hazard encounters works the same way. Social encounters are more free-form, and are up to you as the GM to design.","To build a combat encounter, first decide how the encounter fits in the adventure as a whole. Then, estimate how much of a threat you want the encounter to pose, using one of five categories below.","{@b Trivial-threat} encounters are so easy that the characters have essentially no chance of losing; they shouldn't even need to spend significant resources unless they are particularly wasteful. These encounters work best as warm-ups, palate cleansers, or reminders of how awesome the characters are. A trivial-threat encounter can still be fun to play, so don't ignore them just because of the lack of threat.","{@b Low-threat} encounters present a veneer of difficulty and typically use some of the party's resources. However, it would be rare or the result of very poor tactics for the entire party to be seriously threatened.","{@b Moderate-threat} encounters are a serious challenge to the characters, though unlikely to overpower them completely. Characters usually need to use sound tactics and manage their resources wisely to come out of a moderate-threat encounter ready to continue on and face a harder challenge without resting.","{@b Severe-threat} encounters are the hardest encounters most groups of characters can consistently defeat. These encounters are most appropriate for important moments in your story, such as confronting a final boss. Bad luck, poor tactics, or a lack of resources due to prior encounters can easily turn a severe-threat encounter against the characters, and a wise group keeps the option to disengage open.","{@b Extreme-threat} encounters are so dangerous that they are likely to be an even match for the characters, particularly if the characters are low on resources. This makes them too challenging for most uses. An extremethreat encounter might be appropriate for a fully rested group of characters that can go all-out, for the climactic encounter at the end of an entire campaign, or for a group of veteran players using advanced tactics and teamwork.",{"type":"pf2-h4","page":488,"name":"XP Budget","entries":["Once you've selected a threat level, it's time to build the encounter. You have an XP budget based on the threat, and each creature costs some of that budget. Start with the monsters or NPCs that are most important to the encounter, then decide how you want to use the rest of your XP budget. Many encounters won't match the XP budget exactly, but they should come close. The XP budget is based on a group of four characters. If your group is larger or smaller, see Different Party Sizes below."],"source":"CRB"},{"type":"pf2-h4","page":488,"name":"Choosing Creatures","entries":["In all but the most unusual circumstances, you'll select creatures for your encounter that range from 4 levels lower than the PCs' level to 4 levels higher (see {@table Creature XP and Role||Table 10–2: Creature XP and Role}). Each creature has a part to play in your encounter, from a lowly lackey to a boss so mighty it could defeat the entire party single-handedly.","Each creature costs some of the XP from your XP budget for the encounter, based on its level compared to the levels of the characters in your party. For instance, if the PCs are 5th level, a 2nd-level creature is a \"party level –3\" creature, a lackey appropriate for a lowto- moderate-threat encounter, and it costs 15 XP in an encounter's XP budget. Party level is explained in detail on page 508."],"source":"CRB"},{"type":"pf2-h4","page":488,"name":"Different Party Sizes","entries":["For each additional character in the party beyond the fourth, increase your XP budget by the amount shown in the Character Adjustment value for your encounter in {@table Encounter Budget||Table 10–1: Encounter Budget}. If you have fewer than four characters, use the same process in reverse: for each missing character, remove that amount of XP from your XP budget. Note that if you adjust your XP budget to account for party size, the XP awards for the encounter don't change—you'll always award the amount of XP listed for a group of four characters.","It's best to use the XP increase from more characters to add more enemies or hazards, and the XP decrease from fewer characters to subtract enemies and hazards, rather than making one enemy tougher or weaker. Encounters are typically more satisfying if the number of enemy creatures is fairly close to the number of player characters."],"source":"CRB"},{"type":"data","tag":"table","source":"CRB","name":"Encounter Budget"},{"type":"data","tag":"table","source":"CRB","name":"Creature XP and Role"}],"data":{"quickrefIndex":true},"source":"CRB"}],"data":{"quickref":5},"source":"CRB"},{"type":"section","page":507,"name":"Rewards","entries":[{"type":"pf2-h2","page":507,"name":"Hero Points","entries":["Unlike Experience Points and treasure, which stay with a character, Hero Points are granted and used on a per-session basis. At the start of a game session, you give out 1 Hero Point to each player character. You can also give out more Hero Points during the game, typically after a heroic moment or accomplishment (see below). As noted on page 467, a player can spend 1 Hero Point for a reroll, or they can spend all their Hero Points to recover when near death.","In a typical game, you'll hand out about 1 Hero Point during each hour of play after the first (for example, 3 extra points in a 4-hour session). If you want a more overthetop game, or if your group is up against incredible odds and showing immense bravery, you might give them out at a faster rate, like 1 every 30 minutes (6 over a 4-hour session). Try to ensure each PC has opportunities to earn Hero Points, and avoid granting all of the Hero Points to a single character.","Brave last stands, protecting innocents, and using a smart strategy or spell to save the day could all earn a character a Hero Point. Look for those moments when everybody at the table celebrates or sits back in awe of a character's accomplishments; that's your cue to issue that character a Hero Point.","The party could also gain Hero Points for their accomplishments throughout the game. For a moderate or major accomplishment, consider giving out a Hero Point as well. This point typically goes to a PC who was instrumental in attaining that accomplishment."],"source":"CRB"},{"type":"pf2-h2","page":507,"name":"Experience Points","entries":["As characters adventure, they earn Experience Points (XP).","These awards come from achieving goals, completing social encounters, exploring new places, fighting monsters, overcoming hazards, and other sorts of deeds. You have a great deal of control over when the characters gain XP, though the following guidelines are what you're expected to give out in a standard campaign.","Normally, when a player character reaches 1,000 XP or more, they level up, reduce their XP by 1,000, and start progressing toward the next level. Other means of advancement are described in the Advancement Speeds sidebar on page 509.",{"type":"pf2-h3","page":507,"name":"XP Awards","entries":["Experience Points are awarded for encounters, exploration, and progress in an adventure. When the PCs face direct opposition, such as a fight or a social conflict, the XP earned is based on the level of the challenge the party overcame. Characters can also gain XP from exploration, such as finding secret areas, locating a hideout, enduring a dangerous environment, or mapping an entire dungeon.","Any XP awarded goes to all members of the group. For instance, if the party wins a battle worth 100 XP, they each get 100 XP, even if the party's rogue was off in a vault stealing treasure during the battle. But if the rogue collected a splendid and famous gemstone, which you've decided was a moderate accomplishment worth 30 XP, each member of the party gets 30 XP, too.",{"type":"pf2-h3","page":507,"name":"Adversaries and Hazards","entries":["Encounters with adversaries and hazards grant a set amount of XP. When the group overcomes an encounter with creatures or hazards, each character gains XP equal to the total XP of the creatures and hazards in the encounter (this excludes XP adjustments for different party sizes; see Party Size on page 508 for details).","Trivial encounters don't normally grant any XP, but you might decide to award the same XP as for a minor or moderate accomplishment for a trivial encounter that was important to the story, or for an encounter that became trivial because of the order in which the PCs encountered it in a nonlinear adventure."],"source":"CRB"},{"type":"pf2-h3","page":507,"name":"Accomplishments","entries":["Characters' actions that move the story forward—like securing a major alliance, establishing an organization, or causing an NPC to have a change of heart—are considered accomplishments and should be rewarded with XP. Their significance determines the size of the XP award. Determine whether the achievement was a minor, moderate, or major accomplishment, and refer to {@table XP Awards||Table 10–8: XP Awards} to award an appropriate amount of XP. Minor accomplishments include all sorts of significant, memorable, or surprising moments in the game. A moderate accomplishment typically represents a goal that takes most of a session to complete, and a major accomplishment is usually the culmination of the characters' efforts across many sessions. Moderate and major accomplishments usually come after heroic effort, so that's an ideal time to also give a Hero Point to one or more of the characters involved.","As mentioned earlier, it's up to you how much XP to give out for accomplishments. As a general guideline, in a given game session, you'll typically give several minor awards, one or two moderate awards, and only one major award, if any."],"source":"CRB"},{"type":"data","tag":"table","name":"XP Awards","source":"CRB"}],"source":"CRB"},{"type":"pf2-h3","page":508,"name":"Party Size","entries":["The rules for advancement assume a group of four PCs. The rules for encounters (page 489) describe how to accommodate groups of a different size, but the XP awards don't change—always award the amount of XP listed for a group of four characters. You usually won't need to make many adjustments for a differently sized group outside of encounters. Be careful of providing too many ways to get accomplishment XP when you have a large group, though, since they can pursue multiple accomplishments at once, which can lead to the PCs leveling up too fast."],"source":"CRB"},{"type":"pf2-h3","page":508,"name":"Group Parity and Party Level","entries":["It's recommended that you keep all the player characters at the same XP total. This makes it much easier to know what challenges are suitable for your players. Having characters at different levels can mean weaker characters die more easily and their players feel less effective, which in turn makes the game less fun for those players.","If you choose not to keep the whole group at the same character level, you'll need to select a party level to determine your XP budget for encounters. Choose the level you think best represents the party's ability as a whole. Use the highest level if only one or two characters are behind, or an average if everyone is at a different level. If only one character is two or more levels ahead, use a party level suitable for the lower-level characters, and adjust the encounters as if there were one additional PC for every 2 levels the higher-level character has beyond the rest of the party.","Party members who are behind the party level gain double the XP other characters do until they reach the party's level. When tracking individually, you'll need to decide whether party members get XP for missed sessions."],"source":"CRB"}],"source":"CRB"},{"type":"pf2-h2","page":508,"name":"Treasure","entries":["As the GM, it's your job to distribute treasure to the player characters. Treasure appears throughout an adventure, and the PCs obtain it by raiding treasure hoards, defeating foes who carry valuable items or currency, getting paid for successful quests, and any other way you can imagine.","This section provides guidelines for distributing treasure in a typical Pathfinder campaign, but you always have the freedom to assign extra treasure for a high-powered game, less treasure for a gritty survival horror adventure, or any amount in between.",{"type":"pf2-h3","page":508,"name":"Treasure by Level","entries":["{@table Party Treasure by Level||Table 10–9: Party Treasure by Level} on the next page shows how much treasure you should give out over the course of a level for a group of four PCs. The Total Value column gives an approximate total value of all the treasure, in case you want to spend it like a budget. The next several columns provide suggestions for breaking down that total into permanent items, which the PCs keep and use for a long time; consumables, which are destroyed after being used once; and currency, which includes coins, gems, and other valuables primarily spent to acquire items or services. The final column gives the amount of currency to add for each PC beyond four in the group; use this only if you have more than four characters in the game. (Different Party Sizes on page 510 provides more guidance on this.) For instance, between the time your PCs reach 3rd level and the time they reach 4th level, you should give them the treasure listed in the table for 3rd level, worth approximately 500 gp: two 4th-level permanent items, two 3rd-level permanent items, two 4th-level consumables, two 3rd-level consumables, two 2nd-level consumables, and 120 gp worth of currency.","When assigning 1st-level permanent items, your best options are armor, weapons, and other gear from Chapter 6 worth between 10 and 20 gp. The treasure listed in the row for 20th level represents a full level's worth of adventures, even though there is no way to reach 21st level.","Some creature entries in the {@Pf2eTools Pathfinder Bestiary|bestiary.html} list treasure that can be gained by defeating an individual creature; this counts toward the treasure for any given level.","Published adventures include a suitable amount of treasure throughout the adventure, though you should still monitor the party's capabilities as the PCs progress through the adventure to make sure they don't end up behind.",{"type":"pf2-h4","page":509,"name":"Currency","entries":["A party will find money and other treasure that isn't useful on its own but that can be sold or spent on other things. The gp values in the Party Currency column don't refer only to coins. Gems, art objects, crafting materials (including precious materials), jewelry, and even items of much lower level than the party's level can all be more interesting than a pile of gold.","If you include a lower-level permanent item as part of a currency reward, count only half the item's Price toward the gp amount, assuming the party will sell the item or use it as crafting material. But lower-level consumables might still be useful, particularly scrolls, and if you think your party will use them, count those items at their full Price."],"source":"CRB"},{"type":"pf2-brown-box","page":509,"name":"ADVANCEMENT SPEEDS","entries":["By varying the amount of XP it takes to gain a level, you can change how quickly characters gain power. The game rules assume a group playing with standard advancement.","Fast advancement works best when you know you won't be playing a very long campaign and want to accomplish as much as possible quickly; slow advancement works best for a gritty campaign where all progress is hard won.","You can alter XP from one adventure to the next to get a different feel. During a street-level murder mystery and travel through a haunted wilderness, you might use slow advancement. When the PCs reach the dungeon, you might switch to standard or fast advancement. The values below are just examples. You can use values even higher or lower.",{"type":"table","colStyles":["text-center","text-center"],"rows":[["Advancement Speed","XP to Level Up"],["Fast","800 XP"],["Standad","1,000 XP"],["Slow","1,200 XP"]]},{"type":"pf2-title","name":"Story-Based Leveling"},"If you don't want to deal with managing and handing out XP, or if you want to have progression based solely on events in the story, you can ignore the XP process entirely and instead simply decide when the characters level up.","Generally, the characters should gain a level every three to four game sessions, just after the most appropriate big event that happens during that time, such as defeating a significant villain or achieving a major goal."],"source":"CRB"},{"type":"pf2-h4","page":509,"name":"Other Types of Treasure","entries":["Not all treasure has to be items or currency. Crafters can use the {@skill Crafting} skill to turn raw materials directly into items instead of buying those items with coins. Knowledge can expand a character's abilities, and formulas make good treasure for item-crafting characters. A spellcaster might get access to new spells from an enemy's spellbook or an ancient scholar, while a monk might retrain techniques with rarer ones learned from a master on a remote mountaintop."],"source":"CRB"},{"type":"pf2-h4","page":509,"name":"Treasure and Rarity","entries":["Giving out uncommon and rare items and formulas can get players more interested in treasure. It's best to introduce uncommon items as a reward fairly regularly but rare items only occasionally. These rewards are especially compelling when the adventurers get the item by defeating or outsmarting an enemy who carries an item that fits their backstory or theme.","Uncommon and rare formulas make great treasure for a character who Crafts items. Note that if an uncommon or rare formula is broadly disseminated, it eventually becomes more common. This can take months or years, but the item might start showing up in shops all around the world."],"source":"CRB"},{"type":"data","tag":"table","name":"Party Treasure by Level","source":"CRB"},{"type":"pf2-h4","page":510,"name":"Different Item Levels","entries":["The levels listed for items on {@table Party Treasure by Level||Table 10–9: Party Treasure by Level} aren't set in stone. You can provide items of slightly higher or lower level as long as you take into account the value of the items you hand out. For instance, suppose you were considering giving a party of 11th-level PCs a {@item runestone} with a {@item fortification} rune (with a Price of 2,000 gp) as one of their 12th-level items, but you realize they've had trouble finding armor in their recent adventures, so you instead decide to give them a suit of 11th-level +2 resilient armor (1,400 gp) instead. Since the armor has a lower Price than the rune, you might also add a 9th-level {@item shadow} rune (650 gp) to make up the difference. The total isn't exactly the same, but that's all right.","However, if you wanted to place a 13th-level permanent item in a treasure hoard, you could remove two 11thlevel permanent items to make a roughly equivalent exchange. When you make an exchange upward like this, be cautious: not only might you introduce an item with effects that are disruptive at the party's current level of play, but you also might give an amazing item to one PC while other characters don't gain any new items at all!","If you're playing in a long-term campaign, you can spread out the treasure over time. A major milestone can give extra treasure at one level, followed by a tougher dungeon with fewer new items at the next level. Check back occasionally to see whether each PC's treasure is comparable to the amount they'd get if they created a new character at their current level, as described under Treasure for New Characters below. They should be a bit higher. but if there's a significant discrepancy, adjust the adventure's upcoming treasure rewards accordingly."],"source":"CRB"},{"type":"pf2-h4","page":510,"name":"Different Party Sizes","entries":["If a party has more than four characters, add the following for each additional character:",{"type":"list","items":["One permanent item of the party's level or 1 level higher","Two consumables, usually one of the party's level and one of 1 level higher","Currency equal to the value in the Currency per Additional PC column of Table 10–9"]},"If the party has fewer than four characters, you can subtract the same amount for each missing character, but since the game is inherently more challenging with a smaller group that can't cover all roles as efficiently, you might consider subtracting less treasure and allowing the extra gear help compensate for the smaller group size."],"source":"CRB"}],"source":"CRB"},{"type":"pf2-brown-box","page":510,"name":"ADJUSTING TREASURE","entries":["The treasure you award to the party should be monitored and adjusted as you play. You might need to give out treasure you hadn't originally planned for, especially if the group bypasses part of an adventure. Keep an eye on the party's resources. If they're running out of consumables or money, or if they're having trouble in combat because their items aren't up to the task, you can make adjustments.","This is especially common in adventures that have little downtime or that take place far from civilization. If the group goes a long time without being able to purchase or Craft useful items, the PCs will be flush with coins and valuables but behind on useful equipment. In a situation like this, you can either place more useful treasure in the adventure or introduce NPCs who are willing to trade.",{"type":"pf2-title","name":"Megadungeons and Sandboxes"},"Some adventures have an expectation that the player characters explore where they want and find only what their skill, luck, and ingenuity afford. Two common examples of this type of adventure are the sprawling dungeon with multiple different sections and paths, often called a megadungeon, and free-form exploration, often called a sandbox and typically occurring in a wilderness.","If you want to build a free-form adventure like this where characters are likely to miss at least some of the treasure, increase the amount of treasure you place. Be aware, however, that a meticulous group can end up with more treasure than normal and will have advantages in later adventures.","For a simple guideline to these situations, increase the treasure as though there were one more PC in the party.","If the structure is especially loose, especially in sandbox adventures, you can increase this amount even further."],"source":"CRB"},{"type":"pf2-h3","page":510,"name":"Treasure for New Characters","entries":["When your new campaign starts at a higher level, a new player joins an existing group, or a current player's character dies and they need a new one, your campaign will have one or more PCs who don't start at 1st level. In these cases, refer to {@table Character Wealth||Table 10–10: Character Wealth} on the next page, which shows how many common permanent items of various levels the PC should have, in addition to currency. A single item on this table is always a baseline item. If the player wants armor or a weapon with property runes, they must buy the property runes separately, and for armor or a weapon made of a precious material, they must pay for the precious material separately as well.","These values are for a PC just starting out at the given level. If the PC is joining a party that has already made progress toward the next level, consider giving the new character an additional item of their current level. If your party has kept the treasure of dead or retired PCs and passed it on to new characters, you might need to give the new character less than the values on the table or reduce some of the treasure rewards of the next few adventures.",{"type":"pf2-h4","page":511,"name":"Item Selection","entries":["You should work with the new character's player to decide which items their character has. Allow the player to make suggestions, and if they know what items they want their character to have, respect their choices unless you believe those choices will have a negative impact on your game.","At your discretion, you can grant the player character uncommon or rare items that fit their backstory and concept, keeping in mind how many items of those rarities you have introduced into your game. The player can also spend currency on consumables or lower-level permanent items, keeping the rest as coinage. As usual, you determine which items the character can find for purchase.","A PC can voluntarily choose an item that has a lower level than any or all of the listed items, but they don't gain any more currency by doing so.","If you choose, you can allow the player to instead start with a lump sum of currency and buy whatever common items they want, with a maximum item level of 1 lower than the character's level. This has a lower total value than the normal allotment of permanent items and currency, since the player can select a higher ratio of high-level items."],"source":"CRB"},{"type":"data","tag":"table","name":"Character Wealth","source":"CRB"}],"source":"CRB"},{"type":"pf2-h3","page":511,"name":"Buying and Selling Items","entries":["Characters can usually buy and sell items only during downtime. An item can typically be sold for only half its Price, though art objects, gems, and raw materials can be sold for their full Price (page 271)."],"source":"CRB"}],"source":"CRB"}],"data":{"quickref":5},"source":"CRB"},{"type":"section","page":493,"name":"Running Modes of Play","entries":["Encounters take place in real time or slower, and they involve direct engagement between players and enemies, potential allies, or each other. Combat and direct social interaction usually take place in encounter mode.","Exploration is the connective tissue of an adventure, and it is used whenever characters are exploring a place where there's danger or uncertainty, such as an unfamiliar city or a dungeon. In exploration mode, characters aren't in immediate peril, but they must still be on their toes. Exploration and encounters are collectively called adventuring.","When the party isn't adventuring, the characters are in downtime. This mode covers most of a normal person's life, such as mundane, day-to-day tasks and working toward long-term goals.",{"type":"pf2-h2","page":493,"name":"Encounters","entries":["Encounter mode is the most structured mode of play, and you'll mostly be following the rules presented in Chapter 9 to run this mode. Because you usually call for initiative during exploration before transitioning into an encounter, guidelines for initiative order appear on page 498 in the discussion of exploration mode. Rules for building combat encounters appear on page 488.","{@b Stakes:} Moderate to high. Encounters always have significant stakes, and they are played in a step-by-step time frame to reflect that.","{@b Time Scale:} Encounter mode is highly structured and proceeds in combat rounds for combat encounters, while other sorts of encounters can have rounds of any length. In combat, 1 minute consists of 10 rounds, where each combat round is 6 seconds long, but you might decide a verbal confrontation proceeds in minute-long or longer rounds to give each speaker enough time to make a solid point.","{@b Actions and Reactions:} In combat encounters, each participant's turn is broken into discrete actions, and participants can use reactions when their triggers occur.","Reactions can occur in social situations, though their triggers are usually more descriptive and less tactical.",{"type":"pf2-h3","page":493,"name":"Choosing Adversaries' Actions","entries":["Players often coordinate and plan to be as efficient as possible, but their adversaries might not. As the GM, you're roleplaying these foes, and you decide their tactics.","Most creatures have a basic grasp of simple tactics like flanking or focusing on a single target. But you should remember that they also react based on emotions and make mistakes—perhaps even more than the player characters do.","When selecting targets or choosing which abilities to use, rely on the adversaries' knowledge of the situation, not your own. You might know that the cleric has a high Will save modifier, but a monster might still try to use a fear ability on her. That doesn't mean you should play adversaries as complete fools; they can learn from their mistakes, make sound plans, and even research the player characters in advance.","Adversaries usually don't attack a character who's knocked out. Even if a creature knows a fallen character might come back into the fight, only the most vicious creatures focus on helpless foes rather than the more immediate threats around them.","Running adversaries is a mix of being true to the creature and doing what's best for the drama of the game. Think of your encounter like a fight scene in a movie or novel. If the fighter taunts a fire giant to draw its attention away from the fragile wizard, the tactically sound decision is for the giant to keep pummeling the wizard. But is that the best choice for the scene? Perhaps everyone will have more fun if the giant redirects its ire to the infuriating fighter."],"source":"CRB"},{"type":"pf2-h3","page":493,"name":"Bypassed Encounters","entries":["What happens if you've planned a fight or challenge and the PCs find a way to avoid it entirely? This could leave them behind in XP or cause them to miss important information or treasure.","In the case of XP, the guidelines are simple: If the player characters avoided the challenge through smart tactical play, a savvy diplomatic exchange, clever use of magic, or another approach that required ingenuity and planning, award them the normal XP for the encounter.","If they did something that took only moderate effort or was a lucky break, like finding a secret passage and using it to avoid a fight, award them XP for a minor or moderate accomplishment. In an adventure that's more free-form, like a sprawling dungeon with multiple paths, there might be no reward for bypassing an encounter, because doing so was trivial.","You'll have to think on your feet if information or items get skipped when players bypass encounters. First, look for another reasonable place in the adventure to place the information or item. If it makes sense, move the original encounter to another part of the adventure and give the PCs a major advantage for bypassing the encounter in the first place."],"source":"CRB"},{"type":"pf2-brown-box","page":494,"name":"PLAYING WITHOUT A GRID","entries":["The Pathfinder rules are built to play combat encounters on a 1-inch grid, but you can play without a grid or map. In what's traditionally called the \"theater of the mind,\" you and other players imagine the locations of the combatants and the environment. In this style of play, you'll frequently need to make judgment calls. These are usually simple, like \"Can I see the ogre from where I'm standing?\" or \"Can I get to the ogre with one Stride?\" It's often best to have a player tell you what they want to do, such as \"I want to cross the beam to get to the ogre and attack it.\" Then, you tell the player how that breaks down into actions, like \"You'll need to spend one action and succeed at an {@skill Acrobatics} check, then Stride to get close enough, then you'll have one action left for a Strike.\"","When preparing encounters, avoid using lots of {@quickref difficult terrain||3|terrain}, cover, or other battlefield challenges that work better on a grid. Also, be more lenient with combat tactics like flanking. You won't have a way to measure flanking, but the rules expect melee characters like rogues to often get into a flanking position—often, two characters ganging up in melee is enough to count."],"source":"CRB"},{"type":"pf2-h3","page":494,"name":"Ending Encounters","entries":["A combat encounter typically ends when all the creatures on one side are killed or knocked unconscious. Once this happens, you can stop acting in initiative order.","The surviving side then has ample time to ensure that everyone taken out stays down. However, you might need to keep using combat rounds if any player characters are near death, clinging to a cliff, or in some other situation where every moment matters for their survival.","You can decide a fight is over if there's no challenge left, and the player characters are just cleaning up the last few weak enemies. However, avoid doing this if any of the players still have inventive and interesting things they want to try or spells they're concentrating on—ending an encounter early is a tool to avoid boredom, not to deny someone their fun. You can end a fight early in several ways: the foes can surrender, an adversary can die before its Hit Points actually run out, or you can simply say the battle's over and that the PCs easily dispatch their remaining foes. In this last case, you might ask, \"Is everyone okay if we call the fight?\" to make sure your players are on board.","One side might surrender when almost all its members are defeated or if spells or skills thoroughly demoralize them. Once there's a surrender, come out of initiative order and enter into a short negotiation.","These conversations are really about whether the winners will show mercy to the losers or just kill or otherwise get rid of them. The surrendering side usually doesn't have much leverage in these cases, so avoid long back-and-forth discussions.",{"type":"pf2-h3","page":494,"name":"Fleeing Enemies","entries":["Fleeing enemies can be a problem. Player characters often want to pursue foes that flee because they think an enemy might return as a threat later on. Avoid playing this out move by move, as it can easily bog down the game. If every adversary is fleeing, forgo initiative order and give each PC the option to pursue any one fleeing foe. Each PC can declare one action, spell, or other ability to use to try to keep up. Then, compare the PC's Speed to that of the target, assess how much the pursuer's chosen spell or ability would help, and factor in any abilities the quarry has that would aid escape. If you determine that the pursuer catches up, go back into combat with the original initiative order. If not, the quarry escapes for now.","If the PCs decide to flee, it's usually best to let them do so. Pick a particular location and allow them to escape once they all reach it. However, if they're encumbered or otherwise slowed down, or if enemies have higher Speeds and a strong motive to pursue, you might impose consequences upon PCs who flee."],"source":"CRB"}],"source":"CRB"},{"type":"pf2-h3","page":494,"name":"Social Encounters","entries":["Most conversations play best as free-form roleplaying, with maybe one or two checks for social skills involved.","Sometimes, though, a tense situation or crucial parlay requires a social encounter that uses initiative, much like a combat encounter. As with any other encounter, the stakes of a social encounter need to be high! A failed social encounter could mean a character is imprisoned or put to death, a major rival becomes a political powerhouse, or a key ally is disgraced and ostracized.","Using the structure of an encounter is {@condition helpful} because it makes the timing clearer than in free-form play, and each character feels like they're contributing. When running a social encounter, establish the stakes up front, so the players know the consequences of success or failure and the circumstances that will cause the encounter to end.","You have much more flexibility in how you run a social encounter than in a combat encounter. Extending the length of rounds beyond 6 seconds, allowing more improvisation, and focusing less on special attacks and spells all differentiate a social encounter from a combat one. In most cases, you don't need to worry about character's movements, nor do you need a map. Some examples of social encounters include:",{"type":"list","items":["Proving someone's innocence in front of a judge.","Convincing a neighboring monarch to help defend against an invasion.","Besting a rival bard in a battle of wits.","Exposing a villain's deception before a noble court."]},{"type":"pf2-h4","page":494,"name":"Initiative and Actions","entries":["Initiative in a social encounter typically has characters rolling {@skill Society} or a Charisma-based skill, such as {@skill Diplomacy} or {@skill Deception}. As with other encounters, a character's approach to the conflict determines which skill they'll roll. On a character's turn, they typically get to attempt one roll, usually by using a skill action. Let the player roleplay what their character says and does, then determine what they'll roll. Allow them to use any abilities or spells that might help them make their case, though keep in mind that when most people see the visual signs of a spell being cast, they think someone is using magic to try to influence or harm them, and they have a negative reaction.","Good social encounters include an opposition. This can be direct, such as a rival who argues against the characters' case, or passive, such as a mob that automatically becomes more unruly as each round passes. Give the opposition one or more positions in the initiative order so you can convey what it is doing. You can create game statistics for the opposition, especially if it's an individual, but in situations like that of the unruly mob, you might need nothing more than establish a set of increasingly difficult DCs."],"source":"CRB"},{"type":"pf2-h4","page":495,"name":"Measuring Success and Progress","entries":["You'll need to decide how to measure the characters' success in social encounters, because there's no AC to target or HP to whittle down. Chapter 4 includes guidance on setting DCs for social skill actions, often using a target's Will DC. If you need a DC for people who don't have stats, such as a crowd or an NPC for whom you haven't already generated statistics, use the guidelines on setting DCs, found on page 503. You can either pick a simple DC or use a level-based DC, estimating a level for the subject or how challenging it should be to sway them.","The attitude conditions—{@condition hostile}, {@condition unfriendly}, {@condition indifferent}, friendly, and helpful—provide a useful way to track the progress of a social encounter. Use these to represent the attitude of an authority, a crowd, a jury, or the like. A typical goal for a social encounter is to change the attitude of a person or group to helpful so they assist you, or calming a hostile group or person to defuse a situation. Try to give the players a clear idea of how much they've progressed as the encounter proceeds.","Another option is to track the number of successes or failures the characters accrue. For instance, you might need to trick four guards into leaving their posts, and count each successful attempt to Lie or Create a Diversion toward a total of four necessary successes. You can combine these two methods; if the PCs need a group of important nobles to vote their way, the goal of the encounter might be to ensure that a majority of the nobles have a better attitude toward the PCs than they have of a rival—all within a limited time frame."],"source":"CRB"},{"type":"pf2-h4","page":495,"name":"Consequences","entries":["When you set stakes at the start of a social encounter, give an idea of the consequences. Beyond whatever narrative benefits player characters might gain, a social encounter usually includes an XP award. Because these are encounters along the same lines as combat encounters, they grant a sizable amount of XP, typically that of a moderate accomplishment, or even a major accomplishment if the encounter was the culmination of long-term plans or a significant adversary got their comeuppance.","The outcome of a social encounter should direct the story of the game. Look for repercussions. Which NPCs might view the PCs more favorably now? Which might hold a grudge or formulate a new plan? A social encounter can seal the fate of an NPC and end their story, but this isn't true for player characters. Even if something looks truly dire for them, such as a death sentence, the social encounter isn't the end—there's still time for desperate heroics or a twist in the story."],"source":"CRB"}],"source":"CRB"}],"source":"CRB"},{"type":"pf2-h2","page":496,"name":"Exploration","entries":["Exploration mode is intentionally less regimented than encounters. As a result, during exploration you'll be making judgment calls on just about everything that happens.","Fundamentally, exploration is all about rewarding the PCs for learning about their surroundings. To facilitate this, it's especially important to have and convey a clear mental picture of the group's surroundings. You'll be better able to keep track of where the players are and describe the sights, sounds, and other sensations of their adventuring locales. Encourage the players to have their characters truly explore, and reward their curiosity. The things they try to do in exploration mode show you what they're interested in and what they consider important.","As you play, you'll get a good feel for the aspects of exploration that intrigue certain players, and you can add more of those things to your adventures or emphasize these points in published adventures.","{@b Stakes:} Low to moderate. Exploration mode should be used when there's some amount of risk, but no immediate danger. The PCs might be in an environment where they're likely to face monsters or hazards, but they usually stay in exploration mode until they enter a fight or engage in some other direct interaction.","{@b Time Scale:} When the PCs are in exploration mode, time in the game world passes much faster than real-world time at the table, so it's rarely measured out to the second or the minute. You can speed up or slow down how quickly things are happening as needed. If it's important to know exactly how much time is passing, you can usually estimate time spent in exploration mode to 10-minute increments.","{@b Actions and Reactions:} Though exploration isn't broken into rounds, exploration activities assume the PCs are spending part of their time using actions, such as Seeking or Interacting. If they have specific actions they want to use, they should ask; you can decide whether the actions apply and whether to switch to encounter mode for greater detail. PCs can use any relevant reactions that come up during exploration mode.",{"type":"pf2-h3","page":496,"name":"Exploration Activities","entries":["In exploration mode, each player who wants to do something beyond just traveling chooses an exploration activity for their character. The most common activities are Avoid Notice, Detect Magic, Hustle, and Search, though there are many options available. While players usually hew close to these default activities, there's no need for them to memorize the exploration activities and use them exactly. Instead, allow each player to describe what their character is doing. Then, as the GM, you can determine which activity applies. This also means you determine how an activity works if the character's actions differ from those on the list.","The following sections discuss exploration activities that require adjudication from you beyond the guidelines for players detailed on pages 479–480 of Chapter 9.",{"type":"pf2-h4","page":496,"name":"Detect Magic","entries":["This activity doesn't enable characters to automatically find every single magical aura or object during travel. Hazards that require a minimum proficiency can't be found with {@spell detect magic}, nor can illusions of equal or higher level than the spell.","When characters find something magical using this activity, let them know and give them the option to stop and explore further or continue on. Stopping brings you into a more roleplay-heavy scene in which players can search through an area, assess different items, or otherwise try to figure out the source of the magic and what it does. Continuing on might cause the group to miss out on beneficial magic items or trigger a magic trap."],"source":"CRB"},{"type":"pf2-h4","page":496,"name":"Follow the Expert","entries":["A skilled character can help out less skilled allies who choose to {@action Follow the Expert}. This is a good way to help a character with a low {@skill Stealth} modifier sneak around, get a character with poor {@skill Athletics} up a steep cliff, and so on. Usually, a character who is {@action Following the Expert} can't perform other exploration activities or follow more than one person at a time."],"source":"CRB"},{"type":"pf2-h4","page":496,"name":"Investigate","entries":["As with {@action Searching} or {@action Detecting Magic}, the initial result of {@action Investigating} is usually enough to give the investigator a clue that leads into a more thorough examination, but it rarely gives all possible information. For instance, a character might note that the walls of a dungeon are covered with {@language Abyssal} writing, but they would need to stop to read the text or determine that it's written in blood."],"source":"CRB"},{"type":"pf2-h4","page":496,"name":"Search","entries":["With a successful Perception check while {@action Search||Searching}, a character notices the presence or absence of something unusual in the area, but it doesn't provide a comprehensive catalog of everything there. Instead, it gives a jumping-off point for closer inspection or an encounter. For instance, if an area has both a DC 30 secret door and a DC 25 trap, and a {@action Search||Searching} character got a 28 on their Perception check, you would tell the player that their character noticed a trap in the area, and you'd give a rough idea of the trap's location and nature. The party needs to examine the area more to learn specifics about the trap, and someone would need to Search again to get another chance to find the secret door.","If an area contains many objects or something that will take a while to search (such as a cabinet full of papers), {@action Search||Searching} would reveal the cabinet, but the PCs would have to examine it more thoroughly to check the papers. This usually requires the party to stop for a complete search.","You roll a secret Perception check for a {@action Search||Searching} character to detect any secrets they pass that's in a place that stands out (such as near a door or a turn in a corridor), but not one that's in a more inconspicuous place (like a random point in a long hallway) unless they are searching particularly slowly and meticulously."],"source":"CRB"}],"source":"CRB"},{"type":"pf2-brown-box","page":498,"name":"EXPLORATION ACTIVITIES","entries":["The following exploration activities are fully detailed on pages 479–480 of Chapter 9. Many more appear within Chapter 4: Skills.",{"type":"list","items":["{@action Avoid Notice}","{@action Defend}","{@action Detect Magic}","{@action Follow the Expert}","{@action Hustle}","{@action Investigate}","{@action Repeat a Spell}","{@action Scout}","{@action Search}"]},{"type":"pf2-title","name":"Improvising New Activities"},"If a player wants to do something not covered by other rules, here are some guidelines. If the activity is similar to an action someone could use in an encounter, such as Avoid Notice, it usually consists of a single action repeated roughly 10 times per minute (such as using the Sneak action 10 times) or an alternation of actions that works out similarly (such as Search, which alternates Stride and Seek). An activity using a quicker pace, corresponding to roughly 20 actions per minute, might have limited use or cause fatigue, as would one requiring intense concentration.","You might find that a player wants to do something equivalent to spending 3 actions every 6 seconds, just like they would in combat. Characters can exert themselves to this extent in combat only because combat lasts such a short time—such exertion isn't sustainable over the longer time frame of exploration."],"source":"CRB"},{"type":"pf2-h3","page":497,"name":"Setting a Party Order","entries":["In exploration mode, it often matters which characters are in the front or back of the party formation. Let the players decide among themselves where in the group their characters are while exploring. This order can determine who gets attacked first when enemies or traps threaten from various directions. It's up to you to determine the specifics of who gets targeted based on the situation.","When you come out of exploration mode, the group usually remains in the same general formation. Decide the PCs' exact positions, with their input, if you're moving to a grid (as usually happens at the start of a combat encounter). If they come out of exploration mode on their own terms, they can move around as they see fit. For example, if they detect a trap and the rogue starts attempting to disarm it, the other characters can move to whatever locations they think are safe."],"source":"CRB"},{"type":"pf2-h3","page":497,"name":"Adverse Terrain and Weather","entries":["Exploration gets slower when the party faces dense jungles, deep snow, sandstorms, extreme heat, or similar difficult conditions. You decide how much these factors impact the characters' progress. The specific effects of certain types of terrain and weather are described starting on page 512.","{@quickref difficult terrain||3|terrain} such as thick undergrowth usually slows down progress. Unless it's important how far the group gets in a particular time frame, this can be covered with a quick description of chopping through the vines or trudging through a bog. If the characters are on a deadline, adjust their progress on {@table Travel Speed||Table 9–2: Travel Speed}, typically cutting it in half if almost all of the land is {@quickref difficult terrain||3|terrain} or to one-third for {@quickref greater difficult terrain||3|terrain}.","Hazardous terrain, such as the caldera of an active volcano, might physically harm the player characters. The group might have the option to travel directly through or go around by spending more time. You can transition into a more detailed scene while the characters move through hazardous terrain and attempt to mitigate the damage with spells or skill checks. If they endure hazardous terrain, consider giving the PCs a minor or moderate XP reward at the end of their exploration, with slightly more XP if they took smart precautions to avoid taking damage.","Dangerous crevasses, swampy bogs, quicksand, and similar dangers are environmental hazards, which are described beginning on page 512."],"source":"CRB"},{"type":"pf2-h3","page":498,"name":"Hazards","entries":["Exploration can get broken up by traps and other hazards (see Hazards on page 520). Simple hazards pose a threat to the PCs only once and can be dealt with in exploration mode. Complex hazards require jumping into encounter mode until the hazard is dealt with. Disabling a trap or overcoming a hazard usually takes place in encounter mode. PCs have a better chance to detect hazards while exploring if they're using the Search activity (and the Detect Magic activity, in the case of some magic traps)."],"source":"CRB"},{"type":"pf2-h3","page":498,"name":"Rolling Initiative","entries":["Transitioning from exploration to an encounter usually involves rolling for initiative. Call for initiative once a trap is triggered, as soon as two opposing groups come into contact, or when a creature on one side decides to take action against the other. For example:",{"type":"list","items":["A group of PCs are exploring a cavern. They enter a narrow passage patrolled by a group of kobold warriors. Now that the two groups are in the same area, it's time to roll initiative.","Amiri and a kobold champion agree to have a {@condition friendly} wrestling match. They square off on a patch of dirt, and you call for initiative using {@skill Athletics}.","Merisiel and Kyra are negotiating with the kobold king. Things aren't going well, so Merisiel decides to launch a surprise attack. As soon as she says this is her plan, you call for initiative.","Harsk and Ezren are trying to Balance across a narrow beam to reach an isolated kobold treasure trove. When they get halfway across, a red dragon who was hiding behind the mountain flies around to attack! As soon as the dragon makes its appearance, you call for an initiative roll."]},{"type":"pf2-h4","page":498,"name":"Initiative after Reactions","entries":["In some cases, a trap or a foe has a reaction that tells you to roll initiative. For instance, a complex trap that's triggered might make an attack with its reaction before the initiative order begins. In these cases, resolve all the results of the reaction before calling for initiative rolls."],"source":"CRB"},{"type":"pf2-h4","page":498,"name":"Choosing the Type of Roll","entries":["When choosing what type of roll to use for initiative, lean toward the most obvious choice. The most common roll is {@skill Perception}; this is what the kobolds would use in the first example, as would Kyra and the kobold king in the third example. The next most common skills to use are {@skill Stealth} (for sneaking up, like the dragon in the last example) and {@skill Deception} (for tricking opponents, like Merisiel in the third example). For social contests, it's common to use {@skill Deception}, {@skill Diplomacy}, {@skill Intimidation}, {@skill Performance}, or {@skill Society}.","If you're unsure what roll to call for, use {@skill Perception}. If a different type of roll could make sense for a character, you should usually offer the choice of that roll or {@skill Perception} and let the player decide. Don't do this if it's absolutely clear another kind of check matters more sense than {@skill Perception}, such as when the character is sneaking up on enemies and should definitely use {@skill Stealth}.","You can allow a player to make a case that they should use a different skill than {@skill Perception}, but only if they base it on something they've established beforehand. For example, if in the prelude to the attack, Merisiel's player had said, \"I'm going to dangle down off the chandelier to get the drop on them,\" you could let them use {@skill Acrobatics} for their initiative roll. If they just said, \"Hey, I want to attack these guys. Can I use {@skill Acrobatics}?\" without having established a reason beforehand, you probably shouldn't allow it."],"source":"CRB"},{"type":"pf2-h4","page":498,"name":"Character Placement","entries":["When calling for initiative for a combat encounter, you'll need to decide where the participants in the encounter go on the battle map. Use the party's order, described on page 497, as a base. You can move forward characters who are using {@skill Stealth} to get into position, putting them in a place they could reasonably have moved up to before having a chance to be detected. Consult with each player to make sure their position makes sense to both of you."],"source":"CRB"}],"source":"CRB"},{"type":"pf2-brown-box","page":499,"name":"MONITORING SPELL DURATIONS","entries":["Spell durations are approximate values that codify the vagaries and eccentricities of magic into a convenient number. However, that doesn't mean you can set your watch by a spell with a 1-hour duration. This is one of the reasons the passage of time outside of encounters is in your hands and isn't as precise as encounter rounds.","If a question arises about whether a spell has expired, you make the call. You shouldn't be punitive, but you also shouldn't treat characters like they move with clockwork precision and perfect efficiency between encounters.","There are two times these durations matter most: when players try to fit multiple encounters within the duration of a spell, and when they want to use a spell before a fight and keep it in effect during the encounter.",{"type":"pf2-title","name":"Multiple Encounters"},"A 1-minute spell should last for multiple encounters only if the encounters happen in very close proximity (usually in two adjoining rooms) and if the PCs go directly from one fight to the next without leaving encounter mode. If they want to stop and heal, or if the party debates whether to go on, the process takes enough time that the spell runs out.","Be more generous with spells lasting 10 minutes or more. A 10-minute spell easily lasts for one encounter and could continue for another if the locations are close. A 1-hour spell usually lasts for several encounters.",{"type":"pf2-title","name":"Before a Fight"},"Casting advantageous spells before a fight (sometimes called \"pre-buffing\") gives the characters a big advantage, since they can spend more combat rounds on offensive actions instead of preparatory ones. If the players have the drop on their foes, you usually can let each character cast one spell or prepare in some similar way, then roll initiative.","Casting preparatory spells before combat becomes a problem when it feels rote and the players assume it will always work—that sort of planning can't hold up in every situation! In many cases, the act of casting spells gives away the party's presence. In cases where the PCs' preparations could give them away, you might roll for initiative before everyone can complete their preparations."],"source":"CRB"},{"type":"pf2-h3","page":499,"name":"Resting","entries":["Characters require 8 hours of sleep each day. Though resting typically happens at night, a group gains the same benefits for resting during the day. Either way, they can gain the benefits of resting only once every 24 hours. A character who rests for 8 hours recovers in the following ways:",{"type":"list","items":["The character regains Hit Points equal to their Constitution modifier (minimum 1) multiplied by their level. If they rest without any shelter or comfort, you might reduce this healing by half (to a minimum of 1 HP).","The character loses the {@condition fatigued} condition.","The character reduces the severity of the {@condition doomed} and {@condition drained} conditions by 1.","Most spellcasters need to rest before they regain their spells for the day."]},"A group in exploration mode can attempt to rest, but they aren't entirely safe from danger, and their rest might be interrupted. The 8 hours of rest do not need to be consecutive, however, and after an interruption, characters can go back to sleep.","Sleeping in armor results in poor rest and causes a character to wake up fatigued. If a character would have recovered from fatigue, sleeping in armor prevents it.","If a character goes more than 16 hours without going to sleep, they become fatigued.","Taking long-term rest for faster recovery is part of downtime and can't be done during exploration. See page 502 for these rules.",{"type":"pf2-h4","page":499,"name":"Resting","entries":["Adventuring parties usually put a few people on guard to watch out for danger while the others rest. Spending time on watch also interrupts sleep, so a night's schedule needs to account for everyone's time on guard duty. Table 10–3:","Watches and Rest on the next page indicates how long the group needs to set aside for rest, assuming everyone gets a rotating watch assignment of equal length.","If a surprise encounter would occur during rest, you can roll a die to randomly determine which character is on watch at the time. All characters roll initiative; sleeping characters typically roll Perception with a –4 status penalty for being unconscious. They don't automatically wake up when rolling initiative, but they might roll a Perception check to wake up at the start of their turn due to noise. If a savvy enemy waits for a particularly vulnerable character to take watch before attacking, the attack can happen on that character's watch automatically. However, you might have the ambusher attempt a {@skill Stealth} check against the Perception DCs of all characters to see if anyone noticed its approach.",{"type":"data","tag":"table","source":"CRB","name":"Watches and Rest"}],"source":"CRB"}],"source":"CRB"},{"type":"pf2-h3","page":500,"name":"Daily Preperations","entries":["Just before setting out to explore, or after a night's rest, the PCs spend time to prepare for the adventuring day. This typically happens over the span of 30 minutes to an hour in the morning, but only after 8 full hours of rest. Daily preparations include the following.",{"type":"list","items":["Spellcasters who prepare spells choose which spells they'll have available that day.","Focus Points and other abilities that reset during daily preparations refresh. This includes abilities that can be used only a certain number of times per day.","Each character equips their gear. This includes donning their armor and strapping on their weapons.","Characters invest up to 10 worn magic items to gain their benefits for the day (page 531)."]}],"source":"CRB"},{"type":"pf2-h3","page":500,"name":"Starvation and Thirst","entries":["Typically characters eat and drink enough to survive comfortably. When they can't, they're fatigued until they do. After 1 day + a creature's Constitution modifier without water, it takes 1d4 damage each hour that can't be healed until it quenches its thirst. After the same amount of time without food, it takes 1 damage each day that can't be healed until it sates its hunger."],"source":"CRB"}],"source":"CRB"},{"type":"pf2-h2","page":500,"name":"Downtime","entries":["In downtime, you can sum up the important events of a whole day with just one roll. Use this mode when the characters return home or otherwise aren't adventuring.","Usually, downtime is a few minutes at the start of a session or a break between major chapters of an adventure. As with exploration, you might punctuate downtime with roleplaying or encounters when it's natural to do so.","This section describes ways to handle downtime and details several activities and considerations specific to downtime, such as cost of living, buying and selling goods, long-term rest, and retraining. Most other downtime activities are skill actions; a number of these common downtime activities and their associated skills are listed below. See the relevant skills in Chapter 4 for details.",{"type":"list","items":["{@action Craft} ({@skill Crafting})","{@action Earn Income} ({@skill Crafting}, {@skill Lore}, {@skill Performance})","{@action Treat Disease} ({@skill Medicine})","{@action Create Forgery} ({@skill Society})","{@action Subsist} ({@skill Society}, {@skill Survival})"]},"{@b Stakes:} None to low. Downtime is the counterpart to adventuring and covers low-risk activities.","{@b Time Scale:} Downtime can last days, weeks, months, or years in the game world in a few minutes of real time.","{@b Actions and Reactions:} If you need to use actions and reactions, switch to exploration or encounter mode.","A creature that can't act is unable to perform most downtime activities, but it can take long-term rest.",{"type":"pf2-h3","page":500,"name":"Playing out a Downtime Day","entries":["At the start of a given day of downtime, have all the players declare what their characters are trying to accomplish that day. You can then resolve one character's efforts at a time (or group some characters together, if they are cooperating on a single project). Some activities, such as Earning Income, require only a simple roll and some embellishment from you and the player. Other activities are more involved, incorporating encounters or exploration. You can call on the players to play out their downtime activities in any order, though it's often best to do the simplest ones first. Players who aren't part of a more involved activity might have time to take a break from the table while the more complex activities are played out.","Characters can undertake their daily preparations if they want, just as they would on a day of exploration. Ask players to establish a standard set of preparations, and you can assume the characters go through the same routine every day unless their players say otherwise.",{"type":"pf2-h4","page":500,"name":"Cooperation","entries":["Multiple characters can cooperate on the same downtime task. If it's a simple task that requires just one check, such as a party Subsisting as they await rescue on a desert island, one character rolls the necessary check while everyone else Aids that character. If it's a complex task, assume all of them are working on different parts of it at one time, so all their efforts count toward its completion. For example, a party might collaborate to build a theater, with one character drawing up architectural plans, one doing manual labor, and one talking to local politicians and guilds."],"source":"CRB"},{"type":"pf2-h4","page":500,"name":"Checks","entries":["Some downtime activities require rolls, typically skill checks. Because these rolls represent the culmination of a series of tasks over a long period, players can't use most abilities or spells that manipulate die rolls, such as activating a magic item to gain a bonus or casting a fortune spell to roll twice. Constant benefits still apply, though, so someone might invest a magic item that gives them a bonus without requiring activation. You might make specific exceptions to this rule. If something could apply constantly, or so often that it might as well be constant, it's more likely to be used for downtime checks; for instance {@feat Assurance} could apply."],"source":"CRB"}],"source":"CRB"},{"type":"pf2-h3","page":501,"name":"Longer Periods of Downtime","entries":["Running downtime during a long time off—like several weeks, months, or even years—can be more challenging.","However, it's also an opportunity for the characters to progress toward long-term plans rather than worrying about day-to-day activities. Because so much time is involved, characters don't roll a check for each day. Instead, they deal with a few special events, average out the rest of the downtime, and pay for their cost of living.",{"type":"pf2-h4","page":501,"name":"Events","entries":["After the characters state what they want to achieve in their downtime, select a few standout events for each of them—usually one event for a period of a week or a month, or four events for a year or longer. These events should be tailored to each character and their goals, and they can serve as hooks for adventures or plot development.","Though the following examples of downtime events all involve Earning Income, you can use them to spark ideas for other activities. A character using Perform to Earn Income could produce a commanding performance of a new play for visiting nobility. Someone using {@skill Crafting} might get a lucrative commission to craft a special item. A character with Lore might have to research a difficult problem that needs a quick response.","PCs who want to do things that don't correspond to a specific downtime activity should still experience downtime events; you just choose the relevant skill and DC. For example, if a character intends to build their own library to house their books on magic, you might decide setting the foundation and organizing the library once construction is finished are major events. The first could be a {@skill Crafting} check, and the second an {@skill Arcana} or Library Lore check."],"source":"CRB"},{"type":"pf2-h4","page":501,"name":"Average Progress","entries":["For long periods of downtime, you might not want to roll for every week, or even every month. Instead, set the level for one task using the lowest level the character can reliably find in the place where they spend their downtime (see Difficulty Classes on page 503 for more on setting task levels). If the character fails this check, you might allow them to try again after a week (or a month, if you're dealing with years of downtime). Don't allow them to roll again if they succeeded but want to try for a critical success, unless they do something in the story of the game that you think makes it reasonable to allow a new roll.","The events you include during a long stretch of downtime should typically feature higher-level tasks than the baseline. For instance, a character Earning Income with Sailing Lore for 4 months might work at a port doing 1st-level tasks most of the time, but have 1 week of 3rd-level tasks to account for busy periods. You'll normally have the player roll once for the time they spent at 1st-level tasks and once for the week of 3rd-level tasks."],"source":"CRB"}],"source":"CRB"},{"type":"pf2-h3","page":502,"name":"Cost of Living","entries":["For short periods of downtime, characters are usually just passing through a settlement or spending a bit of time there. They can use the prices for inn stays and meals found on page 294. For long stretches of downtime, use the values on {@table Cost of Living||Table 6–16: Cost of Living} on the same page. Deduct these costs from a character's funds after they gain any money from their other downtime activities.","A character can live off the land instead, but each day they do, they typically use the Subsist activity (page 240) to the exclusion of any other downtime activity."],"source":"CRB"},{"type":"pf2-h3","page":502,"name":"Buying and Selling","entries":["After an adventure yields a windfall, the characters might have a number of items they want to sell. Likewise, when they're flush with currency, they might want to stock up on gear. It usually takes 1 day of downtime to sell off a few goods or shop around to buy a couple items. It can take longer to sell off a large number of goods, expensive items, or items that aren't in high demand.","This assumes the characters are at a settlement of decent size during their downtime. In some cases, they might spend time traveling for days to reach bigger cities.","As always, you have final say over what sort of shops and items are available.","An item can usually be purchased at its full Price and sold for half its Price. Supply and demand adjusts these numbers, but only occasionally."],"source":"CRB"},{"type":"pf2-h3","page":502,"name":"Long-Term Rest","entries":["Each full 24-hour period a character spends resting during downtime allows them to recover double what they would for an 8-hour rest (as listed on page 499). They must spend this time resting in a comfortable and secure location, typically in bed.","If they spend significantly longer in bed rest—usually from a few days to a week of downtime—they recover from all damage and most nonpermanent conditions. Characters affected by diseases, long-lasting poisons, or similar afflictions might need to continue attempting saves during downtime. Some curses, permanent injuries, and other situations that require magic or special care to remove don't end automatically during long-term rest."],"source":"CRB"},{"type":"pf2-h3","page":502,"name":"Retraining","entries":["The retraining rules on page 481 allow a player to change some character choices, but they rely on you to decide whether the retraining requires a teacher, how long it takes, if it has any associated costs, and if the ability can be retrained at all. It's reasonable for a character to retrain most choices, and you should allow them. Only choices that are truly intrinsic to the character, like a sorcerer's bloodline, should be off limits without extraordinary circumstances.","Try to make retraining into a story. Use NPCs the character already knows as teachers, have a character undertake intense research in a mysterious old library, or ground the retraining in the game's narrative by making it the consequence of something that happened to the character in a previous session.",{"type":"pf2-h4","page":502,"name":"Time","entries":["Retraining a feat or skill increase typically takes a week. Class features that require a choice can also be retrained but take longer: at least a month, and possibly more. Retraining might take even longer if it would be especially physically demanding or require travel, lengthy experimentation, or in-depth research, but usually you won't want to require more than a month for a feat or skill, or 4 months for a class feature.","A character might need to retrain several options at once. For instance, retraining a skill increase might mean they have skill feats they can no longer use, and so they'll need to retrain those as well. You can add all this retraining time together, then reduce the total a bit to represent the cohesive nature of the retraining."],"source":"CRB"},{"type":"pf2-h4","page":502,"name":"Instruction and Cost","entries":["The rules abstract the process of learning new things as you level up—you're learning on the job—but retraining suggests that the character works with a teacher or undergoes specific practice to retrain. If you want, you can entirely ignore this aspect of retraining, but it does give an opportunity to introduce (or reintroduce) NPCs and further the game's story. You can even have one player character mentor another, particularly when it comes to retraining skills.","Any costs to retraining should be pretty minor—about as much as a PC could gain by Earning Income over the same period of time. The costs are mostly there to make the training feel appropriate within the context of the story, not to consume significant amounts of the character's earnings. A teacher might volunteer to work without pay as a reward for something the character has already done, or simply ask for a favor in return."],"source":"CRB"},{"type":"pf2-h4","page":502,"name":"Disallowed Options","entries":["While some character options can't normally be retrained, you can invent ways for a character to retrain even these—special rituals, incredible quests, or the perfect tutor. For example, ability scores can't normally be retrained, as that can unbalance the game. But not all players necessarily want to exploit the system—maybe a player simply wants to swap an ability boost between two low stats. In situations like this, you could let them spend a few months working out or studying to reassign an ability boost."],"source":"CRB"}],"source":"CRB"}],"source":"CRB"}],"data":{"quickref":5},"source":"CRB"},{"type":"section","page":489,"name":"Running a Game Session","entries":["A campaign happens over a series of sessions. Each session is usually several hours long, with multiple encounters, some exploration, and possibly downtime. Your session can be compared to an episode of a TV show; it should include some twists, turns, and changes, and end leaving people excited about what comes next.",{"type":"pf2-h3","page":489,"name":"Planning a Session","entries":["One of the greatest challenges in gaming is scheduling a time for everyone to get together and play. Often, this responsibility falls on you as the GM, since you're the one who has to prepare your game between sessions. Many games have a set schedule, such as once per week, once every 2 weeks, or once per month. The less frequently your group meets, the better notes and recaps you'll need to keep everyone on the same page.","Plan a time for everybody will arrive, and also try to set a time when playing the game will begin. This can make it easier for everyone to finish chatting, catching up, and eating in a timely fashion so you can start playing the game. Having an end time in mind is also fairly important. A typical game session lasts about 4 hours, though some groups hold 2-hour sessions or play marathon games. Less than 2 hours usually isn't enough time to get much done in most Pathfinder campaigns. If your session will be longer than 2 hours, plan out some 15-minute breaks (in addition to bathroom and beverage breaks, which players can take as needed)."],"source":"CRB"},{"type":"pf2-h3","page":490,"name":"Starting a Session","entries":["Once everyone is ready, get everyone's attention and cover the following topics. These are in a rough order that you can change based on your group's style or a session's needs.",{"type":"list","items":["Recap what happened during the previous sessions.","Establish where the characters are at the beginning of this session. Have they been resting since their last challenge? Are they in a hallway, preparing to raid the next room of a dungeon? Tell players whether their characters had time to rest or recover since the last session.","Remind players that they each have 1 Hero Point at the start of the session ({@quickref here||4|rewards|1}).","Establish goals. The players should have an idea of what they want to do next. Reestablish any goals the group already had, then let the players weigh in on whether these goals still apply, and on whether there's anything else they hope to accomplish in this session.","Commence adventuring! Decide which mode of play you're going to start in, then lead off with a verbal prompt to get the action started. You might ask a question related to a particular character, have everyone immediately roll initiative as a monster attacks, or briefly describe the environment and sensations that surround the player characters, allowing them to react."]}],"source":"CRB"},{"type":"pf2-h3","page":490,"name":"Running a Session","entries":["During a session, you're in charge of keeping the game's action moving, managing the different modes of play, fielding questions, and making rules decisions. You'll also want to keep a rough eye on the time, so you can end when most convenient for the group.","You're the interface between the rules and the imagined world you and the other players share. They will ask you questions, and they'll act based on their own assumptions. It's up to you to establish what's true in the world, but you don't do this unilaterally. You're informed by the setting's backstory, your preparations, and the suggestions and assumptions the other players bring to the table. Keep in mind that until you announce something, your own plans are subject to change. For example, if you originally intended the owner of a tavern to be kindly and well-intentioned, but a player misreads her and invents an interesting conspiracy theory regarding her intentions that sounds fun, you might convert the tavern owner into an agent of evil after all.","You'll also determine when PCs and foes need to attempt checks, as well as the consequences of those rolls. This comes up most often outside of encounters, as encounters are more regimented about when checks happen and how they are resolved. In an encounter, a player can usually determine their own character's turn, with you chiming in only to say whether an attack hits or if something in the environment requires a character to attempt a check.",{"type":"pf2-h4","page":490,"name":"The Spotlight","entries":["As you run the game, keep track of who has the spotlight. It can be easy to keep attention on the most outgoing player or character, but you need to check in with all the players. If a player hasn't contributed in some time, stop and ask, \"What's your character doing at this point?\" If the player's not sure, add a detail or nonplayer character to the scene that the player might find interesting."],"source":"CRB"},{"type":"pf2-h4","page":490,"name":"Distractions and Interrupting","entries":["Maintaining the players' attention keeps a game moving and leads to memorable moments when everyone's in the same zone. Too many interruptions break the flow. This is fine in moderation. Distractions become a problem if they're too frequent, as they cause people to miss things and make misinformed decisions as the session becomes disconnected. Yet every game includes breaks—sometimes intentional, sometimes not—and digressions. Finding the right balance of diversions for your group is essential.","A game is a social gathering, so there's definitely a place for conversation that's not directly related to playing the game. These interruptions become a problem if they're too frequent, or if people are talking over others. If a player repeatedly interrupts you or other people or undercuts every crucial moment of the game with a joke, talk to them about limiting their comments to appropriate times. Often, all you need to do is hold up your hand or otherwise indicate that the player is talking out of turn to delay them until after you or another speaker finishes talking.","Phones and other mobile devices are another major source of distraction. Banning them entirely is often impractical—many players use apps to roll dice or manage their character sheets, or they need to answer texts from their partner, check in on a work project, or otherwise stay connected with people who rely on them. However, you can set ground rules against using a device for anything that's not time-sensitive or game-related, such as refreshing social media, checking the score of a hockey game, playing a mobile game, or answering a non-urgent text. You can relax these rules for players when their characters are \"offstage.\" If a player's character isn't in a scene, that might be a good time for the player to use a mobile device."],"source":"CRB"}],"source":"CRB"},{"type":"pf2-brown-box","page":491,"name":"OFF-SESSION GAMING","entries":["Session play with a full group isn't the only way to play Pathfinder. Finding opportunities to expand on the game outside of its regular schedule can keep your group engaged between sessions.","You can get together with a single player to run a mini-session for their character, covering a mission that's important to their story but doesn't concern the rest of the group. You and the players can work out what their characters do during solid stretches of downtime via e-mail or chat messages. You can also give players opportunities to collaborate on details of the story, like having a player design a heraldic symbol for the adventuring group or map out their home base. You might even decide to award a Hero Point at the next session to a player for events that happened outside a session.","Some events aren't suitable for handling outside of sessions. Any event that strongly affects a character whose player isn't present should be handled at the table when everyone can attend. It's also helpful to recap events that took place outside of the session for all characters so no one feels excluded or lost."],"source":"CRB"},{"type":"pf2-h3","page":491,"name":"Adjudicating the Rules","entries":["As the GM, you are responsible for solving any rules disputes. Remember that keeping your game moving is more important than being 100% correct. Looking up rules at the table can slow the game down, so in many cases it's better to make your best guess rather than scour the book for the exact rule. (It can be instructive to look those rules up during a break or after the session, though!)","To make calls on the fly, use the following guidelines, which are the same principles the game rules are based on. You might want to keep printouts of these guidelines and the DC guidelines (page 503) for quick reference.",{"type":"list","items":["If you don't know how long a quick task takes, go with 1 action, or 2 actions if a character shouldn't be able to perform it three times per round.","If you're not sure what action a task uses, look for the most similar basic action. If you don't find one, make up an undefined action (page XXX) adding any necessary traits (usually attack, concentrate, manipulate, or move).","When two sides are opposed, have one roll against the other's DC. Don't have both sides roll (initiative is the exception to this rule). The character who rolls is usually the one acting (except in the case of saving throws).","If an effect raises or lowers chances of success, grant a +1 circumstance bonus or a –1 circumstance penalty.","If you're not sure how difficult a significant challenge should be, use the DC for the party's level.","If you're making up an effect, creatures should be incapacitated or killed on only a critical success (or for a saving throw, on a critical failure).","If you don't know what check to use, pick the most appropriate skill. If no other skill applies to a check to {@action Recall Knowledge}, use an appropriate {@skill Lore} skill (usually at an untrained proficiency rank).","Use the characters' daily preparations as the time to reset anything that lasts roughly a day.","When a character accomplishes something noteworthy that doesn't have rules for XP, award them XP for an accomplishment (10 to 30 XP, as described {@quickref here||4|rewards|1}).","When the PCs fail at a task, look for a way they might fail forward, meaning the story moves forward with a negative consequence rather than the failure halting progress entirely."]}],"source":"CRB"},{"type":"pf2-h3","page":492,"name":"Special Circumstances","entries":["The player characters in your group will at times attempt tasks that should be easier or harder than the rules or adventure would otherwise lead you to expect, such as a PC Gathering Information in their hometown. In these cases, you can just apply a circumstance bonus or penalty. Usually, this is +1 or –1 for a minor but significant circumstance, but you can adjust this bonus or penalty to +2 or –2 for a major circumstance. The maximum bonus or penalty, +4 or –4, should apply only if someone has an overwhelming advantage or is trying something extremely unlikely but not quite impossible.","You can also add traits to actions. Let's say that during a fight, Seelah dips her sword into a brazier of hot coals before swinging it at an enemy with a weakness to fire. You could add the fire trait to this attack. A PC getting an advantage in this way should usually have to use an action to do so, so Seelah would get the benefit for one attack, but to do it again she'd need to bury her sword in the coals once more."],"source":"CRB"},{"type":"pf2-brown-box","page":492,"name":"SHARING RESPONSIBILITY","entries":["Just because you're the GM and ostensibly in charge doesn't mean you have to do all the extra work to make the campaign run. Some of the tasks described here, like scheduling games, taking notes, and giving recaps, can be delegated to other players. You might also have someone track initiative or the Hit Points of the PCs' foes for you in encounters, or even run those foes if you have a large group and someone would rather do that than control a character of their own. It's also great when someone else can host a session, provide snacks for the group, or take on other responsibilities that aren't directly related to the game.","It's best to figure out a schedule of responsibilities when you're first setting up a game. Ask the players what they're willing to take on. If you start to feel overwhelmed partway through a campaign, you can revisit the topic and try out new options until you find a setup that's comfortable."],"source":"CRB"},{"type":"pf2-h3","page":492,"name":"Incorporating Additional Options","entries":["You might grant players access to additional rule or character options. If you feel confident that allowing a character to take a particular option will be a good addition to your game, then go for it! If you're uncertain or worried about a request, you don't have to allow it, and it's your call to make. However, try to meet players halfway or suggest alternatives. If you want to allow an option on a trial basis but are worried it might become a problem later, talk to the player beforehand and explain that you are tentatively allowing the option, but might change your mind later, after you see how the option can be used during play."],"source":"CRB"},{"type":"pf2-brown-box","page":492,"name":"PAIZO'S PUBLISHED ADVENTURES","entries":["You can purchase the following types of adventures at {@b {@link paizo.com|https://paizo.com}}, your local game store, or many book stores. If you want to acquire all the adventures in a given line, you can purchase a subscription at {@b {@link paizo.com|https://paizo.com}}.",{"type":"pf2-title","name":"Pathfinder Adventure Paths"},"Each monthly volume of a Pathfinder Adventure Path leads into the next as part of a greater story spanning multiple volumes. The first volume of each Adventure Path typically starts at 1st level, and each volume has a self-contained story that eventually leads to a big climax at the end of the final volume. Each volume also typically includes new monsters, rules, and details about the world.","Each Adventure Path has a different theme, and their settings range across the Inner Sea region and beyond.",{"type":"pf2-title","name":"Pathfinder Adventures"},"Pathfinder Adventures are standalone adventures that cover several levels of play. They're self-contained and typically have a unique structure or theme. You can play through a Pathfinder Adventure on its own or as part of your ongoing campaign—some make ideal side adventures for Adventure Paths that have similar themes.",{"type":"pf2-title","name":"Pathfinder Society Scenarios"},"Scenarios are the adventures used by the Pathfinder Society Roleplaying Guild; you can play them as part of the Pathfinder Society or on your own. Each takes about 4 to 5 hours to run, so you can tell a whole story in a short amount of time, but they're also part of a larger continuity and can be combined together to form the basis of a longer campaign."],"source":"CRB"}],"data":{"quickref":5},"source":"CRB"},{"type":"section","source":"GMG","page":39,"name":"Starting at a Higher Level","entries":["A typical campaign starts at 1st level, but you can start at a higher level if you choose. This can be especially satisfying for a one-shot or short campaign, or if your group wants to play a specific adventure made for higher-level groups. The PCs should start at the same level. They simply make a 1st-level character, then level it up the number of times needed to reach the starting level.","The {@table Character Wealth|CRB} table indicates how much currency and what common items of various levels the character should start with. Let the players choose their own items and spend their currency on common items as well if they choose. This table gives them fewer items than they might have had if they had gained items through adventuring, balancing the fact that they can choose what items they want."],"data":{"quickref":5}}]}]}} diff --git a/data/hazards.json b/data/hazards.json index b38639bcb4..92ca6625fa 100644 --- a/data/hazards.json +++ b/data/hazards.json @@ -1,5 +1,150 @@ { "hazard": [ + { + "name": "Cracked Earth", + "source": "LOIL", + "page": 231, + "level": 3, + "traits": [ + "environmental" + ], + "stealth": { + "dc": 22, + "minProf": "trained" + }, + "description": [ + "This 20-foot-by-20-foot patch of ground is cobwebbed with cracks and fissures that crumble when a creature steps on it." + ], + "disable": { + "entries": [ + "DC 16 {@skill Survival} (untrained) to collapse safely; DC 20 {@skill Crafting} (trained) to shore it up enough to pass over without collapsing it" + ] + }, + "actions": [ + { + "name": "Long Fall", + "activity": { + "number": 1, + "unit": "reaction" + }, + "trigger": "A creature steps onto the cracked earth", + "entries": [ + "The creature fractures the thin crust of earth and falls through. That creature can use the {@action Grab an Edge} reaction to avoid falling, as long as it is adjacent to an edge. Otherwise it takes falling damage (typically 25 bludgeoning damage for a 50-foot drop). Some of these rifts eventually lead to the Darklands." + ] + } + ] + }, + { + "name": "Mana Whorl", + "source": "LOIL", + "page": 231, + "level": 7, + "traits": [ + "complex", + "environmental", + "magical" + ], + "stealth": { + "bonus": 14, + "minProf": "trained", + "notes": "to identify as dangerous quicksand; +20 (expert) to recognize its magical properties" + }, + "description": [ + "This 15-foot-wide patch of destabilized sand attempts to submerge creatures who wield magic. A desert tree with dense bright green foliage, pale pink blooms, and at least one carnivorous red-chested magpie is always nearby." + ], + "disable": { + "entries": [ + "DC 26 {@skill Arcana} (expert) to feed magic into the whorl and temporarily stabilize it for a few minutes; feed the whorl a number of spellcasters and magic items with a combined 10 levels (for instance, a 4th-level cleric with two 3rd-level magic items) to stabilize it for 1 week; or feed the whorl a number of spellcasters and magic items with a combined 20 levels to stabilize it permanently.", + "Spellcasters and magic items fed to the whorl are devoured whole." + ] + }, + "actions": [ + { + "name": "Submerge", + "activity": { + "number": 1, + "unit": "reaction" + }, + "trigger": "A creature who can cast spells, or who is wielding a magic item, walks into the mana whorl", + "entries": [ + "The triggering creature sinks into the whorl to its waist. The whorl rolls initiative if it hasn't already" + ] + } + ], + "routine": [ + "(1 action) On its initiative, the whorl pulls down any creature within it that can cast spells or that is wielding a magic item. A creature submerged to the waist becomes submerged to the neck, and a creature submerged to the neck is pulled under and must hold its breath to avoid suffocation (Core Rulebook 478). If a creature has no spells or magic items, the mana whorl is merely difficult terrain.", + "A creature caught in a mana whorl can attempt a DC 23 {@skill Athletics} check to {@action Swim} to either raise itself by one step if submerged to the neck or worse, or to move 5 feet if submerged only to the waist. On a critical failure, the creature is pulled down by one step. A creature that Swims out of the whorl escapes the hazard and is {@condition prone} in a space adjacent to the whorl. Other creatures can {@action Aid} the creature, typically by using a rope or similar aid, or attempt to pull the creature out with their own DC 23 {@skill Athletics} check, with the same results as if the creature attempted the check. If a creature has only magic items and no ability to cast spells, dropping all the items releases that creature, and it can move through the mana whorl as normal difficult terrain." + ], + "reset": [ + "The hazard continues to suck in anyone with magic until it is satiated (see Disable above). Magpies leave any satiated whorls." + ] + }, + { + "name": "Spell Pitchers", + "source": "LOIL", + "page": 232, + "level": 1, + "traits": [ + "environmental" + ], + "stealth": { + "dc": 20, + "minProf": "trained", + "notes": "to recognize the plant among others" + }, + "description": [ + "A large pitcher plant occupying a 5-foot space sits seemingly dormant with its dull petals open." + ], + "disable": { + "entries": [ + "DC 15 {@skill Arcana} (trained) to safely trigger the plant's reflexes, causing it to close and become dormant for one day, or DC 17 {@skill Nature} (trained) to carefully coax the pitcher into quiescence" + ] + }, + "defenses": { + "ac": { + "std": 16 + }, + "savingThrows": { + "fort": { + "std": 11 + }, + "ref": { + "std": 5 + } + }, + "hp": { + "std": 40 + }, + "bt": { + "std": 20 + }, + "immunities": [ + "mental" + ], + "weaknesses": [ + { + "name": "slashing", + "amount": 10 + } + ] + }, + "actions": [ + { + "name": "Devour Magic", + "activity": { + "number": 1, + "unit": "reaction" + }, + "trigger": "A spell's direct line of effect passes within a 5-foot-radius of the plant", + "entries": [ + "The pitcher attempts to counteract the spell (counteract level 1, counteract modifier +10). On a success, the pitcher immediately consumes the spell as it passes over the plant." + ] + } + ], + "reset": [ + "Once the pitcher has eaten a spell, its petals turn dark pink and green before it closes. It goes dormant for one day per spell level of the spell consumed. Once the pitcher finishes digesting, it opens again and slowly wilts. A second pitcher branches into an adjacent square when the first pitcher opens again." + ] + }, { "name": "Spirit Window", "source": "DA", @@ -168,7 +313,7 @@ "unit": "action" }, "traits": [ - "versatile P", + "versatile

", "versatile S" ], "name": "reflected weapon", @@ -3032,7 +3177,7 @@ }, { "stage": 3, - "entry": "{@damage 6d6} poison and {@condition enfeebled|CRB|enfeebled 3} .", + "entry": "{@damage 6d6} poison and {@condition enfeebled|CRB|enfeebled 3}.", "duration": "1 round" } ] diff --git a/data/items/baseitems.json b/data/items/baseitems.json index 89abf8ec4c..508d98dd79 100644 --- a/data/items/baseitems.json +++ b/data/items/baseitems.json @@ -1,14 +1,350 @@ { "baseitem": [ + { + "name": "Chakri", + "source": "LOIL", + "page": 221, + "type": "Item", + "traits": [ + "agile", + "deadly ", + "thrown", + "uncommon" + ], + "price": { + "amount": 2, + "coin": "cp" + }, + "hands": 1, + "category": "Weapon", + "subCategory": "Advanced", + "entries": [ + "A chakri is a small, circular throwing weapon with a sharp outer edge." + ], + "weaponData": { + "damage": "1d4", + "damageType": "S", + "group": "Dart", + "range": 30, + "reload": 0 + } + }, + { + "name": "Zulfikar", + "source": "LOIL", + "page": 221, + "type": "Item", + "traits": [ + "deadly ", + "disarm", + "sweep", + "uncommon", + "versatile

" + ], + "price": { + "amount": 4, + "coin": "gp" + }, + "bulk": 1, + "hands": 1, + "category": "Weapon", + "subCategory": "Advanced", + "entries": [ + "This curved blade has a bifurcated tip, creating what looks like a second blade. It's a customary practice among zulfikar users to have religious or personal inscriptions upon the blade." + ], + "weaponData": { + "damage": "1d6", + "damageType": "S", + "group": "Sword" + } + }, + { + "name": "Visap", + "source": "LOIL", + "page": 221, + "type": "Item", + "traits": [ + "agile", + "finesse", + "injection", + "uncommon", + "versatile

", + "vishkanya" + ], + "price": { + "amount": 2, + "coin": "gp" + }, + "bulk": "L", + "hands": 1, + "category": "Weapon", + "subCategory": "Advanced", + "entries": [ + "Two small, curved blades extend from a single hilt. There's a hollow area inside that vishkanyas can use to store an unused dose of their blood, or other poison, for the future." + ], + "weaponData": { + "damage": "1d4", + "damageType": "S", + "group": "Knife" + } + }, + { + "name": "Kalis", + "source": "LOIL", + "page": 221, + "type": "Item", + "traits": [ + "deadly ", + "uncommon", + "versatile

" + ], + "price": { + "amount": 3, + "coin": "gp" + }, + "bulk": 1, + "hands": 1, + "category": "Weapon", + "subCategory": "Advanced", + "entries": [ + "A larger version of the asymmetrical, wavy-bladed kris, this double-edged sword is effective at creating grievous injuries." + ], + "weaponData": { + "damage": "1d8", + "damageType": "S", + "group": "Sword" + } + }, + { + "name": "Gada", + "source": "LOIL", + "page": 221, + "type": "Item", + "traits": [ + "backswing", + "two-hand ", + "vanara" + ], + "price": { + "amount": 1, + "coin": "gp" + }, + "bulk": 2, + "hands": 2, + "category": "Weapon", + "subCategory": "Advanced", + "entries": [ + "A large spherical head with a spike on top sits mounted to a long shaft." + ], + "weaponData": { + "damage": "1d8", + "damageType": "B", + "group": "Club" + } + }, + { + "name": "Donchak", + "source": "LOIL", + "page": 221, + "type": "Item", + "traits": [ + "hampering", + "reach", + "tethered", + "thrown <20 ft.>", + "uncommon" + ], + "price": { + "amount": 4, + "coin": "gp" + }, + "bulk": 2, + "hands": 2, + "category": "Weapon", + "subCategory": "Advanced", + "entries": [ + "This long metal pole has a large {@item chakram|lotgb} attached at the end. A mechanism within the handle allows the wielder to launch and retract the {@item chakram|lotgb}, which is connected with wire to the inside of the weapon. The donchak is seldom seen used outside training scenarios." + ], + "weaponData": { + "damage": "1d8", + "damageType": "S", + "group": "Polearm" + } + }, + { + "name": "Broadspear", + "source": "LOIL", + "page": 221, + "type": "Item", + "traits": [ + "reach", + "sweep", + "versatile " + ], + "price": { + "amount": 2, + "coin": "gp" + }, + "bulk": 2, + "hands": 2, + "category": "Weapon", + "subCategory": "Advanced", + "entries": [ + "The spearhead of this weapon is in the shape of a long leaf." + ], + "weaponData": { + "damage": "1d10", + "damageType": "P", + "group": "Spear" + } + }, + { + "name": "Thorn whip", + "source": "LOIL", + "page": 221, + "type": "Item", + "traits": [ + "disarm", + "finesse", + "ghoran", + "reach", + "trip", + "uncommon" + ], + "price": { + "amount": 6, + "coin": "sp" + }, + "bulk": 1, + "hands": 1, + "category": "Weapon", + "subCategory": "Martial", + "entries": [ + "Carefully woven from plant fibers, the thorn whip sports small spikes that protrude from various locations." + ], + "weaponData": { + "damage": "1d4", + "damageType": "P", + "group": "Brawling" + } + }, + { + "name": "Panabas", + "source": "LOIL", + "page": 221, + "type": "Item", + "traits": [ + "forceful", + "sweep", + "two-hand " + ], + "price": { + "amount": 1, + "coin": "gp" + }, + "bulk": 1, + "hands": 1, + "category": "Weapon", + "subCategory": "Martial", + "entries": [ + "This blade features multiple curves in a serpentine pattern set on a wide, asymmetrical base, its hilt and sheath often intricately decorated." + ], + "weaponData": { + "damage": "1d6", + "damageType": "S", + "group": "Sword" + } + }, + { + "name": "Talwar", + "source": "LOIL", + "page": 221, + "type": "Item", + "traits": [ + "forceful", + "two-hand ", + "versatile

" + ], + "price": { + "amount": 2, + "coin": "gp" + }, + "bulk": 1, + "hands": 1, + "category": "Weapon", + "subCategory": "Martial", + "entries": [ + "Longer, and with less curve than a scimitar, this blade is ubiquitous in guard and mercenary groups throughout Casmaron." + ], + "weaponData": { + "damage": "1d6", + "damageType": "S", + "group": "Sword" + } + }, + { + "name": "Kris", + "source": "LOIL", + "page": 221, + "type": "Item", + "traits": [ + "agile", + "deadly ", + "finesse" + ], + "price": { + "amount": 7, + "coin": "sp" + }, + "bulk": "L", + "hands": 1, + "category": "Weapon", + "subCategory": "Martial", + "entries": [ + "This blade features multiple curves in a serpentine pattern set on a wide, asymmetrical base, its hilt and sheath often intricately decorated." + ], + "weaponData": { + "damage": "1d4", + "damageType": "P", + "group": "Knife" + } + }, + { + "name": "Dandpatta", + "source": "LOIL", + "page": 221, + "type": "Item", + "traits": [ + "agile", + "twin", + "uncommon" + ], + "price": { + "amount": 8, + "coin": "sp" + }, + "bulk": "L", + "hands": 1, + "category": "Weapon", + "subCategory": "Martial", + "entries": [ + "This long, narrow blade is attached to a gauntlet that also acts as a handguard." + ], + "weaponData": { + "damage": "1d6", + "damageType": "S", + "group": "Sword" + } + }, { "name": "War Lance", "source": "LOKL", "page": 86, - "type": "Equipment", + "type": "Item", "traits": [ "uncommon", "deadly ", - "jousting d6", + "jousting ", "parry", "shove" ], @@ -33,13 +369,13 @@ "name": "Bladed Gauntlet", "source": "LOKL", "page": 86, - "type": "Equipment", + "type": "Item", "traits": [ "uncommon", "agile", "finesse", "free-hand", - "modular B, P, or S" + "modular " ], "price": { "amount": 5, @@ -62,7 +398,7 @@ "name": "Ogre Hook", "source": "B1", "page": 253, - "type": "Equipment", + "type": "Item", "traits": [ "deadly ", "trip", @@ -89,7 +425,7 @@ "name": "Adze", "source": "LOAG", "page": 139, - "type": "Equipment", + "type": "Item", "traits": [ "forceful", "grippli", @@ -116,7 +452,7 @@ "name": "Air Repeater", "source": "G&G", "page": 151, - "type": "Equipment", + "type": "Item", "traits": [ "uncommon", "agile", @@ -147,13 +483,13 @@ "name": "Aklys", "source": "B1", "page": 85, - "type": "Equipment", + "type": "Item", "traits": [ "uncommon", "ranged trip", "tethered", "trip", - "thrown 20 ft." + "thrown <20 ft.>" ], "price": { "amount": 5, @@ -207,12 +543,12 @@ "name": "Aldori Dueling Sword", "source": "LOWG", "page": 28, - "type": "Equipment", + "type": "Item", "level": 1, "traits": [ "uncommon", "finesse", - "versatile p" + "versatile

" ], "price": { "coin": "gp", @@ -235,7 +571,7 @@ "name": "Arquebus", "source": "G&G", "page": 151, - "type": "Equipment", + "type": "Item", "traits": [ "uncommon", "concussive", @@ -267,11 +603,38 @@ "name": "Asp Coil", "source": "LOTGB", "page": 107, - "type": "Equipment", + "type": "Item", + "traits": [ + "uncommon", + "reach", + "versatile

" + ], + "price": { + "amount": 10, + "coin": "gp" + }, + "bulk": 1, + "hands": 1, + "category": "Weapon", + "subCategory": "Martial", + "entries": [ + "The asp coil, named both for its slithering striking style and its usage among Aspis Consortium agents, has two forms. In sword form, it resembles an elegant, oddly balanced sword. However, with a twist of the pommel, the blade splits into a series of segments connected by elaborate metal cables. Agents of the Aspis Consortium have access to this weapon." + ], + "weaponData": { + "damage": "1d6", + "damageType": "S", + "group": "Sword" + } + }, + { + "name": "Triggerbrand", + "source": "LOIL", + "page": 107, + "type": "Item", + "level": 1, "traits": [ "uncommon", - "reach", - "versatile p" + "combination" ], "price": { "amount": 10, @@ -282,22 +645,42 @@ "category": "Weapon", "subCategory": "Martial", "entries": [ - "The asp coil, named both for its slithering striking style and its usage among Aspis Consortium agents, has two forms. In sword form, it resembles an elegant, oddly balanced sword. However, with a twist of the pommel, the blade splits into a series of segments connected by elaborate metal cables. Agents of the Aspis Consortium have access to this weapon." + "This unusual combination weapon integrates features of a {@item flintlock pistol|G&G} and a {@item shortsword}. Like other combination weapons, a wielder can transform it between ranged and melee modes as an {@action Interact} action." ], "weaponData": { + "type": "Ranged", + "group": "Firearm|G&G", + "damage": "1d4", + "damageType": "P", + "reload": 1, + "range": 30, + "ammunition": "round (10)|G&G|round", + "traits": [ + "concussive", + "fatal " + ] + }, + "comboWeaponData": { + "type": "Melee", + "group": "Sword", "damage": "1d6", - "damageType": "S", - "group": "Sword" + "damageType": "P", + "traits": [ + "critical fusion", + "finesse", + "versatile " + ] } }, { "name": "Axe Musket", "source": "G&G", "page": 158, - "type": "Equipment", + "type": "Item", "level": 1, "traits": [ - "uncommon" + "uncommon", + "combination" ], "access": "The following regions have access to firearms: Alkenstar, Dongun Hold, Tian Xia, Vudra, Arcadia, Ustalav, the Shackles", "price": { @@ -372,7 +755,7 @@ "level": 1, "traits": [ "uncommon", - "volley 50 ft." + "volley <50 ft.>" ], "price": { "amount": 20, @@ -399,7 +782,7 @@ "source": "CRB", "page": 280, "equipment": true, - "type": "Equipment", + "type": "Item", "traits": [ "two-hand " ], @@ -425,7 +808,7 @@ "source": "CRB", "page": 280, "equipment": true, - "type": "Equipment", + "type": "Item", "traits": [ "sweep" ], @@ -450,7 +833,7 @@ "name": "Battle Lute", "source": "AV2", "page": 73, - "type": "Equipment", + "type": "Item", "traits": [ "uncommon", "shove", @@ -477,10 +860,10 @@ "name": "Bayonet", "source": "G&G", "page": 150, - "type": "Equipment", + "type": "Item", "traits": [ "agile", - "attached to crossbow or firearm", + "attached ", "finesse" ], "price": { @@ -511,7 +894,7 @@ "uncommon", "cobbled", "goblin", - "modular b, p, or s", + "modular ", "fatal " ], "price": { @@ -544,9 +927,10 @@ "name": "Black Powder Knuckle Dusters", "source": "G&G", "page": 158, - "type": "Equipment", + "type": "Item", "traits": [ - "uncommon" + "uncommon", + "combination" ], "access": "The following regions have access to firearms: Alkenstar, Dongun Hold, Tian Xia, Vudra, Arcadia, Ustalav, the Shackles", "price": { @@ -588,7 +972,7 @@ "name": "Bladed Diabolo", "source": "EC1", "page": 77, - "type": "Equipment", + "type": "Item", "traits": [ "uncommon", "backswing", @@ -618,7 +1002,7 @@ "name": "Bladed Hoop", "source": "EC1", "page": 77, - "type": "Equipment", + "type": "Item", "traits": [ "uncommon", "finesse", @@ -646,7 +1030,7 @@ "name": "Bladed Scarf", "source": "LOGM", "page": 120, - "type": "Equipment", + "type": "Item", "traits": [ "uncommon", "disarm", @@ -677,7 +1061,7 @@ "source": "CRB", "page": 281, "equipment": true, - "type": "Equipment", + "type": "Item", "traits": [ "agile", "nonlethal" @@ -706,7 +1090,7 @@ "name": "Blunderbuss", "source": "G&G", "page": 151, - "type": "Equipment", + "type": "Item", "traits": [ "uncommon", "concussive", @@ -738,7 +1122,7 @@ "source": "CRB", "page": 280, "equipment": true, - "type": "Equipment", + "type": "Item", "traits": [ "monk", "parry", @@ -766,13 +1150,13 @@ "name": "Boarding Axe", "source": "AAWS", "page": 1, - "type": "Equipment", + "type": "Item", "traits": [ "agile", "azarketi", "climbing", "uncommon", - "versatile p" + "versatile

" ], "price": { "amount": 1, @@ -795,7 +1179,7 @@ "name": "Boarding Pike", "source": "LOPSG", "page": 81, - "type": "Equipment", + "type": "Item", "level": 1, "traits": [ "uncommon", @@ -828,7 +1212,7 @@ "LOGM|120" ] }, - "type": "Equipment", + "type": "Item", "traits": [ "uncommon", "nonlethal", @@ -858,7 +1242,7 @@ "source": "LOKL", "page": 86, "equipment": true, - "type": "Equipment", + "type": "Item", "price": { "amount": 20, "coin": "gp" @@ -887,7 +1271,7 @@ "source": "CRB", "page": 275, "equipment": true, - "type": "Equipment", + "type": "Item", "price": { "amount": 8, "coin": "gp" @@ -912,7 +1296,7 @@ "source": "CRB", "page": 277, "equipment": true, - "type": "Equipment", + "type": "Item", "price": { "amount": 1, "coin": "gp" @@ -934,7 +1318,7 @@ "name": "Butchering Axe", "source": "LOTGB", "page": 107, - "type": "Equipment", + "type": "Item", "traits": [ "uncommon", "orc", @@ -962,7 +1346,7 @@ "name": "Butterfly Sword", "source": "FRP2", "page": 76, - "type": "Equipment", + "type": "Item", "traits": [ "uncommon", "agile", @@ -994,7 +1378,7 @@ "name": "Buugeng", "source": "LOAG", "page": 139, - "type": "Equipment", + "type": "Item", "traits": [ "uncommon", "agile", @@ -1023,9 +1407,10 @@ "name": "Cane Pistol", "source": "G&G", "page": 158, - "type": "Equipment", + "type": "Item", "traits": [ - "uncommon" + "uncommon", + "combination" ], "access": "The following regions have access to firearms: Alkenstar, Dongun Hold, Tian Xia, Vudra, Arcadia, Ustalav, the Shackles", "price": { @@ -1059,7 +1444,7 @@ "damageType": "B", "traits": [ "critical fusion", - "thrown 10 ft." + "thrown <10 ft.>" ] } }, @@ -1068,7 +1453,7 @@ "source": "CRB", "page": 275, "equipment": true, - "type": "Equipment", + "type": "Item", "traits": [ "flexible", "noisy" @@ -1097,7 +1482,7 @@ "source": "CRB", "page": 275, "equipment": true, - "type": "Equipment", + "type": "Item", "traits": [ "flexible", "noisy" @@ -1125,7 +1510,7 @@ "name": "Chakram", "source": "LOTGB", "page": 107, - "type": "Equipment", + "type": "Item", "traits": [ "thrown" ], @@ -1152,12 +1537,12 @@ "source": "CRB", "page": 280, "equipment": true, - "type": "Equipment", + "type": "Item", "traits": [ "agile", "dwarf", "parry", - "versatile b", + "versatile ", "uncommon" ], "price": { @@ -1181,7 +1566,7 @@ "name": "Clan Pistol", "source": "G&G", "page": 151, - "type": "Equipment", + "type": "Item", "traits": [ "uncommon", "concussive", @@ -1213,7 +1598,7 @@ "name": "Claw Blade", "source": "APG", "page": 248, - "type": "Equipment", + "type": "Item", "traits": [ "uncommon", "agile", @@ -1221,7 +1606,7 @@ "deadly ", "disarm", "finesse", - "versatile p" + "versatile

" ], "price": { "amount": 2, @@ -1290,13 +1675,13 @@ "name": "Clockwork Macuahuitl", "source": "LOTGB", "page": 22, - "type": "Equipment", + "type": "Item", "traits": [ "backswing", "clockwork", "forceful", "rare", - "versatile b" + "versatile " ], "price": { "amount": 550, @@ -1321,9 +1706,9 @@ "source": "CRB", "page": 280, "equipment": true, - "type": "Equipment", + "type": "Item", "traits": [ - "thrown 10 ft." + "thrown <10 ft.>" ], "price": { "amount": 0, @@ -1346,7 +1731,7 @@ "name": "Coat Pistol", "source": "G&G", "page": 151, - "type": "Equipment", + "type": "Item", "traits": [ "uncommon", "concealable", @@ -1377,7 +1762,7 @@ "name": "Combat Grapnel", "source": "LOPSG", "page": 81, - "type": "Equipment", + "type": "Item", "level": 1, "traits": [ "uncommon", @@ -1408,11 +1793,11 @@ "source": "CRB", "page": 282, "equipment": true, - "type": "Equipment", + "type": "Item", "traits": [ "deadly ", "propulsive", - "volley 30 ft." + "volley <30 ft.>" ], "price": { "amount": 20, @@ -1439,7 +1824,7 @@ "source": "CRB", "page": 282, "equipment": true, - "type": "Equipment", + "type": "Item", "traits": [ "deadly ", "propulsive" @@ -1469,7 +1854,7 @@ "source": "CRB", "page": 281, "equipment": true, - "type": "Equipment", + "type": "Item", "price": { "amount": 3, "coin": "gp" @@ -1495,12 +1880,12 @@ "source": "CRB", "page": 280, "equipment": true, - "type": "Equipment", + "type": "Item", "traits": [ "agile", "finesse", - "thrown 10 ft.", - "versatile s" + "thrown <10 ft.>", + "versatile " ], "price": { "amount": 2, @@ -1523,7 +1908,7 @@ "name": "Dagger Pistol", "source": "G&G", "page": 158, - "type": "Equipment", + "type": "Item", "traits": [ "uncommon" ], @@ -1561,8 +1946,8 @@ "agile", "critical fusion", "finesse", - " thrown 10 ft.", - "versatile p" + "thrown <10 ft.>", + "versatile

" ] } }, @@ -1571,7 +1956,7 @@ "source": "CRB", "page": 281, "equipment": true, - "type": "Equipment", + "type": "Item", "traits": [ "agile", "thrown" @@ -1630,7 +2015,7 @@ "source": "CRB", "page": 281, "equipment": true, - "type": "Equipment", + "type": "Item", "traits": [ "agile", "backstabber", @@ -1659,7 +2044,7 @@ "name": "Double-barreled Musket", "source": "G&G", "page": 151, - "type": "Equipment", + "type": "Item", "level": 1, "traits": [ "uncommon", @@ -1692,7 +2077,7 @@ "name": "Double-barreled Pistol", "source": "G&G", "page": 151, - "type": "Equipment", + "type": "Item", "traits": [ "uncommon", "concussive", @@ -1724,7 +2109,7 @@ "name": "Dragon Mouth Pistol", "source": "G&G", "page": 151, - "type": "Equipment", + "type": "Item", "traits": [ "uncommon", "concussive", @@ -1755,7 +2140,7 @@ "name": "Dueling Pistol", "source": "G&G", "page": 151, - "type": "Equipment", + "type": "Item", "level": 1, "traits": [ "uncommon", @@ -1788,12 +2173,12 @@ "name": "Dueling Spear", "source": "LOTGB", "page": 107, - "type": "Equipment", + "type": "Item", "traits": [ "uncommon", "disarm", "finesse", - "versatile s" + "versatile " ], "price": { "amount": 2, @@ -1816,7 +2201,7 @@ "name": "Dwarven Scattergun", "source": "G&G", "page": 151, - "type": "Equipment", + "type": "Item", "level": 1, "traits": [ "uncommon", @@ -1851,7 +2236,7 @@ "source": "CRB", "page": 281, "equipment": true, - "type": "Equipment", + "type": "Item", "traits": [ "dwarf", "sweep", @@ -1879,7 +2264,7 @@ "name": "Elven Branched Spear", "source": "LOTGB", "page": 107, - "type": "Equipment", + "type": "Item", "traits": [ "uncommon", "elf", @@ -1909,7 +2294,7 @@ "source": "CRB", "page": 281, "equipment": true, - "type": "Equipment", + "type": "Item", "traits": [ "elf", "finesse", @@ -1938,7 +2323,7 @@ "source": "CRB", "page": 275, "equipment": true, - "type": "Equipment", + "type": "Item", "traits": [ "comfort" ], @@ -1965,10 +2350,11 @@ "name": "Explosive Dogslicer", "source": "G&G", "page": 158, - "type": "Equipment", + "type": "Item", "level": 1, "traits": [ - "uncommon" + "uncommon", + "combination" ], "access": "The following regions have access to firearms: Alkenstar, Dongun Hold, Tian Xia, Vudra, Arcadia, Ustalav, the Shackles", "price": { @@ -2014,7 +2400,7 @@ "source": "CRB", "page": 280, "equipment": true, - "type": "Equipment", + "type": "Item", "traits": [ "forceful", "sweep" @@ -2040,7 +2426,7 @@ "name": "Fangwire", "source": "LOAG", "page": 139, - "type": "Equipment", + "type": "Item", "traits": [ "uncommon", "agile", @@ -2071,7 +2457,7 @@ "name": "Fauchard", "source": "LOCG", "page": 92, - "type": "Equipment", + "type": "Item", "level": 0, "traits": [ "deadly ", @@ -2100,7 +2486,7 @@ "name": "Fighting Fan", "source": "LOGM", "page": 120, - "type": "Equipment", + "type": "Item", "traits": [ "uncommon", "agile", @@ -2131,14 +2517,14 @@ "source": "CRB", "page": 281, "equipment": true, - "type": "Equipment", + "type": "Item", "traits": [ "agile", "backstabber", "deadly ", "finesse", "halfling", - "thrown 20 ft.", + "thrown <20 ft.>", "uncommon" ], "price": { @@ -2162,7 +2548,7 @@ "name": "Fire Lance", "source": "G&G", "page": 151, - "type": "Equipment", + "type": "Item", "traits": [ "uncommon", "fatal " @@ -2192,7 +2578,7 @@ "name": "Fire Poi", "source": "EC1", "page": 77, - "type": "Equipment", + "type": "Item", "traits": [ "uncommon", "agile", @@ -2224,7 +2610,7 @@ "source": "CRB", "page": 280, "equipment": true, - "type": "Equipment", + "type": "Item", "traits": [ "disarm", "sweep", @@ -2251,7 +2637,7 @@ "name": "Flingflenser", "source": "G&G", "page": 151, - "type": "Equipment", + "type": "Item", "traits": [ "uncommon", "backstabber", @@ -2284,7 +2670,7 @@ "name": "Flintlock Musket", "source": "G&G", "page": 151, - "type": "Equipment", + "type": "Item", "traits": [ "uncommon", "concussive", @@ -2315,7 +2701,7 @@ "name": "Flintlock Pistol", "source": "G&G", "page": 151, - "type": "Equipment", + "type": "Item", "traits": [ "uncommon", "concussive", @@ -2346,7 +2732,7 @@ "name": "Forked Bipod", "source": "G&G", "page": 150, - "type": "Equipment", + "type": "Item", "traits": [ "agile", "deadly ", @@ -2374,7 +2760,7 @@ "source": "CRB", "page": 275, "equipment": true, - "type": "Equipment", + "type": "Item", "level": 2, "traits": [ "bulwark" @@ -2402,7 +2788,7 @@ "name": "Gaff", "source": "B1", "page": 253, - "type": "Equipment", + "type": "Item", "traits": [ "trip", "deadly ", @@ -2434,7 +2820,7 @@ "LOME|259" ] }, - "type": "Equipment", + "type": "Item", "traits": [ "trip", "versatile" @@ -2448,7 +2834,7 @@ "category": "Weapon", "subCategory": "Martial", "entries": [ - "These hooked staffs are popular among Senghor fishers and warriors alike. A gaff sized for a Medium creature is a common martial weapon in the {@group club} group. It deals {@damage 1d6} bludgeoning damage and has 1 Bulk. It requires one hand to use and has the {@trait trip} and {@trait versatile P} weapon traits. Gaffs are readily available in Senghor and nearby settlements for 1 gp." + "These hooked staffs are popular among Senghor fishers and warriors alike. A gaff sized for a Medium creature is a common martial weapon in the {@group club} group. It deals {@damage 1d6} bludgeoning damage and has 1 Bulk. It requires one hand to use and has the {@trait trip} and {@trait versatile

} weapon traits. Gaffs are readily available in Senghor and nearby settlements for 1 gp." ], "weaponData": { "damage": "1d6", @@ -2461,7 +2847,7 @@ "source": "CRB", "page": 280, "equipment": true, - "type": "Equipment", + "type": "Item", "traits": [ "agile", "free-hand" @@ -2487,7 +2873,7 @@ "name": "Gill Hook", "source": "AAWS", "page": 1, - "type": "Equipment", + "type": "Item", "traits": [ "azarketi", "grapple", @@ -2516,7 +2902,7 @@ "source": "CRB", "page": 280, "equipment": true, - "type": "Equipment", + "type": "Item", "traits": [ "deadly ", "forceful", @@ -2543,10 +2929,11 @@ "name": "Gnome Amalgam Musket", "source": "G&G", "page": 158, - "type": "Equipment", + "type": "Item", "level": 1, "traits": [ - "uncommon" + "uncommon", + "combination" ], "access": "The following regions have access to firearms: Alkenstar, Dongun Hold, Tian Xia, Vudra, Arcadia, Ustalav, the Shackles", "price": { @@ -2570,7 +2957,7 @@ "ammunition": "round (10)|G&G|round", "traits": [ "concussive", - "fatal 1d10", + "fatal <1d10>", "gnome" ] }, @@ -2583,7 +2970,7 @@ "critical fusion", "gnome", "trip", - "versatile p" + "versatile

" ] } }, @@ -2592,7 +2979,7 @@ "source": "CRB", "page": 281, "equipment": true, - "type": "Equipment", + "type": "Item", "traits": [ "gnome", "reach", @@ -2620,12 +3007,12 @@ "source": "CRB", "page": 281, "equipment": true, - "type": "Equipment", + "type": "Item", "traits": [ "gnome", "trip", "two-hand ", - "versatile p", + "versatile

", "uncommon" ], "price": { @@ -2650,7 +3037,7 @@ "source": "CRB", "page": 280, "equipment": true, - "type": "Equipment", + "type": "Item", "traits": [ "sweep" ], @@ -2676,7 +3063,7 @@ "source": "CRB", "page": 280, "equipment": true, - "type": "Equipment", + "type": "Item", "traits": [ "backswing", "shove" @@ -2703,7 +3090,7 @@ "source": "CRB", "page": 280, "equipment": true, - "type": "Equipment", + "type": "Item", "traits": [ "fatal " ], @@ -2729,9 +3116,9 @@ "source": "CRB", "page": 280, "equipment": true, - "type": "Equipment", + "type": "Item", "traits": [ - "versatile p" + "versatile

" ], "price": { "amount": 2, @@ -2782,7 +3169,7 @@ "source": "CRB", "page": 280, "equipment": true, - "type": "Equipment", + "type": "Item", "traits": [ "reach", "trip" @@ -2808,10 +3195,11 @@ "name": "Gun Sword", "source": "G&G", "page": 158, - "type": "Equipment", + "type": "Item", "level": 1, "traits": [ - "uncommon" + "uncommon", + "combination" ], "access": "The following regions have access to firearms: Alkenstar, Dongun Hold, Tian Xia, Vudra, Arcadia, Ustalav, the Shackles", "price": { @@ -2845,7 +3233,7 @@ "damageType": "S", "traits": [ "critical fusion", - "versatile p" + "versatile

" ] } }, @@ -2854,10 +3242,10 @@ "source": "CRB", "page": 280, "equipment": true, - "type": "Equipment", + "type": "Item", "traits": [ "reach", - "versatile s" + "versatile " ], "price": { "amount": 2, @@ -2881,7 +3269,7 @@ "source": "CRB", "page": 275, "equipment": true, - "type": "Equipment", + "type": "Item", "level": 1, "price": { "amount": 18, @@ -2907,7 +3295,7 @@ "source": "CRB", "page": 281, "equipment": true, - "type": "Equipment", + "type": "Item", "traits": [ "halfling", "propulsive", @@ -2937,10 +3325,11 @@ "name": "Hammer Gun", "source": "G&G", "page": 158, - "type": "Equipment", + "type": "Item", "level": 1, "traits": [ - "uncommon" + "uncommon", + "combination" ], "access": "The following regions have access to firearms: Alkenstar, Dongun Hold, Tian Xia, Vudra, Arcadia, Ustalav, the Shackles", "price": { @@ -2982,13 +3371,13 @@ "name": "Hand Adze", "source": "LOAG", "page": 139, - "type": "Equipment", + "type": "Item", "traits": [ "agile", "forceful", "grippli", "sweep", - "thrown 10 ft." + "thrown <10 ft.>" ], "price": { "amount": 5, @@ -3011,10 +3400,10 @@ "name": "Hand Cannon", "source": "G&G", "page": 151, - "type": "Equipment", + "type": "Item", "traits": [ "uncommon", - "modular b, p, or s" + "modular " ], "access": "The following regions have access to firearms: Alkenstar, Dongun Hold, Tian Xia, Vudra, Arcadia, Ustalav, the Shackles", "price": { @@ -3042,7 +3431,7 @@ "source": "CRB", "page": 281, "equipment": true, - "type": "Equipment", + "type": "Item", "price": { "amount": 3, "coin": "gp" @@ -3067,7 +3456,7 @@ "name": "Harmona Gun", "source": "G&G", "page": 151, - "type": "Equipment", + "type": "Item", "traits": [ "uncommon", "kickback" @@ -3098,11 +3487,11 @@ "source": "CRB", "page": 280, "equipment": true, - "type": "Equipment", + "type": "Item", "traits": [ "agile", "sweep", - "thrown 10 ft." + "thrown <10 ft.>" ], "price": { "amount": 4, @@ -3126,7 +3515,7 @@ "source": "CRB", "page": 281, "equipment": true, - "type": "Equipment", + "type": "Item", "price": { "amount": 4, "coin": "gp" @@ -3151,7 +3540,7 @@ "name": "Heavy Power Suit", "source": "G&G", "page": 16, - "type": "Equipment", + "type": "Item", "traits": [ "uncommon", "bulwark" @@ -3176,7 +3565,7 @@ "name": "Hellknight Plate", "source": "LOCG", "page": 80, - "type": "Equipment", + "type": "Item", "level": 2, "traits": [ "uncommon", @@ -3208,7 +3597,7 @@ "source": "CRB", "page": 275, "equipment": true, - "type": "Equipment", + "type": "Item", "price": { "amount": 2, "coin": "gp" @@ -3232,7 +3621,7 @@ "name": "Hongali Hornbow", "source": "LOTGB", "page": 107, - "type": "Equipment", + "type": "Item", "traits": [ "uncommon", "deadly ", @@ -3261,7 +3650,7 @@ "name": "Hook Sword", "source": "FRP2", "page": 76, - "type": "Equipment", + "type": "Item", "traits": [ "uncommon", "disarm", @@ -3293,12 +3682,12 @@ "source": "CRB", "page": 281, "equipment": true, - "type": "Equipment", + "type": "Item", "traits": [ "goblin", "reach", "trip", - "versatile p", + "versatile

", "uncommon" ], "price": { @@ -3351,7 +3740,7 @@ "source": "CRB", "page": 281, "equipment": true, - "type": "Equipment", + "type": "Item", "traits": [ "thrown" ], @@ -3377,12 +3766,12 @@ "name": "Jezail", "source": "G&G", "page": 151, - "type": "Equipment", + "type": "Item", "level": 1, "traits": [ "uncommon", "concussive", - "fatal aim d12" + "fatal aim " ], "access": "The following regions have access to firearms: Alkenstar, Dongun Hold, Tian Xia, Vudra, Arcadia, Ustalav, the Shackles", "price": { @@ -3409,7 +3798,7 @@ "name": "Juggling Club", "source": "EC1", "page": 77, - "type": "Equipment", + "type": "Item", "traits": [ "uncommon", "agile", @@ -3438,7 +3827,7 @@ "source": "CRB", "page": 281, "equipment": true, - "type": "Equipment", + "type": "Item", "traits": [ "agile", "monk", @@ -3466,13 +3855,13 @@ "name": "Karambit", "source": "FRP2", "page": 76, - "type": "Equipment", + "type": "Item", "traits": [ "uncommon", "agile", "fatal ", "finesse", - "versatile s" + "versatile " ], "access": "If the player character come from a region in Tian Xia, this weapon is common", "price": { @@ -3497,11 +3886,11 @@ "source": "CRB", "page": 281, "equipment": true, - "type": "Equipment", + "type": "Item", "traits": [ "deadly ", "two-hand ", - "versatile p", + "versatile

", "uncommon" ], "price": { @@ -3526,7 +3915,7 @@ "source": "CRB", "page": 280, "equipment": true, - "type": "Equipment", + "type": "Item", "traits": [ "agile", "deadly ", @@ -3554,12 +3943,12 @@ "name": "Khakkara", "source": "APG", "page": 248, - "type": "Equipment", + "type": "Item", "traits": [ "uncommon", "shove", - "two-hand 1d10", - "versatile p" + "two-hand <1d10>", + "versatile

" ], "price": { "amount": 2, @@ -3582,7 +3971,7 @@ "name": "Khopesh", "source": "LOGM", "page": 120, - "type": "Equipment", + "type": "Item", "traits": [ "uncommon", "trip" @@ -3608,7 +3997,7 @@ "name": "Knuckle Duster", "source": "G&G", "page": 150, - "type": "Equipment", + "type": "Item", "traits": [ "agile", "free-hand", @@ -3636,7 +4025,7 @@ "source": "CRB", "page": 281, "equipment": true, - "type": "Equipment", + "type": "Item", "traits": [ "agile", "finesse", @@ -3664,14 +4053,14 @@ "name": "Kusarigama", "source": "FRP2", "page": 76, - "type": "Equipment", + "type": "Item", "traits": [ "uncommon", "disarm", "monk", "reach", "trip", - "versatile b" + "versatile " ], "access": "If the player character come from a region in Tian Xia, this weapon is common", "price": { @@ -3696,10 +4085,10 @@ "source": "CRB", "page": 280, "equipment": true, - "type": "Equipment", + "type": "Item", "traits": [ "deadly ", - "jousting d6", + "jousting ", "reach" ], "price": { @@ -3724,7 +4113,7 @@ "source": "CRB", "page": 275, "equipment": true, - "type": "Equipment", + "type": "Item", "price": { "amount": 2, "coin": "gp" @@ -3748,11 +4137,11 @@ "name": "Leiomano", "source": "FRP2", "page": 76, - "type": "Equipment", + "type": "Item", "traits": [ "uncommon", "deadly ", - "versatile s" + "versatile " ], "access": "If the player character come from a region in Tian Xia, this weapon is common", "price": { @@ -3777,10 +4166,10 @@ "source": "CRB", "page": 280, "equipment": true, - "type": "Equipment", + "type": "Item", "traits": [ "agile", - "thrown 20 ft." + "thrown <20 ft.>" ], "price": { "amount": 3, @@ -3804,7 +4193,7 @@ "source": "CRB", "page": 280, "equipment": true, - "type": "Equipment", + "type": "Item", "traits": [ "agile", "finesse", @@ -3832,7 +4221,7 @@ "source": "CRB", "page": 280, "equipment": true, - "type": "Equipment", + "type": "Item", "traits": [ "agile", "fatal " @@ -3887,7 +4276,7 @@ "name": "Long Air Repeater", "source": "G&G", "page": 151, - "type": "Equipment", + "type": "Item", "traits": [ "uncommon", "repeating" @@ -3918,7 +4307,7 @@ "source": "APG", "page": 248, "equipment": true, - "type": "Equipment", + "type": "Item", "traits": [ "propulsive", "uncommon" @@ -3948,10 +4337,10 @@ "source": "CRB", "page": 282, "equipment": true, - "type": "Equipment", + "type": "Item", "traits": [ "deadly ", - "volley 30 ft." + "volley <30 ft.>" ], "price": { "amount": 6, @@ -3978,7 +4367,7 @@ "source": "CRB", "page": 280, "equipment": true, - "type": "Equipment", + "type": "Item", "traits": [ "reach" ], @@ -4004,9 +4393,9 @@ "source": "CRB", "page": 281, "equipment": true, - "type": "Equipment", + "type": "Item", "traits": [ - "versatile p" + "versatile

" ], "price": { "amount": 1, @@ -4065,7 +4454,7 @@ "source": "CRB", "page": 280, "equipment": true, - "type": "Equipment", + "type": "Item", "traits": [ "shove" ], @@ -4090,9 +4479,10 @@ "name": "Mace Multipistol", "source": "G&G", "page": 158, - "type": "Equipment", + "type": "Item", "traits": [ - "uncommon" + "uncommon", + "combination" ], "access": "The following regions have access to firearms: Alkenstar, Dongun Hold, Tian Xia, Vudra, Arcadia, Ustalav, the Shackles", "price": { @@ -4135,7 +4525,7 @@ "name": "Machete", "source": "LOGM", "page": 120, - "type": "Equipment", + "type": "Item", "traits": [ "deadly ", "sweep" @@ -4162,13 +4552,13 @@ "source": "CRB", "page": 281, "equipment": true, - "type": "Equipment", + "type": "Item", "traits": [ "agile", "disarm", "finesse", "parry", - "versatile s" + "versatile " ], "price": { "amount": 5, @@ -4191,7 +4581,7 @@ "name": "Mambele", "source": "LOGM", "page": 120, - "type": "Equipment", + "type": "Item", "traits": [ "uncommon", "disarm", @@ -4220,7 +4610,7 @@ "source": "CRB", "page": 281, "equipment": true, - "type": "Equipment", + "type": "Item", "traits": [ "shove" ], @@ -4245,7 +4635,7 @@ "name": "Meteor Hammer", "source": "LOGM", "page": 120, - "type": "Equipment", + "type": "Item", "traits": [ "backswing", "disarm", @@ -4273,7 +4663,7 @@ "name": "Mithral Tree", "source": "G&G", "page": 151, - "type": "Equipment", + "type": "Item", "traits": [ "uncommon", "concussive", @@ -4306,7 +4696,7 @@ "name": "Monkey's Fist", "source": "AoE1", "page": 78, - "type": "Equipment", + "type": "Item", "level": 0, "traits": [ "finesse", @@ -4334,9 +4724,9 @@ "source": "CRB", "page": 280, "equipment": true, - "type": "Equipment", + "type": "Item", "traits": [ - "versatile p" + "versatile

" ], "price": { "amount": 1, @@ -4359,12 +4749,12 @@ "name": "Naginata", "source": "LOGM", "page": 120, - "type": "Equipment", + "type": "Item", "traits": [ "uncommon", "deadly ", "reach", - "versatile p" + "versatile

" ], "price": { "amount": 3, @@ -4387,7 +4777,7 @@ "name": "Nightstick", "source": "AoE1", "page": 78, - "type": "Equipment", + "type": "Item", "level": 0, "traits": [ "agile", @@ -4418,7 +4808,7 @@ "name": "Nine-Ring Sword", "source": "LOGM", "page": 120, - "type": "Equipment", + "type": "Item", "traits": [ "uncommon", "disarm" @@ -4445,7 +4835,7 @@ "source": "CRB", "page": 281, "equipment": true, - "type": "Equipment", + "type": "Item", "traits": [ "backswing", "disarm", @@ -4475,7 +4865,7 @@ "source": "CRB", "page": 281, "equipment": true, - "type": "Equipment", + "type": "Item", "traits": [ "agile", "disarm", @@ -4504,7 +4894,7 @@ "source": "CRB", "page": 281, "equipment": true, - "type": "Equipment", + "type": "Item", "traits": [ "forceful", "orc", @@ -4533,7 +4923,7 @@ "source": "CRB", "page": 275, "equipment": true, - "type": "Equipment", + "type": "Item", "traits": [ "comfort" ], @@ -4590,7 +4980,7 @@ "name": "Pepperbox", "source": "G&G", "page": 151, - "type": "Equipment", + "type": "Item", "traits": [ "uncommon", "capacity <3>", @@ -4623,7 +5013,7 @@ "source": "CRB", "page": 281, "equipment": true, - "type": "Equipment", + "type": "Item", "traits": [ "fatal " ], @@ -4648,9 +5038,10 @@ "name": "Piercing Wind", "source": "G&G", "page": 158, - "type": "Equipment", + "type": "Item", "traits": [ - "uncommon" + "uncommon", + "combination" ], "access": "The following regions have access to firearms: Alkenstar, Dongun Hold, Tian Xia, Vudra, Arcadia, Ustalav, the Shackles", "price": { @@ -4674,7 +5065,7 @@ "ammunition": "round (10)|G&G|round", "traits": [ "concussive", - "fatal aim d10" + "fatal aim " ] }, "comboWeaponData": { @@ -4694,7 +5085,7 @@ "name": "Piranha Kiss", "source": "LOTGB", "page": 107, - "type": "Equipment", + "type": "Item", "traits": [ "uncommon", "agile", @@ -4722,7 +5113,7 @@ "name": "Poi", "source": "EC1", "page": 77, - "type": "Equipment", + "type": "Item", "traits": [ "uncommon", "agile", @@ -4751,12 +5142,12 @@ "name": "Polytool", "source": "LOGM", "page": 120, - "type": "Equipment", + "type": "Item", "level": 1, "traits": [ "uncommon", "agile", - "modular b, p, or s" + "modular " ], "price": { "amount": 10, @@ -4779,7 +5170,7 @@ "name": "Power Suit", "source": "G&G", "page": 16, - "type": "Equipment", + "type": "Item", "access": "The following regions have access to firearms: Alkenstar, Dongun Hold, Tian Xia, Vudra, Arcadia, Ustalav, the Shackles", "bulk": 2, "category": "Armor", @@ -4830,7 +5221,7 @@ "source": "CRB", "page": 281, "equipment": true, - "type": "Equipment", + "type": "Item", "traits": [ "disarm", "reach" @@ -4857,7 +5248,7 @@ "source": "CRB", "page": 281, "equipment": true, - "type": "Equipment", + "type": "Item", "traits": [ "deadly ", "disarm", @@ -4884,9 +5275,10 @@ "name": "Rapier Pistol", "source": "G&G", "page": 158, - "type": "Equipment", + "type": "Item", "traits": [ - "uncommon" + "uncommon", + "combination" ], "access": "The following regions have access to firearms: Alkenstar, Dongun Hold, Tian Xia, Vudra, Arcadia, Ustalav, the Shackles", "price": { @@ -4930,9 +5322,9 @@ "name": "Reinforced Stock", "source": "G&G", "page": 150, - "type": "Equipment", + "type": "Item", "traits": [ - "attached to crossbow or firearm", + "attached ", "finesse", "two-hand " ], @@ -4959,7 +5351,7 @@ "name": "Repeating Crossbow", "source": "G&G", "page": 63, - "type": "Equipment", + "type": "Item", "traits": [ "uncommon", "repeating" @@ -4995,7 +5387,7 @@ "AV3|73" ] }, - "type": "Equipment", + "type": "Item", "traits": [ "uncommon", "repeating" @@ -5025,7 +5417,7 @@ "source": "G&G", "page": 63, "level": 1, - "type": "Equipment", + "type": "Item", "traits": [ "uncommon", "repeating" @@ -5054,7 +5446,7 @@ "name": "Rhoka Sword", "source": "AV3", "page": 73, - "type": "Equipment", + "type": "Item", "traits": [ "deadly ", "two-hand " @@ -5080,11 +5472,11 @@ "name": "Rungu", "source": "LOAG", "page": 139, - "type": "Equipment", + "type": "Item", "traits": [ "grippli", "shove", - "thrown 30 ft." + "thrown <30 ft.>" ], "price": { "amount": 4, @@ -5108,13 +5500,13 @@ "source": "CRB", "page": 281, "equipment": true, - "type": "Equipment", + "type": "Item", "traits": [ "agile", "disarm", "finesse", "monk", - "versatile b", + "versatile ", "uncommon" ], "price": { @@ -5139,7 +5531,7 @@ "source": "CRB", "page": 281, "equipment": true, - "type": "Equipment", + "type": "Item", "traits": [ "agile", "nonlethal" @@ -5166,7 +5558,7 @@ "source": "CRB", "page": 281, "equipment": true, - "type": "Equipment", + "type": "Item", "traits": [ "agile", "finesse", @@ -5195,7 +5587,7 @@ "source": "CRB", "page": 275, "equipment": true, - "type": "Equipment", + "type": "Item", "price": { "amount": 4, "coin": "gp" @@ -5220,7 +5612,7 @@ "source": "CRB", "page": 281, "equipment": true, - "type": "Equipment", + "type": "Item", "traits": [ "forceful", "sweep" @@ -5246,7 +5638,7 @@ "name": "Scorpion Whip", "source": "EC1", "page": 77, - "type": "Equipment", + "type": "Item", "traits": [ "uncommon", "disarm", @@ -5275,7 +5667,7 @@ "name": "Scourge", "source": "LOCG", "page": 80, - "type": "Equipment", + "type": "Item", "level": 0, "traits": [ "agile", @@ -5306,7 +5698,7 @@ "source": "CRB", "page": 281, "equipment": true, - "type": "Equipment", + "type": "Item", "traits": [ "deadly ", "trip" @@ -5332,12 +5724,12 @@ "name": "Shauth Blade", "source": "AV3", "page": 73, - "type": "Equipment", + "type": "Item", "traits": [ "agile", "deadly ", "finesse", - "versatile p" + "versatile

" ], "price": { "amount": 2, @@ -5360,7 +5752,7 @@ "name": "Shauth Lash", "source": "AV3", "page": 73, - "type": "Equipment", + "type": "Item", "traits": [ "deadly ", "finesse", @@ -5387,10 +5779,10 @@ "name": "Shears", "source": "B2", "page": 184, - "type": "Equipment", + "type": "Item", "traits": [ "uncommon", - "versatile p", + "versatile

", "deadly ", "finesse" ], @@ -5414,9 +5806,9 @@ "source": "CRB", "page": 281, "equipment": true, - "type": "Equipment", + "type": "Item", "traits": [ - "attached to shield" + "attached " ], "price": { "amount": 5, @@ -5439,9 +5831,9 @@ "source": "CRB", "page": 281, "equipment": true, - "type": "Equipment", + "type": "Item", "traits": [ - "attached to shield" + "attached " ], "price": { "amount": 5, @@ -5464,7 +5856,7 @@ "source": "CRB", "page": 282, "equipment": true, - "type": "Equipment", + "type": "Item", "traits": [ "deadly " ], @@ -5493,11 +5885,11 @@ "source": "CRB", "page": 281, "equipment": true, - "type": "Equipment", + "type": "Item", "traits": [ "agile", "finesse", - "versatile s" + "versatile " ], "price": { "amount": 9, @@ -5521,7 +5913,7 @@ "source": "CRB", "page": 281, "equipment": true, - "type": "Equipment", + "type": "Item", "traits": [ "agile", "monk", @@ -5551,7 +5943,7 @@ "source": "CRB", "page": 280, "equipment": true, - "type": "Equipment", + "type": "Item", "traits": [ "agile", "finesse", @@ -5578,7 +5970,7 @@ "name": "Sickle-Saber", "source": "LOTGB", "page": 107, - "type": "Equipment", + "type": "Item", "traits": [ "uncommon", "backswing", @@ -5605,7 +5997,7 @@ "name": "Slide Pistol", "source": "G&G", "page": 151, - "type": "Equipment", + "type": "Item", "level": 1, "traits": [ "uncommon", @@ -5639,7 +6031,7 @@ "source": "CRB", "page": 282, "equipment": true, - "type": "Equipment", + "type": "Item", "traits": [ "propulsive" ], @@ -5668,9 +6060,9 @@ "source": "CRB", "page": 280, "equipment": true, - "type": "Equipment", + "type": "Item", "traits": [ - "thrown 20 ft." + "thrown <20 ft.>" ], "price": { "amount": 1, @@ -5694,7 +6086,7 @@ "source": "CRB", "page": 281, "equipment": true, - "type": "Equipment", + "type": "Item", "traits": [ "disarm", "finesse", @@ -5723,7 +6115,7 @@ "source": "CRB", "page": 280, "equipment": true, - "type": "Equipment", + "type": "Item", "traits": [ "agile", "free-hand" @@ -5749,7 +6141,7 @@ "name": "Spiral Rapier", "source": "LOTGB", "page": 107, - "type": "Equipment", + "type": "Item", "traits": [ "uncommon", "disarm", @@ -5778,7 +6170,7 @@ "source": "CRB", "page": 275, "equipment": true, - "type": "Equipment", + "type": "Item", "level": 1, "price": { "amount": 13, @@ -5837,7 +6229,7 @@ "source": "CRB", "page": 280, "equipment": true, - "type": "Equipment", + "type": "Item", "traits": [ "two-hand " ], @@ -5863,13 +6255,13 @@ "source": "CRB", "page": 281, "equipment": true, - "type": "Equipment", + "type": "Item", "traits": [ "agile", "deadly ", "finesse", - "thrown 20 ft.", - "versatile s" + "thrown <20 ft.>", + "versatile " ], "price": { "amount": 2, @@ -5893,7 +6285,7 @@ "source": "CRB", "page": 277, "equipment": true, - "type": "Equipment", + "type": "Item", "price": { "amount": 2, "coin": "gp" @@ -5915,7 +6307,7 @@ "name": "Stiletto Pen", "source": "LOPSG", "page": 81, - "type": "Equipment", + "type": "Item", "level": 1, "traits": [ "uncommon", @@ -5946,7 +6338,7 @@ "source": "CRB", "page": 275, "equipment": true, - "type": "Equipment", + "type": "Item", "price": { "amount": 3, "coin": "gp" @@ -5970,7 +6362,7 @@ "name": "Subterfuge Suit", "source": "G&G", "page": 16, - "type": "Equipment", + "type": "Item", "traits": [ "uncommon" ], @@ -5992,13 +6384,13 @@ "name": "Switchscythe", "source": "LOTGB", "page": 107, - "type": "Equipment", + "type": "Item", "level": 1, "traits": [ "uncommon", "gnome", "fatal ", - "modular (p and grapple, or s and sweep)" + "modular <(p and grapple, or s and sweep)>" ], "price": { "amount": 12, @@ -6021,7 +6413,7 @@ "name": "Sword Cane", "source": "APG", "page": 248, - "type": "Equipment", + "type": "Item", "traits": [ "agile", "finesse", @@ -6048,7 +6440,7 @@ "name": "Tamchal Chakram", "source": "AV2", "page": 73, - "type": "Equipment", + "type": "Item", "traits": [ "uncommon", "agile", @@ -6077,12 +6469,12 @@ "name": "Taw Launcher", "source": "LOAG", "page": 139, - "type": "Equipment", + "type": "Item", "traits": [ "uncommon", "conrasu", "deadly <1d10>", - "modular b, p, or s" + "modular " ], "price": { "amount": 10, @@ -6108,7 +6500,7 @@ "name": "Tekko-Kagi", "source": "LOGM", "page": 120, - "type": "Equipment", + "type": "Item", "traits": [ "uncommon", "agile", @@ -6139,7 +6531,7 @@ "source": "CRB", "page": 281, "equipment": true, - "type": "Equipment", + "type": "Item", "traits": [ "monk", "trip", @@ -6166,7 +6558,7 @@ "name": "Tengu Gale Blade", "source": "APG", "page": 248, - "type": "Equipment", + "type": "Item", "traits": [ "uncommon", "agile", @@ -6195,10 +6587,11 @@ "name": "Three Peaked Tree", "source": "G&G", "page": 158, - "type": "Equipment", + "type": "Item", "level": 1, "traits": [ - "uncommon" + "uncommon", + "combination" ], "access": "The following regions have access to firearms: Alkenstar, Dongun Hold, Tian Xia, Vudra, Arcadia, Ustalav, the Shackles", "price": { @@ -6236,7 +6629,7 @@ "critical fusion", "elf", "tethered", - "thrown 20 ft." + "thrown <20 ft.>" ] } }, @@ -6249,7 +6642,7 @@ "LOTGB|107" ] }, - "type": "Equipment", + "type": "Item", "traits": [ "uncommon", "agile", @@ -6277,7 +6670,7 @@ "name": "Thunder Sling", "source": "LOAG", "page": 139, - "type": "Equipment", + "type": "Item", "traits": [ "uncommon", "agile", @@ -6307,7 +6700,7 @@ "name": "Thundermace", "source": "LOTGB", "page": 107, - "type": "Equipment", + "type": "Item", "traits": [ "uncommon", "backswing" @@ -6333,7 +6726,7 @@ "name": "Tonfa", "source": "LOTGB", "page": 107, - "type": "Equipment", + "type": "Item", "traits": [ "uncommon", "agile", @@ -6364,7 +6757,7 @@ "source": "CRB", "page": 277, "equipment": true, - "type": "Equipment", + "type": "Item", "price": { "amount": 10, "coin": "gp" @@ -6388,7 +6781,7 @@ "name": "Tri-bladed Katar", "source": "LOTGB", "page": 107, - "type": "Equipment", + "type": "Item", "traits": [ "uncommon", "disarm", @@ -6416,13 +6809,13 @@ "name": "Tricky Pick", "source": "LOAG", "page": 139, - "type": "Equipment", + "type": "Item", "traits": [ "uncommon", "backstabber", "fatal ", "kobold", - "modular b, p, or s" + "modular " ], "price": { "amount": 10, @@ -6446,9 +6839,9 @@ "source": "CRB", "page": 281, "equipment": true, - "type": "Equipment", + "type": "Item", "traits": [ - "thrown 20 ft." + "thrown <20 ft.>" ], "price": { "amount": 1, @@ -6502,7 +6895,7 @@ "name": "Urumi", "source": "LOGM", "page": 120, - "type": "Equipment", + "type": "Item", "traits": [ "uncommon", "deadly ", @@ -6529,13 +6922,13 @@ "name": "Wakizashi", "source": "APG", "page": 248, - "type": "Equipment", + "type": "Item", "traits": [ "uncommon", "agile", "deadly ", "finesse", - "versatile p" + "versatile

" ], "price": { "amount": 1, @@ -6559,7 +6952,7 @@ "source": "CRB", "page": 281, "equipment": true, - "type": "Equipment", + "type": "Item", "traits": [ "disarm", "sweep", @@ -6586,7 +6979,7 @@ "name": "War Razor", "source": "LOGM", "page": 120, - "type": "Equipment", + "type": "Item", "traits": [ "agile", "backstabber", @@ -6615,7 +7008,7 @@ "source": "CRB", "page": 281, "equipment": true, - "type": "Equipment", + "type": "Item", "traits": [ "shove" ], @@ -6641,7 +7034,7 @@ "source": "CRB", "page": 281, "equipment": true, - "type": "Equipment", + "type": "Item", "traits": [ "disarm", "finesse", @@ -6670,7 +7063,7 @@ "name": "Whip Claw", "source": "LOAG", "page": 139, - "type": "Equipment", + "type": "Item", "traits": [ "uncommon", "catfolk", @@ -6699,7 +7092,7 @@ "name": "Wind and Fire Wheel", "source": "FRP2", "page": 76, - "type": "Equipment", + "type": "Item", "traits": [ "uncommon", "agile", @@ -6708,7 +7101,7 @@ "monk", "parry", "twin", - "versatile p" + "versatile

" ], "access": "If the player character come from a region in Tian Xia, this weapon is common", "price": { @@ -6732,7 +7125,7 @@ "name": "Wish Blade", "source": "LOAG", "page": 139, - "type": "Equipment", + "type": "Item", "traits": [ "uncommon", "disarm", @@ -6761,7 +7154,7 @@ "name": "Wish Knife", "source": "LOAG", "page": 139, - "type": "Equipment", + "type": "Item", "traits": [ "uncommon", "agile", @@ -6769,7 +7162,7 @@ "finesse", "geniekin", "resonant", - "versatile s" + "versatile " ], "price": { "amount": 2, @@ -6793,7 +7186,7 @@ "source": "CRB", "page": 277, "equipment": true, - "type": "Equipment", + "type": "Item", "price": { "amount": 1, "coin": "gp" diff --git a/data/items/index.json b/data/items/index.json index 9a9e4825d9..5ceb4cc040 100644 --- a/data/items/index.json +++ b/data/items/index.json @@ -6,6 +6,7 @@ "GMG": "items-gmg.json", "LOL": "items-lol.json", "LOKL": "items-lokl.json", + "LOIL": "items-loil.json", "LOPSG": "items-lopsg.json", "LOAG": "items-loag.json", "LOME": "items-lome.json", diff --git a/data/items/items-aoe1.json b/data/items/items-aoe1.json index f1fbaad917..4562b9c4cd 100644 --- a/data/items/items-aoe1.json +++ b/data/items/items-aoe1.json @@ -493,6 +493,12 @@ "amount": 60 }, "entries": [], + "traits": [ + "uncommon", + "divination", + "magical", + "scrying" + ], "variantType": "reusable" } ] diff --git a/data/items/items-aoe2.json b/data/items/items-aoe2.json index 264b9f9221..0e420b4f20 100644 --- a/data/items/items-aoe2.json +++ b/data/items/items-aoe2.json @@ -112,7 +112,7 @@ }, "components": [ "command", - "Interact" + "{@action Interact}" ], "entries": [ "The floorbell must be activated on level ground. When you do, specify the amount of weight that triggers the floorbell's alarm system. When the amount of weight you specify (or more) is placed on the floorbell, it emits an ear-piercing wail clearly audible to a range of 150 feet. A floorbell can also ring an alarm if a weight you specify is removed from the floorbell, such as if you activated it while a heavy sack was on it." diff --git a/data/items/items-aoe4.json b/data/items/items-aoe4.json index 6f9ec5317a..732bf8b832 100644 --- a/data/items/items-aoe4.json +++ b/data/items/items-aoe4.json @@ -28,7 +28,7 @@ }, "components": [ "command", - "Interact" + "{@action Interact}" ], "entries": [ "You attempt to {@action Trip} or {@action Disarm} an opponent using {@skill Thievery} instead of {@skill Athletics}, and you add the blade of the Rabbit Prince's item bonus to the check. You do not need to have a hand free if you're wielding the blade of the Rabbit Prince, and your target can be up to two sizes larger than you." @@ -248,7 +248,7 @@ }, "components": [ "command", - "Interact" + "{@action Interact}" ], "entries": [ "All cards from the hardened harrow deck within 60 feet that you can see fly back into the deck." diff --git a/data/items/items-aoe5.json b/data/items/items-aoe5.json index 25d766fa2b..f9824454ee 100644 --- a/data/items/items-aoe5.json +++ b/data/items/items-aoe5.json @@ -241,7 +241,7 @@ "bulk": 1, "category": "Armor", "entries": [ - "This +2 greater resilient studded leather is made of hardened fungus. Every day the armor grows dozens of unusual mushrooms that can be used for cooking, infused reagents, or common spell material components.", + "This {@runeItem studded leather||+2 armor potency||greater resilient|} is made of hardened fungus. Every day the armor grows dozens of unusual mushrooms that can be used for cooking, infused reagents, or common spell material components.", { "type": "ability", "activity": { @@ -321,7 +321,7 @@ "bulk": 2, "category": "Held", "entries": [ - "Shaped like a blade made from spinning gears, this +2 greater striking weapon can catch enemy weapons and grind up foes. In order to function, the gearblade must be wound for 10 minutes once every 24 hours. During this process, you can reconfigure the weapon to transform into a bastard sword, greatsword, longsword, or shortsword. It then gains all the features of the chosen weapon except that its Bulk is always 2 and it gains the disarm weapon trait and the versatile B weapon trait (which replaces any other {@trait versatile} trait the weapon might have). If you don't wind the gearblade, it becomes inert and has the statistics of a greatclub.", + "Shaped like a blade made from spinning gears, this {@item +2 weapon potency||+2} {@item greater striking} weapon can catch enemy weapons and grind up foes. In order to function, the gearblade must be wound for 10 minutes once every 24 hours. During this process, you can reconfigure the weapon to transform into a {@item bastard sword}, {@item greatsword}, {@item longsword}, or {@item shortsword}. It then gains all the features of the chosen weapon except that its Bulk is always 2 and it gains the {@trait disarm} weapon trait and the {@trait versatile B} weapon trait (which replaces any other {@trait versatile} trait the weapon might have). If you don't wind the gearblade, it becomes inert and has the statistics of a {@item greatclub}.", { "type": "ability", "activity": { @@ -434,16 +434,19 @@ "bulk": 1, "category": "Held", "entries": [ - "Crafted from polished wood, this seemingly mundane +1 striking club comes with a red leather strap near the handle. The mere sight of the cudgel in a guard's hand fills prisoners with dread.", + "Crafted from polished wood, this seemingly mundane {@runeItem club||+1 weapon potency||striking|} comes with a red leather strap near the handle. The mere sight of the cudgel in a guard's hand fills prisoners with dread.", { "type": "ability", "activity": { "number": 2, "unit": "action" }, + "traits": [ + "mental", + "emotion" + ], "components": [ - "(emotion", - "mental) Interact" + "{@action Interact}" ], "entries": [ "You initiate an intimidating walk, thumping the cudgel menacingly against your palm. As part of activating this item, you can {@action Stride} twice. For the next minute, whenever you successfully {@action Strike} a creature with the nightmare cudgel, you can use a free action to attempt an {@skill Intimidation} check to {@action Demoralize} the struck creature." diff --git a/data/items/items-aoe6.json b/data/items/items-aoe6.json index 1d6de44e33..d6dc5b5d4a 100644 --- a/data/items/items-aoe6.json +++ b/data/items/items-aoe6.json @@ -93,7 +93,7 @@ }, "components": [ "envision", - "Interact" + "{@action Interact}" ], "entries": [ "The Radiant Spark casts a 10th-level {@spell dominate} spell (DC 49) on a creature that isn't from the Material Plane. Celestials get an outcome one degree of success worse than the result of their save." @@ -121,7 +121,7 @@ }, "components": [ "envision", - "Interact" + "{@action Interact}" ], "trigger": "The target critically fails their save against the Radiant Spark's {@spell dominate} spell or you critically succeed at binding the target with the planar binding ritual using the artifact", "entries": [ diff --git a/data/items/items-apg.json b/data/items/items-apg.json index 5c12a3da1d..ace58acc60 100644 --- a/data/items/items-apg.json +++ b/data/items/items-apg.json @@ -1074,7 +1074,7 @@ }, "components": [ "envision", - "Interact" + "{@action Interact}" ], "frequency": { "unit": "day", @@ -1684,7 +1684,7 @@ }, "components": [ "envision", - "Interact" + "{@action Interact}" ], "frequency": { "unit": "day", @@ -3474,7 +3474,7 @@ }, "components": [ "envision", - "Interact" + "{@action Interact}" ], "frequency": { "unit": "hour", @@ -3910,7 +3910,7 @@ }, "components": [ "command", - "Interact" + "{@action Interact}" ], "frequency": { "unit": "hour", diff --git a/data/items/items-av1.json b/data/items/items-av1.json index a705162c30..4249fdce30 100644 --- a/data/items/items-av1.json +++ b/data/items/items-av1.json @@ -215,7 +215,7 @@ }, "components": [ "command", - "Interact" + "{@action Interact}" ], "frequency": { "unit": "hour", @@ -233,7 +233,7 @@ }, "components": [ "command", - "Interact" + "{@action Interact}" ], "frequency": { "unit": "day", diff --git a/data/items/items-av2.json b/data/items/items-av2.json index fdf72d23b6..17e0fd31af 100644 --- a/data/items/items-av2.json +++ b/data/items/items-av2.json @@ -169,7 +169,7 @@ }, "components": [ "command", - "Interact" + "{@action Interact}" ], "entries": [ "By touching a weapon you wield to the symbol and uttering a plea for {@deity Erastil}'s steadying hand, you grant that weapon the deadly trait. Against undead, the weapon instead gains the fatal trait. This blessing lasts for 1 minute, until you score a critical hit with the weapon, or until you aren't wielding the weapon." diff --git a/data/items/items-botd.json b/data/items/items-botd.json index 620df4b02a..e473d18a14 100644 --- a/data/items/items-botd.json +++ b/data/items/items-botd.json @@ -106,7 +106,6 @@ "generic": "G", "variants": [ { - "name": "standard-grade peachwood weapon", "level": 12, "price": { "amount": 2000, @@ -120,7 +119,6 @@ "variantType": "standard-grade" }, { - "name": "high-grade peachwood weapon", "level": 18, "price": { "amount": 19000, @@ -656,14 +654,13 @@ }, "components": [ "envision" - ] + ], + "requirements": "You are an expert in {@skill Perception}." }, "category": "Talisman", "entries": [ - "{@skill Perception}.", "Symbols of good fortune and luck are carved on this thin, square wooden plaque. It smells of sandalwood from the blessings placed upon it. After activation, for the next minute, you can sense attacks from undead. You aren't {@condition flat-footed} to {@condition hidden}, {@condition undetected}, or flanking undead of your level or lower, or undead of your level or lower using surprise attack. However, they can still help their allies flank." - ], - "requirements": "You are an expert in" + ] }, { "name": "Undead Detection Dye", diff --git a/data/items/items-crb.json b/data/items/items-crb.json index 83d2d8d400..6dfdf73d4f 100644 --- a/data/items/items-crb.json +++ b/data/items/items-crb.json @@ -2868,8 +2868,7 @@ "style": "compact", "activity": { "number": 1, - "unit": "free", - "entry": "{@as F}" + "unit": "free" }, "components": [ "envision" @@ -3567,7 +3566,7 @@ }, "components": [ "command", - "Interact" + "{@action Interact}" ], "entries": [ "You name a destination on the same plane, and the broom speeds toward it at a fly Speed of 40 feet. You must either clutch the broom with two hands in order to ride it, or you need to release the broom to send it off with no rider. If you don't have a good idea of the location, layout, and general direction of the destination, or if your named destination is on another plane, the broom wanders aimlessly, circling back to its starting location after 30 minutes.", @@ -3739,8 +3738,7 @@ "style": "compact", "activity": { "number": 1, - "unit": "free", - "entry": "{@as F}" + "unit": "free" }, "components": [ "envision" @@ -4186,7 +4184,7 @@ }, "components": [ "envision", - "Interact" + "{@action Interact}" ], "frequency": { "unit": "day", @@ -4369,7 +4367,7 @@ }, "components": [ "command", - "Interact" + "{@action Interact}" ], "frequency": { "unit": "day", @@ -5609,8 +5607,7 @@ "style": "compact", "activity": { "number": 1, - "unit": "free", - "entry": "{@as F}" + "unit": "free" }, "components": [ "{@action Interact}" @@ -5673,7 +5670,7 @@ }, "components": [ "command", - "Interact" + "{@action Interact}" ], "entries": [ "You {@action Release} the weapon and it dances through the air, fighting on its own against the last enemy you attacked, or the nearest enemy to it if your target has been defeated. At the end of your turn each round, the weapon can {@action Fly} up to its fly Speed of 40 feet, and then can either {@action Fly} again or {@action Strike} one creature within its reach.", @@ -6376,7 +6373,7 @@ }, "components": [ "command", - "Interact" + "{@action Interact}" ], "entries": [ "Speaking \"stream,\" you cause water to pour out at a rate of 1 gallon per round." @@ -6391,7 +6388,7 @@ }, "components": [ "command", - "Interact" + "{@action Interact}" ], "entries": [ "Speaking \"fountain,\" you cause water to pour out in a 5-foot-long stream at a rate of 5 gallons per round." @@ -6406,7 +6403,7 @@ }, "components": [ "command", - "Interact" + "{@action Interact}" ], "entries": [ "Speaking \"geyser,\" you cause a powerful deluge of water to erupt at a rate of 15 gallons per round. You can direct the stream at a creature, subjecting it to the effects of hydraulic push (spell attack roll +15). You can repeat this once per round as long as the geyser continues, spending an {@action Interact} action to direct the geyser each time." @@ -7356,8 +7353,7 @@ "style": "compact", "activity": { "number": 1, - "unit": "free", - "entry": "{@as F}" + "unit": "free" }, "components": [ "command" @@ -7399,8 +7395,7 @@ "style": "compact", "activity": { "number": 1, - "unit": "free", - "entry": "{@as F}" + "unit": "free" }, "components": [ "envision" @@ -7663,7 +7658,7 @@ }, "components": [ "command", - "Interact" + "{@action Interact}" ], "frequency": { "unit": "hour", @@ -8249,8 +8244,7 @@ "style": "compact", "activity": { "number": 1, - "unit": "free", - "entry": "{@as F}" + "unit": "free" }, "components": [ "envision (fortune)" @@ -8675,7 +8669,7 @@ }, "components": [ "command", - "Interact" + "{@action Interact}" ], "entries": [ "You cast the {@spell produce flame} cantrip from the sword as a 7th-level arcane spell, using your melee attack modifier with flametongue as your spell attack modifier." @@ -8912,8 +8906,7 @@ "style": "compact", "activity": { "number": 1, - "unit": "free", - "entry": "{@as F}" + "unit": "free" }, "components": [ "command (fire)" @@ -9057,7 +9050,7 @@ }, "components": [ "command", - "Interact" + "{@action Interact}" ], "entries": [ "You swing the frost brand into the area of an ongoing magical fire, and the blade attempts to counteract the fire with a counteract modifier of +27. If it fails, it can't attempt to counteract the same fire again." @@ -9573,8 +9566,7 @@ "style": "compact", "activity": { "number": 1, - "unit": "free", - "entry": "{@as F}" + "unit": "free" }, "components": [ "{@action Interact}" @@ -10558,6 +10550,7 @@ "components": [ "command" ], + "trigger": "You critically succeed at an attack roll against an {@trait evil} creature with the weapon", "frequency": { "unit": "day", "freq": 1 @@ -10603,7 +10596,7 @@ }, "components": [ "command", - "Interact" + "{@action Interact}" ], "entries": [ "You command the sword and point it at a creature you can see. The sword casts detect alignment to detect evil, but this targets only the selected creature instead of detecting in an area.", @@ -11100,7 +11093,7 @@ }, "components": [ "command", - "Interact" + "{@action Interact}" ], "frequency": { "unit": "day", @@ -11196,7 +11189,7 @@ }, "components": [ "command", - "Interact" + "{@action Interact}" ], "entries": [ "You toss the cube on the ground, and it immediately unfolds into an adamantine fortress.", @@ -11329,14 +11322,14 @@ "unit": "action" }, "components": [ - "Knockdown" + "{@feat Knockdown}" ], "requirements": "You are an expert with the affixed weapon." }, "category": "Talisman", "entries": [ - "This cube of blackened iron is affixed to a weapon with an iron chain. When you activate the cube, you use Knockdown, as the fighter feat (page 146)", - "If you have the Knockdown feat, ignore its normal size restrictions." + "This cube of blackened iron is affixed to a weapon with an iron chain. When you activate the cube, you use {@feat Knockdown}, as the fighter feat.", + "If you have the {@feat Knockdown} feat, ignore its normal size restrictions." ] }, { @@ -11934,7 +11927,7 @@ }, { "stage": 4, - "entry": "{@condition unconscious} with no {@skill Perception} check to wake up .", + "entry": "{@condition unconscious} with no {@skill Perception} check to wake up.", "duration": "{@dice 1d4} hours" } ] @@ -12430,8 +12423,7 @@ "style": "compact", "activity": { "number": 1, - "unit": "free", - "entry": "{@as F}" + "unit": "free" }, "components": [ "envision" @@ -16704,7 +16696,7 @@ ], [ "85\u201387", - "Target is coated in nectar, making it {@condition clumsy} 1 for 1 round" + "Target is coated in nectar, making it {@condition clumsy 1} for 1 round" ], [ "88\u201392", @@ -18433,8 +18425,7 @@ "style": "compact", "activity": { "number": 1, - "unit": "free", - "entry": "{@as F}" + "unit": "free" }, "components": [ "{@action Interact}" @@ -18724,7 +18715,7 @@ }, { "stage": 3, - "entry": "{@condition unconscious} .", + "entry": "{@condition unconscious}.", "duration": "3 days" } ] @@ -23320,7 +23311,7 @@ }, "components": [ "command", - "Interact" + "{@action Interact}" ], "frequency": { "unit": "day", @@ -23507,7 +23498,7 @@ }, "components": [ "command", - "Interact" + "{@action Interact}" ], "entries": [ "You activate the statue by placing it on solid ground and then speaking its name, causing the statuette to transform into a living creature or creatures. In creature form, the figurine has the minion trait. It can understand your language and it obeys you to the best of its ability when you use an action to command it. The specifics of each creature, as well as the activation's frequency (if any), appear in its entry below.", diff --git a/data/items/items-ec2.json b/data/items/items-ec2.json index b66cd80153..5808903dc5 100644 --- a/data/items/items-ec2.json +++ b/data/items/items-ec2.json @@ -95,7 +95,7 @@ }, "components": [ "command", - "Interact" + "{@action Interact}" ], "frequency": { "unit": "day", diff --git a/data/items/items-ec4.json b/data/items/items-ec4.json index 6301bda22d..6cd3df0080 100644 --- a/data/items/items-ec4.json +++ b/data/items/items-ec4.json @@ -42,7 +42,7 @@ }, "components": [ "command", - "Interact" + "{@action Interact}" ], "frequency": { "unit": "day", diff --git a/data/items/items-ec6.json b/data/items/items-ec6.json index 1e059aa296..c53b1bccb0 100644 --- a/data/items/items-ec6.json +++ b/data/items/items-ec6.json @@ -267,7 +267,7 @@ }, "components": [ "command", - "Interact" + "{@action Interact}" ], "frequency": { "unit": "day", @@ -313,7 +313,7 @@ }, "components": [ "envision", - "Interact" + "{@action Interact}" ], "requirements": "You aren't {@condition fatigued}", "entries": [ @@ -421,7 +421,7 @@ }, "components": [ "command", - "Interact" + "{@action Interact}" ], "frequency": { "unit": "minute", @@ -439,7 +439,7 @@ }, "components": [ "command", - "Interact" + "{@action Interact}" ], "frequency": { "unit": "day", diff --git a/data/items/items-g&g.json b/data/items/items-g&g.json index bc0501d4fc..130d4f2bba 100644 --- a/data/items/items-g&g.json +++ b/data/items/items-g&g.json @@ -11,7 +11,7 @@ "consumable", "gadget" ], - "usage": "attached to armor or traveler's clothing", + "usage": "attached ", "bulk": 1, "category": "Consumable", "entries": [ @@ -120,7 +120,7 @@ "consumable", "gadget" ], - "usage": "attached to a shield", + "usage": "attached ", "bulk": 1, "category": "Consumable", "entries": [ @@ -330,7 +330,7 @@ "coin": "gp", "amount": 75 }, - "usage": "attached to firearm (firing mechanism)", + "usage": "attached ", "category": "Customization", "subCategory": "Firing Mechanism", "appliesTo": [ @@ -740,7 +740,7 @@ }, "components": [ "command", - "Interact" + "{@action Interact}" ], "frequency": { "unit": "day", @@ -862,7 +862,7 @@ "name": "Backpack Ballista Bolts", "source": "G&G", "page": 63, - "type": "Equipment", + "type": "Item", "price": { "coin": "sp", "amount": 1, @@ -880,7 +880,7 @@ "name": "Backpack Catapult Stones", "source": "G&G", "page": 63, - "type": "Equipment", + "type": "Item", "price": { "coin": "sp", "amount": 1, @@ -1720,7 +1720,7 @@ "coin": "gp", "amount": 10 }, - "usage": "attached to firearm (firing mechanism)", + "usage": "attached ", "category": "Consumable", "entries": [ "These spring-loaded inserts can be fitted into the breech of a double-barreled firearm over the course of 10 minutes or during the firearm's daily maintenance. After the weapon is fired, the ejectors hasten the reloading process by ejecting the spent detritus from the fired rounds.", @@ -1731,7 +1731,7 @@ "name": "Camouflage Suit", "source": "G&G", "page": 178, - "type": "Equipment", + "type": "Item", "level": 3, "traits": [ "uncommon" @@ -2321,7 +2321,7 @@ "name": "Concealed Holster", "source": "G&G", "page": 178, - "type": "Equipment", + "type": "Item", "level": 3, "price": { "coin": "gp", @@ -2536,7 +2536,7 @@ "divination", "magical" ], - "usage": "attached to firearm or crossbow (scope)", + "usage": "attached ", "bulk": "L", "category": "Customization", "subCategory": "Scope", @@ -3005,7 +3005,7 @@ "name": "Earplugs", "source": "G&G", "page": 178, - "type": "Equipment", + "type": "Item", "price": { "coin": "sp", "amount": 1 @@ -3627,7 +3627,7 @@ "name": "Firearm Cleaning Kit", "source": "G&G", "page": 178, - "type": "Equipment", + "type": "Item", "price": { "coin": "sp", "amount": 1 @@ -5238,7 +5238,7 @@ "coin": "gp", "amount": 120 }, - "usage": "attached to firearm", + "usage": "attached ", "bulk": 1, "category": "Customization", "entries": [ @@ -5266,7 +5266,7 @@ "bulk": "L", "category": "Held", "entries": [ - "This dubious weapon gets its name from the fact that it's typically crafted with multiple false barrels so that it's more difficult for enemies to predict the weapon's angle of fire from the four working barrels. Most of the time, this gun functions as a {@runeItem pepperbox|G&G|+1 potency|striking|} with {@trait capacity <4>} instead of {@trait capacity <3>}, albeit one with a complicated loading mechanism involving rotating the barrels. In a pinch though, all four of the real barrels can be fired simultaneously.", + "This dubious weapon gets its name from the fact that it's typically crafted with multiple false barrels so that it's more difficult for enemies to predict the weapon's angle of fire from the four working barrels. Most of the time, this gun functions as a {@runeItem pepperbox|G&G|+1 weapon potency||striking|} with {@trait capacity <4>} instead of {@trait capacity <3>}, albeit one with a complicated loading mechanism involving rotating the barrels. In a pinch though, all four of the real barrels can be fired simultaneously.", { "type": "ability", "activity": { @@ -5470,7 +5470,7 @@ "magical", "transmutation" ], - "usage": "attached to firearm (scope)", + "usage": "attached ", "bulk": "L", "category": "Customization", "subCategory": "Scope", @@ -5533,7 +5533,7 @@ "divination", "magical" ], - "usage": "attached to firearm or crossbow (scope)", + "usage": "attached ", "bulk": "L", "category": "Customization", "subCategory": "Scope", @@ -6246,7 +6246,7 @@ }, "components": [ "command", - "Interact" + "{@action Interact}" ], "entries": [ "Choose a creature within 60 feet and roll a percentile die on the table below to determine the pistol's effect. If an entry lists a spell, the pistol Casts that Spell at the indicated level (or at its lowest level, if no level is listed). You make any decisions for a spell cast by the pistol unless otherwise indicated, except that it must only target the creature you chose, or the creature you chose must be the center of the spell's area, if it has an area but no targets. The only exception to the limitation on targeting is if the effect specifically states it targets you. If the spell's range is less than 60 feet, increase the range to 60 feet.", @@ -6334,7 +6334,7 @@ "name": "Practice Targets", "source": "G&G", "page": 178, - "type": "Equipment", + "type": "Item", "price": { "coin": "sp", "amount": 2, @@ -6455,7 +6455,7 @@ "name": "Repeating Magazine", "source": "G&G", "page": 63, - "type": "Equipment", + "type": "Item", "price": { "coin": "sp", "amount": 9, @@ -6495,7 +6495,7 @@ "name": "Round", "source": "G&G", "page": 150, - "type": "Equipment", + "type": "Item", "traits": [ "alchemical" ], @@ -6515,7 +6515,7 @@ "name": "Round", "source": "G&G", "page": 150, - "type": "Equipment", + "type": "Item", "traits": [ "alchemical" ], @@ -6571,7 +6571,7 @@ }, "components": [ "command", - "Interact" + "{@action Interact}" ], "entries": [ "The Rowan Rifle fires a 60-foot line of liquid djezet that wraps around all creatures in the affected area before hardening, which impedes them with metallic vines unless the affected creature succeeds at a DC 35 Reflex save. A creature who fails the save takes a \u201315-foot circumstance penalty to their Speeds, and a creature who critically fails is {@condition immobilized}. A creature who succeeds at a DC 35 {@action Escape} check ends this effect. Otherwise, the djezet vines last for 10 minutes before crumbling away." @@ -6623,7 +6623,7 @@ "coin": "gp", "amount": 900 }, - "usage": "attached to firearm (scope)", + "usage": "attached ", "bulk": "L", "category": "Customization", "subCategory": "Scope", @@ -6663,7 +6663,7 @@ "coin": "gp", "amount": 3000 }, - "usage": "attached to firearm or crossbow (scope)", + "usage": "attached ", "bulk": "L", "category": "Customization", "subCategory": "Scope", @@ -6883,7 +6883,7 @@ "name": "Silencer", "source": "G&G", "page": 178, - "type": "Equipment", + "type": "Item", "price": { "coin": "sp", "amount": 1 @@ -7034,7 +7034,7 @@ "talisman", "transmutation" ], - "usage": "affixed to a two-handed firearm or", + "usage": "affixed to a two-handed firearm or crossbow", "bulk": "\u2013", "activate": { "activity": { @@ -8242,7 +8242,7 @@ "name": "Tripod", "source": "G&G", "page": 178, - "type": "Equipment", + "type": "Item", "price": { "coin": "sp", "amount": 2 @@ -8302,7 +8302,7 @@ "coin": "gp", "amount": 600 }, - "usage": "attached to firearm (firing mechanism)", + "usage": "attached ", "category": "Customization", "subCategory": "Firing Mechanism", "appliesTo": [ @@ -8357,7 +8357,7 @@ "name": "Waterproof Firearm Carrying Case", "source": "G&G", "page": 178, - "type": "Equipment", + "type": "Item", "price": { "coin": "sp", "amount": 2 @@ -8412,7 +8412,7 @@ "rare", "clockwork" ], - "usage": "attached to a thrown weapon", + "usage": "attached ", "category": "Customization", "subCategory": "Weapon", "entries": [ diff --git a/data/items/items-gmg.json b/data/items/items-gmg.json index 87fc7d70a8..b4536eb7a4 100644 --- a/data/items/items-gmg.json +++ b/data/items/items-gmg.json @@ -144,7 +144,7 @@ }, "components": [ "envision", - "Interact" + "{@action Interact}" ], "entries": [ "The axe casts a 10th-level {@spell summon elemental} spell to conjure an elite {@creature elemental avalanche}. The spell is automatically sustained, requiring no action on your part but still allowing you to command the elemental on each of your turns. You can {@action Dismiss} the Spell." @@ -468,7 +468,7 @@ }, "components": [ "envision", - "Interact" + "{@action Interact}" ], "entries": [ "You declare how many cards you will draw facedown from the deck, then draw your first card. The card takes effect immediately. Any further cards must be drawn within the next hour, and any card you don't voluntarily draw flits off the deck and affects you anyway. You can never activate the same deck of many things again.", @@ -966,8 +966,7 @@ "style": "compact", "activity": { "number": 1, - "unit": "free", - "entry": "{@as F}" + "unit": "free" }, "components": [ "envision" @@ -1052,7 +1051,7 @@ }, "components": [ "command", - "Interact" + "{@action Interact}" ], "frequency": { "unit": "hour", @@ -1130,8 +1129,7 @@ "style": "compact", "activity": { "number": 1, - "unit": "free", - "entry": "{@as F}" + "unit": "free" }, "components": [ "envision" @@ -1381,7 +1379,7 @@ }, "components": [ "envision", - "Interact" + "{@action Interact}" ], "frequency": { "unit": "day", diff --git a/data/items/items-loag.json b/data/items/items-loag.json index 89ea961a5d..90e34c008d 100644 --- a/data/items/items-loag.json +++ b/data/items/items-loag.json @@ -65,15 +65,14 @@ "name": "Wooden Taws", "source": "LOAG", "page": 139, - "type": "Equipment", + "type": "Item", "price": { "coin": "sp", "amount": 1, "note": "(price for 10)" }, - "category": "Ammunition", "entries": [], - "variants": null + "category": "Ammunition" } ] } diff --git a/data/items/items-locg.json b/data/items/items-locg.json index 04de1fb47e..7d75c8774b 100644 --- a/data/items/items-locg.json +++ b/data/items/items-locg.json @@ -556,7 +556,7 @@ }, "components": [ "command", - "Interact" + "{@action Interact}" ], "entries": [ "You hold the wayfinder and ask for guidance. The wayfinder casts guidance on you." @@ -571,7 +571,7 @@ }, "components": [ "command", - "Interact" + "{@action Interact}" ], "frequency": { "unit": "day", @@ -769,7 +769,7 @@ }, "components": [ "command", - "Interact" + "{@action Interact}" ], "frequency": { "unit": "day", diff --git a/data/items/items-loil.json b/data/items/items-loil.json new file mode 100644 index 0000000000..738941620b --- /dev/null +++ b/data/items/items-loil.json @@ -0,0 +1,1061 @@ +{ + "item": [ + { + "name": "Pocket Watch", + "source": "LOIL", + "page": 106, + "type": "Item", + "level": 2, + "traits": [ + "uncommon" + ], + "price": { + "amount": 25, + "coin": "gp" + }, + "usage": "held in 1 hand", + "bulk": "L", + "category": "Adventuring Gear", + "entries": [ + "This timepiece is a marvel of clockwork and miniaturization; its gears, arbor, and mainspring are immaculately crafted and tuned to maximize precision and reduce time loss. This pocket watch has the properties of a {@item clockwork dial|LOPS}, except it has a maximum duration of 24 hours and is available to characters from Alkenstar." + ] + }, + { + "name": "Alkenstar Ice Wine", + "source": "LOIL", + "page": 106, + "type": "Item", + "level": "5+", + "traits": [ + "uncommon", + "alchemical", + "consumable", + "drug", + "ingested", + "poison", + "positive" + ], + "price": { + "amount": 25, + "coin": "gp" + }, + "usage": "held in 1 hand", + "bulk": "L", + "category": "Poison", + "entries": [ + "This bottle of delicately sweet ice wine has the properties of alcohol (Pathfinder Gamemastery Guide 120). Made exclusively from grapes frozen in the Mana Wastes' erratic surge storms, Alkenstar ice wine finds a ready market among Geb, though undead are still immune to the drug's listed effects.", + "The listed price is for a mediocre vintage, but finer vintages are higher level and commensurately more expensive." + ] + }, + { + "name": "Palanquin of Night", + "source": "LOIL", + "page": 178, + "type": "Item", + "level": 10, + "traits": [ + "uncommon", + "conjuration", + "magical", + "structure" + ], + "price": { + "amount": 825, + "coin": "gp" + }, + "bulk": "L (when not activated)", + "category": "Other", + "entries": [ + "This small square of dark blue fabric appears to be painted with a depiction of the night sky, shifting each day to match the sky above Geb the previous night.", + { + "type": "ability", + "activity": { + "number": 3, + "unit": "action" + }, + "components": [ + "{@action Interact}" + ], + "entries": [ + "The fabric unfolds into a dark palanquin large enough to comfortably hold two Medium creatures. Four spectral bearers appear at the corners of the palanquin, capable of carrying it effortlessly over most types of terrain as long as the terrain is relatively flat and devoid of hazards. Spectral bearers have the statistics of an unseen servant, except they're strong enough to carry the palanquin and its occupants. They move generally along a basic set of directions you indicate upon activation, which can include turns onto various streets, but they don't take other creatures' feelings into account and can be inconsiderate to passersby in an inhabited area as they relentlessly move you forward. The bearers move slowly but steadily along their simple directions. While the palanquin is perfectly suitable for overland travel, the bearers' imprecise movements and the requirement to reactivate the palanquin to change destinations make it unsuited for a combat encounter or other situation where seconds and precise movements count.", + "The palanquin's interior ceiling is painted with the same night sky pattern as the cloth, and dark curtains hang over the windows. The palanquin protects its occupants from sunlight and severe heat and cold (though not extreme or incredible heat or cold) as well as blocks most non-damaging forms of weather. The palanquin is only as sturdy as a standard wooden carriage\u2014if it would be destroyed, it instantly reverts to a square of fabric and can't be Activated again for 1 month.", + "You can return the palanquin to its original shape by using an {@action Interact} action to command the spectral bearers to collapse it. They disappear the moment it returns to its fabric form." + ] + } + ] + }, + { + "name": "Cube of Nex", + "source": "LOIL", + "page": 304, + "type": "Item", + "level": 25, + "traits": [ + "unique", + "artifact", + "evocation", + "magical" + ], + "usage": "held in 1 hand", + "category": "Artifact", + "entries": [ + "The Cube of Nex acts as a {@item Lesser Cube of Nex|LOIL} except it suppresses all magic within 5 feet of it with the effects of a 10th-level antimagic field spell, instead of just one school. However, spells you cast and magic items you wield ignore the {@spell antimagic field} from the Cube of Nex.", + { + "type": "ability", + "activity": { + "number": 2, + "unit": "action" + }, + "components": [ + "{@action Interact}" + ], + "frequency": { + "freq": 1, + "unit": "minute" + }, + "entries": [ + "A {@item cube of force|LOIL} or {@item Lesser Cube of Nex|LOIL} within 60 feet of you becomes inert. It can't be Activated, any current activation ends, and any constant abilities it has cease to function." + ] + } + ] + }, + { + "name": "Lesser Cube of Nex", + "source": "LOIL", + "page": 304, + "type": "Item", + "level": 20, + "traits": [ + "unique", + "artifact", + "evocation", + "magical" + ], + "usage": "held in 1 hand", + "category": "Artifact", + "entries": [ + "A Lesser Cube of Nex acts as a cube of force, but the effect lasts until you press the sixth face to {@action Dismiss} it, and the activation can be used once per hour. You must first {@action Dismiss} any previous activation before you use it again. Additionally, each Lesser Cube of Nex is attuned to a single school of magic. Within 5 feet of the Lesser Cube, all magic from that school is suppressed or impossible to cast, with the effects of a 10th-level {@spell antimagic field} spell. While there are eight Lesser Cubes of Nex, each of the artifacts is unique, as there's only one Lesser Cube of Nex for each school of magic." + ] + }, + { + "name": "Bottled Screams", + "source": "LOIL", + "page": 177, + "type": "Item", + "level": 10, + "traits": [ + "uncommon", + "catalyst", + "consumable", + "magical" + ], + "price": { + "amount": 200, + "coin": "gp" + }, + "usage": "held in one hand", + "bulk": "L", + "activate": { + "activity": { + "number": 1, + "unit": "action" + }, + "components": [ + "envision" + ] + }, + "category": "Consumable", + "entries": [ + "The vengeful wails of a revenant, barely contained in this rattling jar, infuse your magic with all of their spite and malice. If a target fails its saving throw against your seal fate (Advanced Player's Guide 224) spell after you've added this catalyst, it takes {@damage 1d6} {@condition persistent damage} of the type chosen for the spell ({@dice 2d6} if it critically fails)." + ] + }, + { + "name": "Defiled Costa", + "source": "LOIL", + "page": 177, + "type": "Item", + "level": 14, + "traits": [ + "rare", + "catalyst", + "consumable", + "magical" + ], + "price": { + "amount": 900, + "coin": "gp" + }, + "usage": "held in one hand", + "bulk": "L", + "activate": { + "activity": { + "number": 1, + "unit": "action" + }, + "components": [ + "envision" + ] + }, + "category": "Consumable", + "entries": [ + "This still-bloody rib was taken from a priest of {@deity Urgathoa} at the moment they passed into undeath and has a constant stench of decay. The first time any creature critically fails its saving throw against a {@spell mask of terror} spell cast using this catalyst, it also takes {@damage 6d10} mental damage, with a basic Fortitude save against the spell's DC, as it lives through the memory of having its rib torn from its body. Once any creature takes this damage, the defiled costa's effect ends, and no other creatures take the damage, even if they critically fail." + ], + "generic": "G", + "variants": [ + { + "level": 17, + "price": { + "amount": 2500, + "coin": "gp" + }, + "entries": [ + "A creature who critically fails against this save is killed instantly. This effect has the {@trait incapacitation} trait." + ], + "variantType": "greater" + } + ] + }, + { + "name": "Grave Token", + "source": "LOIL", + "page": 177, + "type": "Item", + "level": 4, + "traits": [ + "uncommon", + "catalyst", + "consumable", + "magical" + ], + "price": { + "amount": 18, + "coin": "gp" + }, + "usage": "held in one hand", + "bulk": "L", + "activate": { + "activity": { + "number": 1, + "unit": "action" + }, + "components": [ + "envision" + ] + }, + "category": "Consumable", + "entries": [ + "This simple charm is made from compacted grave dirt infused with bone dust. A {@spell harm} spell that's empowered by this catalyst can reach faraway targets. If the {@spell harm} spell is cast with 1 action, its range is 30 feet; if it's cast with 2 actions, its range is 60 feet. This has no effect on the three-action area version of harm, though in most cases, you don't have enough actions to Activate the token and cast a three-action harm anyway." + ] + }, + { + "name": "Unsullied Blood", + "source": "LOIL", + "page": 177, + "type": "Item", + "level": "5+", + "traits": [ + "uncommon", + "catalyst", + "consumable", + "magical" + ], + "usage": "held in one hand", + "bulk": "L", + "activate": { + "activity": { + "number": 1, + "unit": "action" + }, + "components": [ + "envision" + ] + }, + "category": "Consumable", + "entries": [ + "Blood offered from a willing donor was taken directly from the vein and stored in an ornate vial that keeps it as pure and red as the day it was extracted. When this catalyst is added to a {@spell vampiric touch} spell of up to 4th level, instead of gaining temporary Hit Points based on the damage dealt, you recover half of the damage dealt as Hit Points." + ], + "generic": "G", + "variants": [ + { + "level": 5, + "price": { + "amount": 30, + "coin": "gp" + }, + "entries": [], + "variantType": "lesser" + }, + { + "level": 8, + "price": { + "amount": 85, + "coin": "gp" + }, + "entries": [ + "You can add the catalyst to a {@spell vampiric touch} spell up to 5th level. In addition to the effects of lesser unsullied blood, if the amount of Hit Points that would be restored by the spell exceeds your Hit Point maximum, you gain the excess as temporary Hit Points." + ], + "variantType": "moderate" + }, + { + "level": 10, + "price": { + "amount": 200, + "coin": "gp" + }, + "entries": [ + "As moderate, except you can add the catalyst to a {@spell vampiric touch} or {@spell vampiric maiden|APG} spell of up to 6th level." + ], + "variantType": "greater" + }, + { + "level": 14, + "price": { + "amount": 900, + "coin": "gp" + }, + "entries": [ + "As moderate, except you can add the catalyst to a vampiric touch, {@spell vampiric maiden|APG} or {@spell vampiric exsanguination} spell of any level." + ], + "variantType": "major" + } + ] + }, + { + "name": "Vulture's Wing", + "source": "LOIL", + "page": 178, + "type": "Item", + "level": 10, + "traits": [ + "uncommon", + "catalyst", + "consumable", + "magical" + ], + "price": { + "amount": 200, + "coin": "gp" + }, + "usage": "held in one hand", + "bulk": "L", + "activate": { + "activity": { + "number": 1, + "unit": "action" + }, + "components": [ + "{@action Cast a Spell}" + ] + }, + "category": "Consumable", + "entries": [ + "This fan of vulture feathers scatters on an unnatural gust of wind. If this catalyst is used to cast a {@spell ray of enfeeblement} spell that has been heightened to at least 5th level, instead of targeting a single creature, you cast the spell in a 30-foot-area cone. You don't make a spell attack roll, instead affecting all creatures within the area with the effect the spell would normally have on a hit. This means creatures within the area must attempt a Fortitude save to determine whether they're {@condition enfeebled}." + ] + }, + { + "name": "Doctrine of Blissful Eternity", + "source": "LOIL", + "page": 178, + "type": "Item", + "level": 7, + "traits": [ + "uncommon", + "grimoire", + "magical", + "necromancy" + ], + "price": { + "amount": 340, + "coin": "gp" + }, + "bulk": "L", + "category": "Grimoire", + "entries": [ + "The bones of small animals decorate the cover of this tome, creating a pattern that resembles a gross perversion of {@deity Pharasma}'s holy symbol.", + { + "type": "ability", + "activity": { + "number": 1, + "unit": "reaction" + }, + "components": [ + "command" + ], + "frequency": { + "freq": 1, + "unit": "day" + }, + "trigger": "An undead minion you summoned or created using a spell prepared from this grimoire takes damage that would bring it to 0 Hit Points", + "entries": [ + "You call out and demand the undead to remain, reaching out with tendrils of negative energy that preserves your minion so it might continue to serve you. Expend a spell slot in which you've prepared a {@spell harm} spell to restore {@dice 1d8} Hit Points to your undead minion per level of the expended spell slot, before applying the damage. If this prevents the minion from being reduced to 0 Hit Points, it isn't destroyed." + ] + } + ] + }, + { + "name": "Sunflower Censer", + "source": "LOIL", + "page": 179, + "type": "Item", + "level": 8, + "traits": [ + "rare", + "illusion", + "magical" + ], + "price": { + "amount": 480, + "coin": "gp" + }, + "usage": "worn or held in one hand", + "bulk": "L", + "category": "Worn", + "entries": [ + "This gold-and-ivory incense burner always emits a pleasant, floral-scented smoke without any need to be refilled. It has a chain that can be easily affixed to a belt or bag, allowing it to be worn without a free hand. As long as the censer is burning, the bearer benefits from the {@spell undetectable alignment} spell. They also don't appear undead to divination spells or abilities, or to senses such as lifesense, unless those abilities successfully counteract the censer. The censer can be lit or extinguished with an {@action Interact} action.", + { + "type": "ability", + "activity": { + "number": 2, + "unit": "action" + }, + "components": [ + "{@action Interact}" + ], + "frequency": { + "freq": 1, + "unit": "hour" + }, + "entries": [ + "Smoke bellows from the censer with the effects of an obscuring mist centered on you." + ] + } + ] + }, + { + "name": "Tyrant's Writs", + "source": "LOIL", + "page": 179, + "type": "Item", + "level": 8, + "traits": [ + "uncommon", + "grimoire", + "magical", + "necromancy" + ], + "price": { + "amount": 500, + "coin": "gp" + }, + "bulk": "L", + "category": "Grimoire", + "entries": [ + "A spirited debate persists among scholars on whether the eponymous tyrant of this grimoire actually refers to Tar-Baphon, the necromancer Geb, or even the goddess {@deity Urgathoa} herself. This grimoire appears at first to be a series of writs that makes arrogant demands of the reader, those around them, and the universe. Anyone who gives these writings more than a cursory look realizes the writs hold spells much like any other grimoire, with the {@spell animate dead|APG} spell being particularly prominent. Tyrant's writs grants you the ability to demand more from the undead you animate.", + { + "type": "ability", + "activity": { + "number": 1, + "unit": "free" + }, + "components": [ + "envision" + ], + "traits": [ + "metamagic" + ], + "frequency": { + "freq": 1, + "unit": "day" + }, + "entries": [ + "If your next action is to {@action Cast a Spell} to cast an {@spell animate dead|APG} spell prepared with tyrant's writs, you can choose one of the following additional benefits to grant the summoned undead.", + { + "type": "list", + "items": [ + "Bloody The undead gains fast healing equal to its level.", + "Explosive When it reaches 0 Hit Points, the undead explodes, dealing {@damage 4d6} fire damage to adjacent creatures, with a basic Reflex save using the {@spell animate dead|APG} spell's DC. As normal, since the {@spell final sacrifice|APG} spell doesn't reduce the target to 0 Hit Points, it doesn't cause this explosion.", + "Necrotic Speed The undead gains a +10-foot status bonus to all its Speeds.", + "Rotten Any living creature who starts its turn adjacent to the undead who isn't at full Hit Points takes {@damage 1d6} poison damage." + ] + } + ] + } + ] + }, + { + "name": "Condensed Mana", + "source": "LOIL", + "page": 234, + "type": "Item", + "level": 7, + "traits": [ + "rare", + "alchemical", + "consumable" + ], + "price": { + "amount": 69, + "coin": "gp" + }, + "usage": "held in 1 hand", + "bulk": "L", + "activate": { + "activity": { + "number": 2, + "unit": "action" + }, + "components": [ + "{@action Strike}" + ] + }, + "category": "Consumable", + "entries": [ + "Condensed mana is a crystal vial filled with concentrated miasma from the Mana Wastes. The colors shift abruptly and unpredictably within and the opening of the bottle is sealed tighter than any other potion or alchemical item, emphasizing its dangers.", + "On a successful {@action Strike}, the creature takes 1 force damage. Then, roll on the Wellspring Surge table (Secrets of Magic 250). The result affects all creatures within the emanation indiscriminately. For the purpose of determining the effects of the surge, use a spell level of 4 and a DC of 23. The person Striking with this vial is considered to be the caster for the purposes of determining effects on the Mana Surge table. The emanation is centered on the target's space, and both the caster and the target of the wellspring surge are the target of the condensed mana. On a failed {@action Strike}, the surge only has an effect if it would normally affect an area; if you roll an effect that depends on a caster or a target, nothing happens.", + "If the effect normally doesn't have a DC, creatures affected by the surge or within the surge's area must attempt a DC 23 Reflex save instead. On a critical failure on any saving throw against condensed mana, the creature is {@condition stunned||stunned 1} by the wild energies of the surge.", + "Sometimes a wellspring surge's effects make it difficult to determine exactly who is affected. The GM makes the determination, basing it on creatures directly affected; for example, while many creatures can hear the music from the surge \"strike up the band,\" only the creature emanating the music is directly affected by it." + ], + "craftReq": [ + "You must be in or adjacent to an area of Mana Wastes miasma." + ] + }, + { + "name": "Cube of Force", + "source": "LOIL", + "page": 304, + "type": "Item", + "level": 13, + "traits": [ + "rare", + "evocation", + "magical" + ], + "price": { + "amount": 3000, + "coin": "gp" + }, + "usage": "held in 1 hand", + "bulk": "\u2014", + "category": "Held", + "entries": [ + "A cube of force is an enchanted cube that measures an inch across. While made from any hard material, the sides of a cube of force are decorated so that they can be distinguished by touch.", + { + "type": "ability", + "activity": { + "number": 2, + "unit": "action" + }, + "components": [ + "{@action Interact}" + ], + "frequency": { + "freq": 1, + "unit": "day" + }, + "entries": [ + "You hold the cube aloft and depress one of its six faces for several seconds. The cube creates six walls around you, creating a cube 10 feet on each side centered on you (typically centered on the top of your space if you're a Medium creature). If a creature or object overlaps any of these walls, that face of the cube doesn't appear; this also means if you're Huge or larger, the activation has no effect, as your space is larger than the cube would be. The duration and effect of the six walls depends on which face of the cube you press when you Activate the cube, as seen on Table 5: Cube Effects (below). Pressing the sixth cube face with a simple {@action Interact} action Dismisses the effect; doing so isn't an activation and thus doesn't count against the cube's frequency. The walls have the AC, Hit Points, and Hardness of a wall of force." + ] + }, + { + "type": "table", + "id": "5", + "name": "Cube Effects", + "labelRowIdx": [ + 0 + ], + "colSizes": [ + 2, + 2, + 8 + ], + "rows": [ + [ + "Cube Face", + "Duration", + "Effect" + ], + [ + 1, + "30 minutes", + "The walls keep out gas and wind, attempting to counteract such effects that cross the threshold with a +20 counteract modifier but allowing all other things through." + ], + [ + 2, + "10 minutes", + "The walls block nonliving matter from crossing; a nonliving creature must succeed at a DC 30 Will save to cross the threshold, wasting their move action on a failure, and unattended objects can't cross. Non-magical ranged attacks can't cross either and instead attack the wall. A living creature can bring attended objects across the walls without needing to attempt a saving throw." + ], + [ + 3, + "10 minutes", + "The walls block living matter from crossing; a living creature must succeed at a DC 30 Will save to cross the threshold, wasting their move action on a failure." + ], + [ + 4, + "5 minutes", + "The walls keep out magical effects that cross the threshold, attempting to counteract magical effects with a +20 counteract modifier, though they don't prevent a creature with magical items or effects from entering." + ], + [ + 5, + "1 minute", + "The walls block everything, with the effects of wall of force." + ], + [ + 6, + "\u2014", + "The cube is Dismissed (this takes only an Interact action and isn't an activation)." + ] + ] + } + ] + }, + { + "name": "Open Mind", + "source": "LOIL", + "page": 305, + "type": "Item", + "level": 10, + "traits": [ + "uncommon", + "invested", + "magical", + "tattoo" + ], + "price": { + "amount": 900, + "coin": "gp" + }, + "usage": "worn", + "bulk": "\u2014", + "category": "Tattoo", + "entries": [ + "{@deity Abraxas|LOGM} teaches knowledge is the only power that matters. This tattoo of a stylized eye provides a +1 item bonus to {@skill Lore} checks.", + { + "type": "ability", + "activity": { + "number": 1, + "unit": "action" + }, + "components": [ + "envision" + ], + "frequency": { + "freq": 1, + "unit": "hour" + }, + "entries": [ + "{@deity Abraxas|LOGM} opens your inner eye; you gain the effects of hypercognition." + ] + } + ] + }, + { + "name": "Silent Heart", + "source": "LOIL", + "page": 305, + "type": "Item", + "level": 5, + "traits": [ + "uncommon", + "invested", + "magical", + "tattoo" + ], + "price": { + "amount": 130, + "coin": "gp" + }, + "usage": "worn", + "bulk": "\u2014", + "category": "Tattoo", + "entries": [ + "{@deity Abraxas|LOGM} teaches that the true heart is impenetrable, dedicated only to knowledge. This tattoo of a venom-soaked heart provides a +1 item bonus to {@skill Occultism} checks.", + { + "type": "ability", + "activity": { + "number": 1, + "unit": "reaction" + }, + "components": [ + "envision" + ], + "frequency": { + "freq": 1, + "unit": "hour" + }, + "trigger": "You're about to attempt a saving throw against an {@trait emotion} effect or an effect that would make you {@condition controlled}", + "entries": [ + "{@deity Abraxas|LOGM} envelops your heart in the shadow of his secret, granting you a +2 status bonus on your saving throw against the triggering effect." + ] + } + ] + }, + { + "name": "Thoughtwhip Claw", + "source": "LOIL", + "page": 305, + "type": "Item", + "level": 11, + "traits": [ + "rare", + "invested", + "magical", + "tattoo" + ], + "price": { + "amount": 1350, + "coin": "gp" + }, + "usage": "worn", + "bulk": "\u2014", + "category": "Tattoo", + "entries": [ + "{@deity Abraxas|LOGM} teaches that minds can be robbed as surely as pockets. This tattoo of a clenched fist provides a +2 item bonus to {@skill Thievery} checks.", + { + "type": "ability", + "activity": { + "number": 2, + "unit": "action" + }, + "components": [ + "command", + "envision" + ], + "frequency": { + "freq": 1, + "unit": "day" + }, + "entries": [ + "{@deity Abraxas|LOGM} reaches through your hands and creates threads to yank thoughts from the mind of another. The thoughtwhip claw casts {@spell mind probe} on a creature within range, with a DC of 28." + ] + } + ] + }, + { + "name": "Vengeful Arm", + "source": "LOIL", + "page": 305, + "type": "Item", + "level": 4, + "traits": [ + "uncommon", + "invested", + "magical", + "tattoo" + ], + "price": { + "amount": 100, + "coin": "gp" + }, + "usage": "worn", + "bulk": "\u2014", + "category": "Tattoo", + "entries": [ + "{@deity Abraxas|LOGM} teaches that an eye for an eye is the basis of law. This tattoo of a coiled viper provides a +1 item bonus to {@skill Society} checks.", + { + "type": "ability", + "activity": { + "number": 1, + "unit": "action" + }, + "components": [ + "envision" + ], + "entries": [ + "{@deity Abraxas|LOGM} transforms the tattoo into a weapon of your vengeance. The vengeful arm crawls into your hand and becomes a retribution axe. You can use this activation again while holding the axe to revert the vengeful arm to a tattoo. Like other retribution axes, you can etch fundamental runes into the vengeful arm's retribution axe to increase its potency or to add striking." + ] + } + ] + }, + { + "name": "Venomed Tongue", + "source": "LOIL", + "page": 305, + "type": "Item", + "level": 7, + "traits": [ + "uncommon", + "invested", + "magical", + "tattoo" + ], + "price": { + "amount": 333, + "coin": "gp" + }, + "usage": "worn", + "bulk": "\u2014", + "category": "Tattoo", + "entries": [ + "Secrets must be unraveled, no matter how painful.", + "This tattoo of braided tongues provides a +1 item bonus to {@skill Deception} checks.", + { + "type": "ability", + "activity": { + "number": 1, + "unit": "action" + }, + "components": [ + "envision" + ], + "frequency": { + "freq": 1, + "unit": "day" + }, + "entries": [ + "{@deity Abraxas|LOGM} fills your tongue with venom, causing your deceptions to poison your foes. You use {@skill Deception} to {@action Create a Diversion}, {@action Feint}, or {@action Lie}. Choose one target against whom your {@skill Deception} check succeeded; that target takes {@damage 2d6} {@condition persistent damage ||persistent poison damage}." + ] + } + ] + }, + { + "name": "Goo Grenade", + "source": "LOIL", + "page": 306, + "type": "Item", + "level": "1+", + "traits": [ + "uncommon", + "alchemical", + "bomb", + "consumable", + "splash" + ], + "usage": "held in 1 hand", + "bulk": "L", + "activate": { + "activity": { + "number": 1, + "unit": "action" + }, + "components": [ + "{@action Strike}" + ] + }, + "category": "Bomb", + "entries": [ + "A goo grenade is a flask filled with a fast-growing, short-lived alchemical ooze. When you hit a creature with a goo grenade, that creature takes {@condition persistent damage ||persistent acid damage} and a circumstance penalty to its Speeds from the clinging goo. The target can end any penalties, conditions, and {@condition persistent damage} caused by the bomb by Escaping or spending a total of 3 {@action Interact} actions to pry themselves free of the ooze. These {@action Interact} actions don't have to be consecutive, and other creatures can provide the actions as well." + ], + "generic": "G", + "variants": [ + { + "level": 1, + "price": { + "amount": 3, + "coin": "gp" + }, + "entries": [ + "The target takes {@damage 1d4} acid damage, 1 {@condition persistent damage ||persistent acid damage}, and 1 acid splash damage. They take a \u20135-foot circumstance penalty to their Speeds. The {@action Escape} DC is 15." + ], + "variantType": "lesser" + }, + { + "level": 3, + "price": { + "amount": 10, + "coin": "gp" + }, + "entries": [ + "You gain a +1 item bonus to attack rolls. The target takes {@damage 2d4} acid damage, 2 {@condition persistent damage ||persistent acid damage}, and 2 acid splash damage. They take a \u20135-foot circumstance penalty to their Speeds. The {@action Escape} DC is 17." + ], + "variantType": "moderate" + }, + { + "level": 11, + "price": { + "amount": 250, + "coin": "gp" + }, + "entries": [ + "You gain a +2 item bonus to attack rolls. The target takes {@damage 3d4} acid damage, 3 {@condition persistent damage ||persistent acid damage}, and 3 acid splash damage. They take a \u201310-foot circumstance penalty to their Speeds. The {@action Escape} DC is 26." + ], + "variantType": "greater" + }, + { + "level": 17, + "price": { + "amount": 2500, + "coin": "gp" + }, + "entries": [ + "You gain a +3 item bonus to attack rolls. The target takes {@damage 4d4} acid damage, 4 {@condition persistent damage ||persistent acid damage}, and 4 acid splash damage. They take a \u201310-foot circumstance penalty to their Speeds. The {@action Escape} DC is 35." + ], + "variantType": "major" + } + ] + }, + { + "name": "Oozepick", + "source": "LOIL", + "page": 306, + "type": "Item", + "level": "4+", + "traits": [ + "uncommon", + "alchemical", + "consumable" + ], + "price": { + "amount": 20, + "coin": "gp" + }, + "usage": "held in 1 hand", + "bulk": "L", + "activate": { + "activity": { + "number": 1, + "unit": "action" + }, + "components": [ + "{@action Interact}" + ] + }, + "category": "Consumable", + "entries": [ + "You can pour this silver ooze into a lock or similar mechanism to create a set of malleable lockpicks and tools that conform to internal mechanisms. The ooze is treated as a set of thieves' tools that last for 1 hour and provide a +2 item bonus to {@skill Thievery} checks to Pick Lock or Disable Device against the mechanism into which they were first poured." + ], + "generic": "G", + "variants": [ + { + "level": 4, + "price": { + "amount": 20, + "coin": "gp" + }, + "entries": [], + "variantType": "oozepick" + }, + { + "level": 10, + "price": { + "amount": 200, + "coin": "gp" + }, + "entries": [ + "The item bonus is +3, and the tools last for 8 hours." + ], + "variantType": "greater" + } + ] + }, + { + "name": "Oxygen Ooze", + "source": "LOIL", + "page": 306, + "type": "Item", + "level": 4, + "traits": [ + "uncommon", + "alchemical", + "consumable" + ], + "price": { + "amount": 15, + "coin": "gp" + }, + "usage": "held in 1 hand", + "bulk": "L", + "activate": { + "activity": { + "number": 1, + "unit": "action" + }, + "components": [ + "{@action Interact}" + ] + }, + "category": "Consumable", + "entries": [ + "You can chew on this translucent green ooze to cause it to expand into a bubble of slime that envelops your mouth and nose. For the next hour, the ooze provides breathable oxygen, allowing you to breathe in environments where you couldn't normally breathe. It then harmlessly dries up and falls away." + ] + }, + { + "name": "Carrion Cask", + "source": "LOIL", + "page": 178, + "type": "Item", + "level": 8, + "traits": [ + "uncommon", + "magical", + "necromancy" + ], + "price": { + "amount": 500, + "coin": "gp" + }, + "bulk": "L", + "category": "Other", + "entries": [ + "This stylized, palm-sized box contains a black, ooze-like substance that can easily devour a corpse in moments, breaking the body down into a necromantic sludge.", + { + "type": "ability", + "components": [ + "{@action Interact} Frequency once per day" + ], + "entries": [ + "You feed a corpse of a Small-sized or larger creature to the cask, little by little. The activation requires a three-action activity for a Small or Medium creature, a 1-minute activity for a Larger creature, and a 10-minute activity for a Huge creature. A Gargantuan creature is too large for the cask to devour." + ] + }, + { + "type": "ability", + "activity": { + "number": 2, + "unit": "action" + }, + "components": [ + "command", + "envision" + ], + "frequency": { + "freq": 1, + "unit": "day" + }, + "requirements": "The carrion cask has consumed a corpse since the last time it was activated", + "entries": [ + "You release the sludge from the carrion cask's last meal in a pulse of necromantic energy. Creatures in a 30-foot cone take {@damage 6d6} negative damage, with a DC 24 basic Fortitude save." + ] + } + ] + }, + { + "name": "Plated Duster", + "source": "LOIL", + "page": 106, + "type": "Item", + "level": 0, + "traits": [ + "uncommon" + ], + "price": { + "amount": 2, + "coin": "gp" + }, + "bulk": 1, + "category": "Armor", + "entries": [ + "These loose-fitting long coats of canvas or leather are lined with metal plates, offering wearers respite from Alkenstar's dust storms and smog stains as well as modest protection against bullets and knives. While these dusters can't turn away gunfire entirely, their utility, affordability, and comfort ensure their popularity, especially among the city's shieldmarshals, who have adopted them as a sort of unofficial uniform. A plated duster can be donned with 2 {@action Interact} actions or as part of donning light armor.", + "When worn with light armor from the {@group cloth}, {@group leather}, or {@group chain} groups, a plated duster increases the armor's item bonus to AC by 1, worsens the armor's check penalty by 1, reduces the armor's Dex cap by 1, increases the Strength score required to ignore the armor check penalty and Speed penalty by 2, adds the {@trait noisy} trait, and changes the armor's group to {@group composite}. This also makes the armor one step heavier (from light to medium), and you use the proficiency bonus appropriate to this adjusted armor type. You can't use a plated duster alongside an {@item armored skirt|LOCG} or any other item that adjusts an armor's statistics." + ] + }, + { + "name": "Wrenchgear", + "source": "LOIL", + "page": 106, + "type": "Item", + "level": 3, + "traits": [ + "uncommon" + ], + "price": { + "amount": 50, + "coin": "gp" + }, + "usage": "held in 1 hand", + "bulk": "L", + "category": "Held", + "entries": [ + "The ubiquity of clockwork constructs in Alkenstar spurred the development of the wrenchgear (a shortened \"wrench in the gears\") by innovative criminals (\"wrenchers\") to create security exploits and larcenous opportunities. You gain a +2 item bonus to {@action Disable a Device} checks made against clockwork creatures (typically to wind them down)." + ] + } + ] +} diff --git a/data/items/items-lol.json b/data/items/items-lol.json index 3c3a0a94b3..a64bc8958a 100644 --- a/data/items/items-lol.json +++ b/data/items/items-lol.json @@ -311,7 +311,7 @@ }, "components": [ "command", - "Interact" + "{@action Interact}" ], "entries": [ "You cast the {@spell electric arc} cantrip from the sword as an 8th-level primal spell, using 10 + your melee attack modifier with the Blade of the Black Sovereign as your spell DC." @@ -454,7 +454,7 @@ }, "components": [ "command", - "Interact" + "{@action Interact}" ], "frequency": { "unit": "day", diff --git a/data/items/items-lome.json b/data/items/items-lome.json index 40f9bdba7a..f99d1d0529 100644 --- a/data/items/items-lome.json +++ b/data/items/items-lome.json @@ -70,7 +70,7 @@ }, "components": [ "envision", - "interact" + "{@action Interact}" ], "frequency": { "unit": "day", diff --git a/data/items/items-lopsg.json b/data/items/items-lopsg.json index 93c6c4de36..4f506c33f4 100644 --- a/data/items/items-lopsg.json +++ b/data/items/items-lopsg.json @@ -365,7 +365,7 @@ }, "components": [ "command", - "Interact" + "{@action Interact}" ], "frequency": { "unit": "hour", @@ -446,8 +446,7 @@ "style": "compact", "activity": { "number": 1, - "unit": "free", - "entry": "{@as F}" + "unit": "free" }, "components": [ "envision" @@ -949,7 +948,7 @@ }, "components": [ "command", - "Interact" + "{@action Interact}" ], "frequency": { "unit": "hour", @@ -1149,7 +1148,7 @@ }, "components": [ "command", - "Interact" + "{@action Interact}" ], "frequency": { "unit": "day", diff --git a/data/items/items-lotg.json b/data/items/items-lotg.json index b04357ec49..2cf058be9c 100644 --- a/data/items/items-lotg.json +++ b/data/items/items-lotg.json @@ -712,7 +712,7 @@ }, "category": "Plant", "entries": [ - "This dried herb is known for its ability to draw toxins from the body, albeit violently. You can administer the suspension orally, {@action Activate an Item||Activating} the item as part of the same activity you use to {@action Treat Poison}. If you succeed at your {@skill Medicine} check to {@action Treat Poison} against an ingested poison, you can reduce the stage of the toxin by one stage, though this can't reduce the stage below stage 1 or cure the poison entirely. If you do, the creature becomes {@condition sickened} 2 as its body purges the toxin. An artevil suspension doesn't work unless the poison was administered through ingestion; for instance, if a poison can be administered through either ingestion or injury and was administered through injury, the suspension won't work." + "This dried herb is known for its ability to draw toxins from the body, albeit violently. You can administer the suspension orally, {@action Activate an Item||Activating} the item as part of the same activity you use to {@action Treat Poison}. If you succeed at your {@skill Medicine} check to {@action Treat Poison} against an ingested poison, you can reduce the stage of the toxin by one stage, though this can't reduce the stage below stage 1 or cure the poison entirely. If you do, the creature becomes {@condition sickened 2} as its body purges the toxin. An artevil suspension doesn't work unless the poison was administered through ingestion; for instance, if a poison can be administered through either ingestion or injury and was administered through injury, the suspension won't work." ] }, { diff --git a/data/items/items-lotgb.json b/data/items/items-lotgb.json index 46f7304e93..222243eecd 100644 --- a/data/items/items-lotgb.json +++ b/data/items/items-lotgb.json @@ -3799,7 +3799,7 @@ }, "components": [ "envision", - "Interact" + "{@action Interact}" ], "frequency": { "unit": "day", @@ -3817,7 +3817,7 @@ }, "components": [ "envision", - "Interact" + "{@action Interact}" ], "requirements": "Your companion is in statuette form", "entries": [ @@ -4429,7 +4429,7 @@ }, "components": [ "command", - "Interact" + "{@action Interact}" ], "frequency": { "unit": "day", @@ -4563,7 +4563,7 @@ }, "components": [ "envision", - "Interact" + "{@action Interact}" ], "frequency": { "unit": "day", @@ -4751,7 +4751,7 @@ }, "components": [ "envision", - "Interact" + "{@action Interact}" ], "frequency": { "unit": "day", @@ -5724,7 +5724,7 @@ }, "components": [ "command", - "Interact" + "{@action Interact}" ], "frequency": { "unit": "day", @@ -6402,7 +6402,7 @@ }, "components": [ "command", - "Interact" + "{@action Interact}" ], "entries": [ "You cast a 1st-level {@spell pest form}. You can only become a scarab beetle." @@ -6522,7 +6522,7 @@ }, "components": [ "command", - "Interact" + "{@action Interact}" ], "requirements": "You are holding a one-handed weapon", "entries": [ @@ -7376,7 +7376,7 @@ "bulk": 1, "category": "Staff", "entries": [ - "This white marble staff is carved into the figure of an abstract knight, its shield bearing the symbol of Lastwall, with a wickedly pointed sword made of dark wood raised high above its head. When you wield it as a weapon, it gains the versatile P trait and functions as a wooden stake, allowing you to use it to stake vampires, and your {@action Strike||Strikes} with the staff gain a +1 circumstance bonus to damage rolls against undead.", + "This white marble staff is carved into the figure of an abstract knight, its shield bearing the symbol of Lastwall, with a wickedly pointed sword made of dark wood raised high above its head. When you wield it as a weapon, it gains the {@trait versatile

} trait and functions as a wooden stake, allowing you to use it to stake vampires, and your {@action Strike||Strikes} with the staff gain a +1 circumstance bonus to damage rolls against undead.", { "type": "ability", "components": [ @@ -7659,7 +7659,7 @@ }, "components": [ "envision", - "Interact" + "{@action Interact}" ], "frequency": { "freq": 1, @@ -7911,7 +7911,7 @@ }, "components": [ "envision", - "Interact" + "{@action Interact}" ], "frequency": { "unit": "day", @@ -7929,7 +7929,7 @@ "page": 93, "type": "Item", "level": "1+", - "usage": "attached to explorer's clothing", + "usage": "attached ", "category": "Adjustment", "subCategory": "Armor", "appliesTo": [ diff --git a/data/items/items-lowg.json b/data/items/items-lowg.json index f83dac27df..fbb3cab188 100644 --- a/data/items/items-lowg.json +++ b/data/items/items-lowg.json @@ -52,7 +52,7 @@ }, "components": [ "envision", - "Interact" + "{@action Interact}" ], "frequency": { "unit": "day", diff --git a/data/items/items-ooa2.json b/data/items/items-ooa2.json index fd6b561dd4..c4698b6c32 100644 --- a/data/items/items-ooa2.json +++ b/data/items/items-ooa2.json @@ -82,7 +82,7 @@ "amount": 115, "coin": "gp" }, - "usage": "attached to a two-handed firearm", + "usage": "attached ", "bulk": "L", "category": "Customization", "subCategory": "Stabilizers", @@ -333,7 +333,7 @@ "amount": 30, "coin": "gp" }, - "usage": "attached to a firearm with the kickback weapon trait", + "usage": "attached ", "bulk": "\u2014", "activate": { "activity": { diff --git a/data/items/items-sli.json b/data/items/items-sli.json index 08b033e402..0aa4b5813a 100644 --- a/data/items/items-sli.json +++ b/data/items/items-sli.json @@ -207,7 +207,7 @@ }, "components": [ "command", - "Interact" + "{@action Interact}" ], "frequency": { "unit": "hour", diff --git a/data/items/items-som.json b/data/items/items-som.json index f19462693a..3d363e11ea 100644 --- a/data/items/items-som.json +++ b/data/items/items-som.json @@ -29,7 +29,7 @@ }, "components": [ "command", - "Interact" + "{@action Interact}" ], "entries": [ "You throw the anointed waterskin up to 60 feet. The water explodes out of it, with the effects of holy cascade." @@ -57,8 +57,8 @@ "entry": "1 minute" }, "components": [ - "(command", - "Interact)" + "command", + "{@action Interact}" ], "requirements": "The anointed waterskin is full", "entries": [ @@ -118,7 +118,7 @@ }, "components": [ "command", - "Interact" + "{@action Interact}" ], "frequency": { "unit": "hour", @@ -446,7 +446,10 @@ "unit": "action" }, "components": [ - "envision (metamagic)" + "envision" + ], + "traits": [ + "metamagic" ], "frequency": { "unit": "day", @@ -483,7 +486,10 @@ "unit": "action" }, "components": [ - "command (light)" + "command" + ], + "traits": [ + "light" ], "entries": [ "You plunge your weapon into darkness to return the light. Attempt a counteract check with a counteract level of 5 and a +19 counteract modifier to end a magical {@trait darkness} effect whose area is within reach of the weapon." @@ -572,7 +578,7 @@ }, "components": [ "command", - "Interact" + "{@action Interact}" ], "frequency": { "unit": "hour", @@ -641,8 +647,8 @@ "entry": "{@as 1} or more" }, "components": [ - "(envision", - "Interact)" + "envision", + "{@action Interact}" ], "entries": [ "You envision your desired cantrip, causing its card to rise to the top of the deck, and draw the card. The deck casts that cantrip as a 1st-level spell, with a DC of 15 and a spell attack modifier of +5. The card crumbles into dust as the cantrip takes effect. The activation takes the same number of actions as the cantrip you chose takes to cast." @@ -936,8 +942,7 @@ "type": "ability", "activity": { "number": 2, - "unit": "action", - "entry": "{@as 2}" + "unit": "action" }, "components": [ "command", @@ -1024,7 +1029,7 @@ }, "components": [ "envision", - "Interact" + "{@action Interact}" ], "entries": [ "You draw a card, chosen randomly from the remaining cards in the deck, and throw it to the ground to create an illusion of the creature depicted. The image is an illusory creature, except it has a range of only 30 feet from where the card was thrown and the illusion lasts until destroyed or until anyone moves or damages the card. The creature takes its actions once on your turn if you're within 60 feet of the card and Sustain the Activation. The illusion ends if you don't Sustain it, or if you activate a new card from the deck." @@ -1931,7 +1936,7 @@ "unit": "action" }, "components": [ - "Make an Impression" + "{@action Make an Impression}" ], "entries": [ "If you share drinks from a flask of fellowship as part of your {@action Make an Impression} action, the drink that pours from the flask happens to be exactly what the target of your efforts would most like to have a dram or two of\u2014wine, spirits, hot ginger tea, or ice cold water with lemon, for example. You gain a +1 item bonus on your {@skill Diplomacy} check.", @@ -2316,8 +2321,11 @@ "unit": "action" }, "components": [ - "Interact (shadow", - "teleportation)" + "{@action Interact}" + ], + "traits": [ + "teleportation", + "shadow" ], "frequency": { "unit": "hour", @@ -2637,7 +2645,7 @@ }, "components": [ "envision", - "Interact" + "{@action Interact}" ], "frequency": { "unit": "day", @@ -2753,9 +2761,12 @@ "unit": "free" }, "components": [ - "command (divine", + "command" + ], + "traits": [ + "divine", "necromancy", - "negative)" + "negative" ], "frequency": { "unit": "round", @@ -2836,7 +2847,10 @@ "unit": "action" }, "components": [ - "envision (metamagic)" + "envision" + ], + "traits": [ + "metamagic" ], "frequency": { "unit": "day", @@ -2911,7 +2925,7 @@ }, "components": [ "command", - "Interact" + "{@action Interact}" ], "entries": [ "You cause sand to pour out of the jar at a rate of 1 gallon per round. This doesn't end until the cap is placed back on the jar." @@ -2925,7 +2939,7 @@ }, "components": [ "command", - "Interact" + "{@action Interact}" ], "entries": [ "You quickly pour sand over an adjacent square, making it {@quickref difficult terrain||3|terrain}. You can't use either of the jar's activations for 1 minute." @@ -3241,8 +3255,7 @@ "type": "ability", "activity": { "number": 1, - "unit": "free", - "entry": "{@as F}" + "unit": "free" }, "components": [ "command" @@ -4148,7 +4161,7 @@ }, "components": [ "command", - "Interact" + "{@action Interact}" ], "entries": [ "You touch one of the jewels affixed to the sage's lash and speak a command word. Depending on the jewel, a different effect is produced that affects you and all living creatures in a 30-foot emanation. After the effect occurs, all four jewels disappear from the lash, reappearing at the next dawn.", @@ -4191,11 +4204,13 @@ "unit": "free" }, "components": [ - "command (metamagic)" + "command" + ], + "traits": [ + "metamagic" ], "entries": [ - "If your next action is to {@action Cast a Spell} that requires a spell attack roll against Armor Class, choose Fortitude DC or Reflex DC.", - "You make your spell attack roll against that defense instead of AC. If the spell has multiple targets, the choice of DC applies to all of them." + "If your next action is to {@action Cast a Spell} that requires a spell attack roll against Armor Class, choose Fortitude DC or Reflex DC. You make your spell attack roll against that defense instead of AC. If the spell has multiple targets, the choice of DC applies to all of them." ] } ] @@ -4265,8 +4280,7 @@ "type": "ability", "activity": { "number": 2, - "unit": "action", - "entry": "{@as 2}" + "unit": "action" }, "components": [ "command" @@ -4339,7 +4353,7 @@ }, "components": [ "command", - "Interact" + "{@action Interact}" ], "frequency": { "unit": "day", @@ -4422,8 +4436,7 @@ "type": "ability", "activity": { "number": 1, - "unit": "free", - "entry": "{@as F}" + "unit": "free" }, "components": [ "command" @@ -4494,6 +4507,14 @@ ], "usage": "affixed to one undead creature", "category": "Consumable", + "duration": { + "type": "timed", + "entry": "1 round (or 4 rounds)", + "duration": { + "number": 1, + "unit": "round" + } + }, "entries": [ "This classic fulu seals the negative energy within an undead, freezing it in its tracks. Upon affixing, the target undead must attempt a Will save or be {@condition paralyzed} for 1 round." ], @@ -4545,15 +4566,7 @@ }, "variantType": "greater spirit-sealing fulu" } - ], - "duration": { - "type": "timed", - "entry": "1 round (or 4 rounds)", - "duration": { - "number": 1, - "unit": "round" - } - } + ] }, { "name": "Staff Of Nature's Cunning", @@ -4874,7 +4887,6 @@ "freq": 1 }, "entries": [ - "Parchment scrap recovered from the embers of Salford's School of Conjury... furthermore any student caught practicing conjuration magic outside of class time will be subject to discipline. Professor Rouwan has since caught and released all of the weasels from within their office, but the accursed bag itself has yet to be located..", "Your eidolon Concentrates on the medallion and their connection to you, allowing them to momentarily manifest into a stampede of dozens of copies of themself. The stampede rampages out in every direction, swerving around your allies while trampling any foe on the ground in an emanation around your eidolon with a radius equal to your eidolon's Speed.", "Each of these foes takes {@damage 8d6} bludgeoning damage, with a DC 29 basic Reflex save. On a critical failure, the foe is also knocked {@condition prone}. After dealing damage, the stampede of eidolons vanishes as quickly as it appeared." ] @@ -5049,7 +5061,10 @@ "unit": "free" }, "components": [ - "envision (metamagic)" + "envision" + ], + "traits": [ + "metamagic" ], "entries": [ "If your next action is to cast a conjuration spell prepared from this spellbook that summons one or more creatures, you infuse one of the summoned creatures with the spell's energies, causing it to arrive with 10 temporary Hit Points that last for up to 1 minute." @@ -5224,7 +5239,10 @@ "unit": "action" }, "components": [ - "Interact (sonic)" + "{@action Interact}" + ], + "traits": [ + "sonic" ], "frequency": { "unit": "day", @@ -5659,7 +5677,10 @@ "unit": "action" }, "components": [ - "envision (metamagic)" + "envision" + ], + "traits": [ + "metamagic" ], "frequency": { "unit": "day", diff --git a/data/items/items-sot2.json b/data/items/items-sot2.json index d9ac2d93b2..1e93ec1a9e 100644 --- a/data/items/items-sot2.json +++ b/data/items/items-sot2.json @@ -46,7 +46,7 @@ }, "components": [ "envision", - "Interact" + "{@action Interact}" ], "frequency": { "unit": "day", @@ -90,7 +90,7 @@ }, "components": [ "envision", - "Interact" + "{@action Interact}" ], "frequency": { "unit": "day", @@ -131,7 +131,7 @@ }, "components": [ "envision", - "Interact" + "{@action Interact}" ], "frequency": { "unit": "day", @@ -279,11 +279,10 @@ "components": [ "envision" ], - "trigger": "You attempt a" + "trigger": "You attempt a {@skill Performance} check." }, "category": "Talisman", "entries": [ - "{@skill Performance} check.", "This small figurine is carved from a single piece of silvery, spiky stone and resembles a beautiful dryad pouring water into a small pool. When you activate the muse, you are momentarily enlightened with inspiration that bolsters your performance. If you roll a success on your triggering check, you get a critical success instead." ] }, @@ -350,7 +349,7 @@ }, "components": [ "envision", - "Interact" + "{@action Interact}" ], "entries": [ "You ring the chime, unleashing its magic. The specifics of each chime, as well as the activation's frequency (if any), appear in its entry below." diff --git a/data/optionalfeatures.json b/data/optionalfeatures.json index 57d870a780..235017e98b 100644 --- a/data/optionalfeatures.json +++ b/data/optionalfeatures.json @@ -189,6 +189,7 @@ } ], "name": "Rune Capacity", + "add_hash": "Weapon", "entries": [ "Whether you've dabbled with orichalcum or found another engineering solution, you've built your innovation in such a way that it can hold an additional property rune. Your innovation can have one more property rune than a normal item of its kind (to a maximum of four property runes with a {@item +3 weapon potency||+3 potency} weapon)." ] @@ -480,6 +481,7 @@ } ], "name": "Rune Capacity", + "add_hash": "Armor", "entries": [ "Whether you've done some dabbling in orichalcum alloys or found another engineering solution, you've built your innovation in such a way that it can hold an additional property rune. Your innovation can have one more property rune than a normal item of its kind (to a maximum of four property runes with a {@item +3 armor potency||+3 potency} armor)." ] @@ -559,7 +561,7 @@ ], "name": "Inconspicuous Appearance", "entries": [ - "Your innovation is built for easy concealment and surprise attacks. It gains the backstabber and versatile P traits. If the weapon has light Bulk, it also gains the {@trait concealable} trait." + "Your innovation is built for easy concealment and surprise attacks. It gains the {@trait backstabber} and {@trait versatile

} traits. If the weapon has light Bulk, it also gains the {@trait concealable} trait." ] }, { @@ -1046,7 +1048,7 @@ ], "name": "Complex Simplicity", "entries": [ - "Increase your innovation's weapon damage die by one step ({@damage d4} to {@damage d6}, {@damage d6} to {@damage d8}, {@damage d8} to {@damage d10}, {@damage d10} to {@damage d12}). In addition, it gains one of the following traits of your choice: {@trait versatile B}, {@trait versatile P}, or {@trait versatile S}." + "Increase your innovation's weapon damage die by one step ({@damage d4} to {@damage d6}, {@damage d6} to {@damage d8}, {@damage d8} to {@damage d10}, {@damage d10} to {@damage d12}). In addition, it gains one of the following traits of your choice: {@trait versatile B}, {@trait versatile

}, or {@trait versatile S}." ] }, { @@ -1124,7 +1126,7 @@ ], "name": "Hampering Spikes", "entries": [ - "You've added long, snagging spikes to your weapon, which you can use to impede your foes' movement. Your innovation gains the {@trait hampering} and {@trait versatile P} traits." + "You've added long, snagging spikes to your weapon, which you can use to impede your foes' movement. Your innovation gains the {@trait hampering} and {@trait versatile

} traits." ] }, { diff --git a/data/places.json b/data/places.json index c2036fcb7b..d58955feab 100644 --- a/data/places.json +++ b/data/places.json @@ -1,5 +1,660 @@ { "place": [ + { + "name": "Hoba Dukuza", + "source": "LOIL", + "page": 113, + "category": "Settlement", + "level": 12, + "traits": [ + "n", + "city-state" + ], + "settlementData": { + "government": "monarchy", + "population": { + "total": 1017, + "ancestries": { + "fey-touched humans": 50, + "beastkin": 47, + "other": 3 + } + }, + "languages": [ + "{@language Bhopanese}", + "{@language Kelesh}", + "{@language Mwangi}" + ], + "religions": [ + "{@deity Agnosticism}", + "{@deity Desna}", + "{@deity Green Faith}", + "{@deity Shamanism}" + ], + "threats": [ + "ancient curses", + "fey", + "natural hazards" + ], + "features": [ + { + "name": "Favorite Food", + "entries": [ + "Bhopan's capital and only city, Hoba Dukuza, is home to one of the oldest and longest operating bakeries on Golarion. While any kind of baked good can be purchased there, local favorites are delicious layer cakes made with vanilla extract and jungle fruit." + ] + } + ] + }, + "residents": [ + { + "name": "Dalila Bhotphtha", + "alignment": "ng", + "gender": "f", + "ancestry": "fey-touched beastkin human", + "position": "baker", + "level": 6, + "bond": "proprietor of Bhotphtha Bakery" + }, + { + "name": "King Webhekiz", + "alignment": "ln", + "gender": "m", + "ancestry": "fey-touched human", + "position": "aristocrat", + "level": 6, + "bond": "king of Bhopan" + }, + { + "name": "Tannik Vey", + "alignment": "lg", + "gender": "f", + "level": 10, + "ancestry": "fey-touched human", + "position": "scout", + "bond": "leader of the Greenwatch" + }, + { + "name": "Vizier Lelzeshin", + "alignment": "le", + "gender": "m", + "level": 7, + "ancestry": "fey-touched ghost", + "bond": "recently deceased vizier of Bhopan (position currently open)" + } + ] + }, + { + "name": "Mechitar", + "source": "LOIL", + "page": 142, + "category": "Settlement", + "level": 20, + "traits": [ + "le", + "metropolis" + ], + "settlementData": { + "government": "dictatorship", + "population": { + "total": 42006, + "ancestries": { + "undead": 67, + "humans": 19, + "tieflings": 3, + "half-orcs": 2, + "other": 9 + } + }, + "languages": [ + "{@language Kelish}", + "{@language Necril}", + "{@language Osiriani}" + ], + "religions": [ + "{@deity Arazni} (in secret)", + "{@deity Urgathoa}", + "{@deity Zon-Kuthon}" + ], + "threats": [ + "curses", + "disease", + "necromantic miasma", + "poison", + "religious fanatics", + "rogue necromancers", + "undead" + ], + "features": [ + { + "name": "Favorite Food", + "entries": [ + "In Geb's undead capital, living beings who don't have the protection of the powerful Blood Lords are held in low regard and at risk of simply being devoured. Undead NPCs begin with an attitude one step worse than usual toward such characters. While hostile citizens in other nations might simply wish you ill, in Mechitar, they're reasonably likely to try to eat you." + ] + } + ] + }, + "residents": [ + { + "name": "Geb", + "alignment": "le", + "gender": "m", + "ancestry": "ghost", + "position": "necromancer", + "level": 23, + "bond": "undead ruler of Geb" + }, + { + "name": "Chancellor Kemnebi", + "alignment": "le", + "gender": "m", + "ancestry": "vetalarana vampire", + "position": "necromancer", + "level": 20, + "bond": "joint head of the Ebon Mausoleum" + }, + { + "name": "Rinnella Brenon", + "alignment": "ne", + "gender": "f", + "level": 18, + "position": "Child of Urgathoa", + "bond": "leader of the church of Urgathoa" + }, + { + "name": "Varnetta Xenopha", + "alignment": "le", + "gender": "f", + "level": 20, + "ancestry": "mohrg", + "position": "harbormaster", + "bond": "overseer of the docks" + } + ] + }, + { + "name": "Yled", + "source": "LOIL", + "page": 161, + "category": "Settlement", + "level": 18, + "traits": [ + "le", + "metropolis" + ], + "settlementData": { + "government": "dictatorship", + "population": { + "total": 119200, + "ancestries": { + "undead": 81, + "humans": 11, + "half-elves": 2, + "half-orcs": 2, + "fetchlings": 1, + "other": 3 + } + }, + "languages": [ + "{@language Kelish}", + "{@language Necril}", + "{@language Osiriani}" + ], + "religions": [ + "{@deity Nethys}", + "{@deity Urgathoa}", + "{@deity Zon-Kuthon}" + ], + "threats": [ + "amoral researchers", + "erratic elemental storms", + "military brutality", + "necromantic mishaps", + "undead" + ], + "features": [ + { + "name": "Mortal Morsel", + "entries": [ + "While the capital of Mechitar at least presents a veneer of civility to the living, the few living beings in Yled who aren't twilight sages, aristocrats, or minions of a powerful undead soon find a quick end. Undead NPCs begin with an attitude two steps worse than usual toward such characters, and while hostile citizens might simply wish you ill in other nations, in Yled, they're very likely to try to eat you." + ] + } + ] + }, + "residents": [ + { + "name": "Blood Lord Haeqajet", + "alignment": "le", + "gender": "m", + "ancestry": "mummy", + "position": "administrator", + "level": 18, + "bond": "overgovernor of Yled" + }, + { + "name": "Necrolord Grihana", + "alignment": "le", + "gender": "m", + "ancestry": "dullahan", + "position": "pike-master", + "level": 16, + "bond": "leader of Geb's armies" + }, + { + "name": "Pesabnet Zoheri", + "alignment": "ne", + "gender": "m", + "level": 14, + "ancestry": "ghast", + "position": "cleric", + "bond": "head of the Temple of Urgathoa" + }, + { + "name": "Vorwynd Iceblood", + "alignment": "le", + "gender": "m", + "level": 16, + "ancestry": "graveknight", + "position": "general", + "bond": "commander of the Warmaster Council" + } + ] + }, + { + "name": "Niswan", + "source": "LOIL", + "page": 189, + "category": "Settlement", + "level": 16, + "traits": [ + "n", + "city" + ], + "settlementData": { + "government": "council", + "population": { + "total": 10300, + "ancestries": { + "humans": 89, + "other": 11 + } + }, + "languages": [ + "{@language Aquan}", + "{@language Auran}", + "{@language Ignan}", + "{@language Terran}", + "{@language Vudrani}" + ], + "religions": [ + "{@deity Arundhat}", + "{@deity Chamidu}", + "{@deity Diomazul}", + "{@deity Irori}", + "{@deity Likha}", + "{@deity Nethys}", + "{@deity Ragdya}", + "{@deity Ravithra}", + "{@deity Vineshvakhi}" + ], + "threats": [ + "asuras", + "criminals", + "crocodiles", + "Curse Shepherds", + "ocean predators", + "rakshasas", + "wandering martial artists" + ], + "features": [ + { + "name": "Religious Reverence", + "entries": [ + "Niswan reveres champions, clerics, oracles, and monks associated with just about any religion, even most evil religions. Most non-hostile NPCs begin with an attitude one step better than usual toward such characters. For the purpose of determining the availability of divine magic items, divine spellcasting services, and magic items and spellcasting services related to monks, Niswan's settlement level is 20." + ] + } + ] + }, + "residents": [ + { + "name": "Lord Raheem Pandisar", + "alignment": "ng", + "gender": "m", + "ancestry": "human", + "position": "advisor", + "level": 7, + "bond": "prominent Maurya-Rahm" + }, + { + "name": "Mannan Villauta", + "alignment": "lg", + "gender": "m", + "ancestry": "human", + "position": "cleric", + "level": 11, + "bond": "keeper of the temple" + }, + { + "name": "Rajni Ayasa", + "alignment": "ln", + "gender": "f", + "level": 13, + "ancestry": "human", + "position": "monk", + "bond": "grandmaster of Untwisting Iron" + }, + { + "name": "Thakur Kharswan", + "alignment": "ln", + "gender": "m", + "level": 14, + "ancestry": "human", + "position": "noble", + "bond": "ruler of Jalmeray" + } + ] + }, + { + "name": "Prada Hanam", + "source": "LOIL", + "page": 207, + "category": "Settlement", + "level": 7, + "traits": [ + "n", + "city" + ], + "settlementData": { + "government": "appointed administrator", + "population": { + "total": 6880, + "ancestries": { + "humans": 91, + "nagaji": 5, + "other": 4 + } + }, + "languages": [ + "{@language Aklo}", + "{@language Nagaji}", + "{@language Vudrani}" + ], + "religions": [ + "{@deity Arundhat}", + "{@deity Chamidu}", + "{@deity Dhalavei}", + "{@deity Irori}", + "{@deity Likha}", + "{@deity Nethys}", + "{@deity Ragdya}", + "{@deity Ravithra}", + "{@deity Vineshvakhi}" + ], + "threats": [ + "asuras", + "criminals", + "ocean predators", + "rakshasas", + "storms", + "the Murmur Dome" + ], + "features": [ + { + "name": "Enter the Murmur Dome", + "entries": [ + "The Murmur Dome draws adventurers, rakshasas, and other powerful and unscrupulous individuals to meet their demise in Prada Hanam with regularity beyond what you would expect for the settlement at large, bringing their coin and gear with them. Every month, the city gains {@dice 1d8} new random items for sale up to 13th level, and spellcasting services from spellcasters up to 13th level are available from visiting adventurers or rakshasas after {@dice 1d4-1} days for double the usual price." + ] + } + ] + }, + "residents": [ + { + "name": "Bhaidrun", + "alignment": "ln", + "gender": "m", + "ancestry": "nagaji", + "position": "monk", + "level": 8, + "bond": "zamindar of Prada Hanam" + }, + { + "name": "Ishvakunda", + "alignment": "n", + "gender": "f", + "ancestry": "lunar naga", + "position": "advisor", + "level": 7, + "bond": "diplomat and advisor" + }, + { + "name": "Majumdar", + "alignment": "n", + "gender": "m", + "level": 11, + "ancestry": "marid", + "position": "noble", + "bond": "lord of the harbor" + } + ] + }, + { + "name": "Quantium", + "source": "LOIL", + "page": 253, + "category": "Settlement", + "level": 20, + "traits": [ + "n", + "metropolis" + ], + "settlementData": { + "government": "council", + "population": { + "total": 60000, + "ancestries": { + "humans": 45, + "gnomes": 13, + "catfolk": 3, + "ratfolk": 2, + "fleshwarp": 2, + "ghorans": 1, + "other": 34 + } + }, + "languages": [ + "{@language Kelish}", + "{@language Osiriani}", + "{@language Taldane}", + "{@language Vudrani}" + ], + "religions": [ + "{@deity Abadar}", + "{@deity Abraxas}", + "{@deity Calistria}", + "{@deity Irori}", + "{@deity Mahathallah}", + "{@deity Nethys}", + "{@deity Norgorber}", + "{@deity Pharasma}", + "{@deity Sarenrae}" + ], + "threats": [ + "civil unrest", + "political intrigue" + ], + "features": [ + { + "name": "Nothing's Weird Anymore", + "entries": [ + "Quantium residents regularly see extraplanar beings, travelers from afar, constructs, fleshforgers from Ecanus, oozes from {@place Oenopion|LOIL}, and more walking their streets. Nothing surprises them at this point. Whether a character is a monster or a member of an obscure ancestry, heritage, or class, residents of Quantium are unfazed and rarely treat those characters differently than they would a human in the same circumstances, other than respecting the power of any being that's obviously dangerous." + ] + } + ] + }, + "residents": [ + { + "name": "Iranez of the Orb", + "alignment": "n", + "gender": "f", + "level": 20, + "ancestry": "human", + "position": "witch", + "bond": "member of the Council of Three" + }, + { + "name": "Agrellus Kisk", + "alignment": "le", + "gender": "m", + "level": 19, + "ancestry": "human", + "position": "arclord", + "bond": "leader of the Arclords of Nex" + }, + { + "name": "Elder Architect Oblosk", + "alignment": "ln", + "gender": "m", + "level": 21, + "ancestry": "kasesh", + "position": "ancient", + "bond": "castellan of the Bandeshar" + } + ] + }, + { + "name": "Oenopion", + "source": "LOIL", + "page": 289, + "category": "Settlement", + "level": 15, + "traits": [ + "ne", + "city" + ], + "settlementData": { + "government": "appointed administrator", + "population": { + "total": 8900, + "ancestries": { + "humans": 86, + "gnomes": 5, + "ghorans": 2, + "other": 7 + } + }, + "languages": [ + "{@language Kelish}", + "{@language Osiriani}", + "{@language Vudrani}" + ], + "religions": [ + "{@deity Aakriti}", + "{@deity Abadar}", + "{@deity Calistria}", + "{@deity Haagenti}", + "{@deity Irori}", + "{@deity Lamashtu}", + "{@deity Mahathallah}", + "{@deity Nethys}", + "{@deity Pharasma}" + ], + "threats": [ + "civil unrest", + "corrupt authorities", + "criminals", + "cultists of Haagenti", + "poisonous plants", + "political murders", + "pollen allergies", + "rogue fleshforged", + "the Bath", + "unethical alchemists" + ], + "features": [ + { + "name": "Alchemical Accidents", + "entries": [ + "In Oenopion, you can find just about anything alchemical, but if you make a wrong move, you might wind up sleeping in the goop. The settlement's level is 20 for the purpose of determining what alchemical items and alchemical services are available. Most non-hostile NPCs begin with an attitude one step better than usual toward alchemists, just in case." + ] + } + ] + }, + "residents": [ + { + "name": "Master Alchemist Borume", + "alignment": "le", + "gender": "m", + "level": 19, + "ancestry": "human", + "position": "alchemist", + "bond": "overseer of Oenopion" + } + ] + }, + { + "name": "Dongun Hold", + "source": "LOIL", + "page": 90, + "category": "Settlement", + "level": 14, + "traits": [ + "ln", + "town" + ], + "settlementData": { + "government": "monarchy", + "population": { + "total": 4164, + "ancestries": { + "dwarves": 95, + "humans": 3, + "other": 2 + } + }, + "languages": [ + "{@language Dwarven}", + "{@language Kelish}", + "{@language Osiriani}" + ], + "religions": [ + "{@deity Abadar}", + "{@deity Angradd}", + "{@deity Brigh}", + "{@deity Torag}" + ], + "threats": [ + "Darklands monsters", + "dwarven politics", + "mine collapses", + "saboteurs", + "wasteland raiders" + ], + "features": [ + { + "name": "Besieged By Mage Wars", + "entries": [ + "Caught between Geb and Nex, the dwarves of Dongun Hold hold a particular suspicion for undead, fleshwarps, and other creatures often employed in the war that ravaged their home in ancient times. NPCs begin with an attitude one step worse than usual toward such characters and toward characters openly affiliated with Geb or Nex" + ] + }, + { + "name": "Source of Guns", + "entries": [ + "Firearms and cannons, though {@trait uncommon} in most of the world, are available in Dongun Hold. Such items of up to level 18 can be purchased or commissioned from the many dwarven crafters." + ] + } + ] + }, + "residents": [ + { + "name": "Anong Arunak", + "alignment": "lg", + "gender": "f", + "level": 16, + "ancestry": "dwarf", + "position": "aristocrat", + "bond": "high king of Dongun Hold" + } + ] + }, { "name": "Immersive Mindscape", "source": "DA", @@ -217,7 +872,7 @@ { "name": "Gun Smithy", "entries": [ - " The Gunworks is the primary production point for firearms in all Golarion. Visitors from Alkenstar can purchase firearms up to 18th level in this fortress, although items of 12th level and higher are usually made to order and may still be in the experimental stages of development. Selling firearms to foreigners is discouraged; when bartering for goods, NPCs begin with an attitude two steps worse than usual toward characters who aren't citizens of Alkenstar. Firearms higher than 8th level aren't sold to foreigners without special dispensation from the garrison commander." + "The Gunworks is the primary production point for firearms in all Golarion. Visitors from Alkenstar can purchase firearms up to 18th level in this fortress, although items of 12th level and higher are usually made to order and may still be in the experimental stages of development. Selling firearms to foreigners is discouraged; when bartering for goods, NPCs begin with an attitude two steps worse than usual toward characters who aren't citizens of Alkenstar. Firearms higher than 8th level aren't sold to foreigners without special dispensation from the garrison commander." ] } ] @@ -257,6 +912,97 @@ } ] }, + { + "name": "Alkenstar City", + "source": "LOIL", + "page": 72, + "category": "Settlement", + "level": 14, + "traits": [ + "ln", + "metropolis" + ], + "settlementData": { + "government": "constitutional monarchy", + "population": { + "total": 53600, + "ancestries": { + "dwarves": 93, + "humans": 4, + "other": 3 + } + }, + "languages": [ + "{@language Dwarven}", + "{@language Kelish}", + "{@language Osiriani}" + ], + "religions": [ + "{@deity Abadar}", + "{@deity Brigh}", + "{@deity Erastil}", + "{@deity Irori}", + "{@deity Torag}" + ], + "threats": [ + "criminals", + "magical surges", + "Mana Wastes monsters", + "mechanical malfunctions", + "pollution", + "rogue clockworks", + "saboteurs", + "union busters", + "wasteland raiders" + ], + "features": [ + { + "name": "Source of Guns", + "entries": [ + "Firearms and cannons are available in Alkenstar even though they're {@trait uncommon} in most of the world, and such items of up to level 18 can be purchased or commissioned in its specialized {@place Gunworks}." + ] + } + ] + }, + "residents": [ + { + "name": "High Chamberlain Lael Branain", + "alignment": "ln", + "gender": "m", + "level": 9, + "ancestry": "half-elf", + "position": "aristocrat", + "bond": "prominent bureaucrat" + }, + { + "name": "High Clockmother Athenth Llanalir", + "alignment": "n", + "gender": "f", + "level": 15, + "ancestry": "human", + "position": "cleric", + "bond": "head of the Church of {@deity Brigh}" + }, + { + "name": "Ironmaster Ytharia Vulane", + "alignment": "ln", + "gender": "f", + "level": 16, + "ancestry": "human", + "position": "shieldmarshal", + "bond": "command of Alkenstar's shieldmarshals" + }, + { + "name": "Trietta Ricia", + "alignment": "ng", + "gender": "f", + "level": 11, + "ancestry": "human", + "position": "inventor", + "bond": "grand duchess of Alkenstar" + } + ] + }, { "name": "Anthusis (Capital)", "source": "LOME", diff --git a/data/quickrules.json b/data/quickrules.json index cc0c8d2718..bc86b6de19 100644 --- a/data/quickrules.json +++ b/data/quickrules.json @@ -1336,7 +1336,7 @@ "entries": [ "The {@condition doomed}, {@condition dying}, {@condition unconscious}, and {@condition wounded} conditions all relate to the process of coming closer to death. The full rules are on pages 459\u2013461. The most significant information not contained in the conditions themselves is this: When you're reduced to 0 Hit Points, you're knocked out with the following effects:", "directly before the creature or effect that reduced you to 0 Hit Points.", - "knocked you out was a critical success from the attacker or the result of your critical failure, you gain the {@condition dying} 2 condition instead. If you have the {@condition wounded} condition, increase these values by your {@condition wounded} value. If the damage came from a nonlethal attack or effect, you don't gain the {@condition dying} condition\u2014you are instead {@condition unconscious} with 0 Hit Points." + "knocked you out was a critical success from the attacker or the result of your critical failure, you gain the {@condition dying 2} condition instead. If you have the {@condition wounded} condition, increase these values by your {@condition wounded} value. If the damage came from a nonlethal attack or effect, you don't gain the {@condition dying} condition\u2014you are instead {@condition unconscious} with 0 Hit Points." ] } ] @@ -1393,13 +1393,13 @@ "name": "REDUNDANT CONDITIONS", "entries": [ "You can have a given condition only once at a time. If an effect would impose a condition you already have, you now have that condition for the longer of the two durations. The shorter-duration condition effectively ends, though other conditions caused by the original, shorter-duration effect might continue.", - "For example, let's say you have been hit by a monster that drains your vitality; your wound causes you to be {@condition enfeebled} 2 and {@condition flat-footed} until the end of the monster's next turn. Before the end of that creature's next turn, a trap poisons you, making you {@condition enfeebled} 2 for 1 minute. In this case, the {@condition enfeebled} 2 that lasts for 1 minute replaces the {@condition enfeebled} 2 from the monster, so you would be {@condition enfeebled} 2 for the longer duration. You would remain {@condition flat-footed}, since nothing replaced that condition, and it still lasts only until the end of the monster's next turn.", + "For example, let's say you have been hit by a monster that drains your vitality; your wound causes you to be {@condition enfeebled 2} and {@condition flat-footed} until the end of the monster's next turn. Before the end of that creature's next turn, a trap poisons you, making you {@condition enfeebled 2} for 1 minute. In this case, the {@condition enfeebled 2} that lasts for 1 minute replaces the {@condition enfeebled 2} from the monster, so you would be {@condition enfeebled 2} for the longer duration. You would remain {@condition flat-footed}, since nothing replaced that condition, and it still lasts only until the end of the monster's next turn.", "Any ability that removes a condition removes it entirely, no matter what its condition value is or how many times you've been affected by it. In the example above, a spell that removes the {@condition enfeebled} condition from you would remove it entirely\u2014the spell wouldn't need to remove it twice.", { "type": "pf2-title", "name": "Redundant Conditions with Values", "entries": [ - "Conditions with different values are considered different conditions. If you're affected by a condition with a value multiple times, you apply only the highest value, although you might have to track both durations if one has a lower value but lasts longer. For example, if you had a {@condition slowed} 2 condition that lasts 1 round and a {@condition slowed} 1 condition that lasts for 6 rounds, you'd be {@condition slowed} 2 for the first round, and then you'd change to {@condition slowed} 1 for the remaining 5 rounds of the second effect's duration. If something reduces the condition value, it reduces it for all conditions of that name affecting you. For instance, in this example above, if something reduced your {@condition slowed} value by 1, it would reduce the first condition from the example to {@condition slowed} 1 and reduce the second to {@condition slowed} 0, removing it." + "Conditions with different values are considered different conditions. If you're affected by a condition with a value multiple times, you apply only the highest value, although you might have to track both durations if one has a lower value but lasts longer. For example, if you had a {@condition slowed 2} condition that lasts 1 round and a {@condition slowed 1} condition that lasts for 6 rounds, you'd be {@condition slowed 2} for the first round, and then you'd change to {@condition slowed 1} for the remaining 5 rounds of the second effect's duration. If something reduces the condition value, it reduces it for all conditions of that name affecting you. For instance, in this example above, if something reduced your {@condition slowed} value by 1, it would reduce the first condition from the example to {@condition slowed 1} and reduce the second to {@condition slowed 0}, removing it." ] } ] @@ -1516,7 +1516,7 @@ }, "deity": { "source": "LOGM", - "page": 7, + "page": 10, "entries": [ { "type": "pf2-h2", @@ -1541,31 +1541,10 @@ } ] }, - "deityWithIntercession": { + "deityIntercession": { "source": "LOGM", - "page": 7, + "page": 9, "entries": [ - { - "type": "pf2-h2", - "name": "Using the Entries", - "source": "LOGM", - "page": 10, - "entries": [ - "The entries for deities use the stat block format described below to present the vital information required for worship.", - "{@b Name:} The deity's name plus a common title or epithet.", - "{@b Areas of Concern:} The topics that the deity cares most deeply about.", - "{@b Alignment:} The deity's alignment. In parentheses, the entry lists other character alignments that this deity accepts from worshippers. For instance, {@deity Kazutal|LOGM}, the goddess of protection and community, accepts any good-aligned clerics. {@deity Arazni|LOGM}, who is embittered and prone to cruelty, nonetheless has some sympathy for victims of abuse and accepts evil, neutral, and good worshippers, since she is less concerned about her worshippers' morality.", - "{@b Divine Font:} This entry presents whether the deity grants worshippers {@spell heal} or {@spell harm}, or can grant both. {@spell Heal} heals the living and harms undead, while {@spell harm} harms the living and heals undead. Usually, good deities channel {@spell heal}, evil deities channel {@spell harm}, and neutral deities can channel {@spell harm} or {@spell heal}, but there are exceptions.", - "{@b Divine Ability:} This section lists the two ability boosts the deity grants as options for characters with the {@background raised by belief|LOGM} background.", - "{@b Divine Skill:} This section lists a skill that is especially associated with this deity, which their followers would naturally be good at due to their worship or association with this deity.", - "{@b Domains:} The domains that best represent this deity.", - "{@b Alternate Domains:} If the deity offers {@book additional domains|LOGM|1|Alternate Domains}, they are listed here. If the deity doesn't offer alternate domains, this section is omitted.", - "{@b Cleric Spells:} Each deity provides at least three additional spells to the spell list of {@class cleric||clerics} who worship them. Typically these are a 1st-level spell and two other thematically appropriate spells.", - "{@b Edicts:} These are things that the deity urges their followers to do. Followers must adhere to these as closely as possible if they wish to gain favor with this deity.", - "{@b Anathema:} These are things that are absolutely abhorrent to the deity; committing these acts will likely earn a follower disfavor or punishment.", - "{@b Favored Weapon:} The deity's {@book favored weapon|LOGM|1|Favored Weapon}." - ] - }, { "type": "pf2-h3", "name": "Divine Intercession", @@ -1580,29 +1559,8 @@ }, "deityPantheon": { "source": "LOGM", - "page": 7, + "page": 92, "entries": [ - { - "type": "pf2-h2", - "name": "Using the Entries", - "source": "LOGM", - "page": 10, - "entries": [ - "The entries for deities use the stat block format described below to present the vital information required for worship.", - "{@b Name:} The deity's name plus a common title or epithet.", - "{@b Areas of Concern:} The topics that the deity cares most deeply about.", - "{@b Alignment:} The deity's alignment. In parentheses, the entry lists other character alignments that this deity accepts from worshippers. For instance, {@deity Kazutal|LOGM}, the goddess of protection and community, accepts any good-aligned clerics. {@deity Arazni|LOGM}, who is embittered and prone to cruelty, nonetheless has some sympathy for victims of abuse and accepts evil, neutral, and good worshippers, since she is less concerned about her worshippers' morality.", - "{@b Divine Font:} This entry presents whether the deity grants worshippers {@spell heal} or {@spell harm}, or can grant both. {@spell Heal} heals the living and harms undead, while {@spell harm} harms the living and heals undead. Usually, good deities channel {@spell heal}, evil deities channel {@spell harm}, and neutral deities can channel {@spell harm} or {@spell heal}, but there are exceptions.", - "{@b Divine Ability:} This section lists the two ability boosts the deity grants as options for characters with the {@background raised by belief|LOGM} background.", - "{@b Divine Skill:} This section lists a skill that is especially associated with this deity, which their followers would naturally be good at due to their worship or association with this deity.", - "{@b Domains:} The domains that best represent this deity.", - "{@b Alternate Domains:} If the deity offers {@book additional domains|LOGM|1|Alternate Domains}, they are listed here. If the deity doesn't offer alternate domains, this section is omitted.", - "{@b Cleric Spells:} Each deity provides at least three additional spells to the spell list of {@class cleric||clerics} who worship them. Typically these are a 1st-level spell and two other thematically appropriate spells.", - "{@b Edicts:} These are things that the deity urges their followers to do. Followers must adhere to these as closely as possible if they wish to gain favor with this deity.", - "{@b Anathema:} These are things that are absolutely abhorrent to the deity; committing these acts will likely earn a follower disfavor or punishment.", - "{@b Favored Weapon:} The deity's {@book favored weapon|LOGM|1|Favored Weapon}." - ] - }, { "type": "pf2-h2", "name": "Pantheons", @@ -1616,7 +1574,7 @@ }, "deityPhilosophy": { "source": "LOGM", - "page": 7, + "page": 10, "entries": [ { "type": "pf2-h2", @@ -1883,6 +1841,113 @@ ] } ] + }, + "heroPointDeck": { + "source": "HPD", + "page": 0, + "entries": [ + { + "type": "pf2-h1", + "name": "Rules", + "entries": [ + "At the start of each session, shuffle this deck of cards and place it where everyone can reach it. Whenever the GM would give you a Hero Point, including the one granted at the start of each session, draw a card from the deck instead. Don't reveal the card to the other players until you play it.", + "Each card tells you when you can use it and what effect it has on the game, but you can also spend the card for any one of the standard @quickref Hero Point effects|CRB|3|Hero Points|0}! Remember that if you're forced to spend all of your Hero Points, usually to avoid death, you must spend all of your cards as well. These cards don't use any of your character's actions or reaction (although some might allow you to spend future actions in a special way).", + "If the deck runs out of cards, shuffle the discard pile to create a new deck. At the end of each session, all Hero Point cards are returned to the deck. You get new cards at the start of each game!", + { + "type": "pf2-h2", + "name": "Optional Rules", + "entries": [ + "Your group can use the Hero Point cards in your game in a number of ways. Discuss the following optional rules as a group before implementing them at the table.", + { + "type": "list", + "items": [ + "The cards are revealed to the table as soon as they are drawn, and players can trade them.", + "Instead of dealing out cards to each player, turn three cards face up at the start of the session and place them at the center of the table. All players can use these cards by spending their Hero Points. Discard the cards as they are used and draw a replacement to ensure that three cards are always available.", + "Players can keep one Hero Point card at the end of each session, but it counts as one of their cards at the start of the next game.", + "Turn the top card of the deck over, so that the players can see what they might earn by performing heroic deeds." + ] + } + ] + } + ] + } + ] + }, + "relicGift": { + "source": "GMG", + "page": 94, + "entries": [ + { + "type": "pf2-h1", + "blue": true, + "source": "GMG", + "page": 94, + "name": "Relics", + "entries": [ + "{@book Relics|gmg|3|Relics} begin as a simple item, called a relic seed, which is little more than a functional item with a minor {@trait magical} effect associated with it. As the owner of the relic grows in power, so does the relic. It develops gifts, which are new magical abilities and activations. These abilities might be themed to the relic, the character, or the nature of the campaign. If a relic is passed to another character, this process begins anew, sometimes granting the same abilities again over time, but possibly unlocking entirely new powers. If someone else takes the relic from its owner, it usually works for a while, though it might lose its power incrementally over time if not returned to its owner. How the relic changes in such a circumstance is up to you, and should fit the story.", + { + "type": "pf2-h2", + "source": "GMG", + "page": 95, + "name": "Relic Aspects", + "entries": [ + "Each relic is associated with aspects\u2014typically two\u2014that speak to its overall concept and purpose. The individual gifts each have an associated aspect. You should almost always select gifts that have an aspect matching one of those found on the relic. For example, a brass dagger recovered from the City of Brass might have the fire and mind aspects, which means that it could have the {@relicGift flare bolt} gift (which has the fire aspect), but not the {@relicGift rolling geode} gift (which has the earth aspect)" + ] + }, + { + "type": "pf2-h2", + "source": "GMG", + "page": 96, + "name": "Relic Gifts", + "entries": [ + "Gifts are divided up into three tiers. Minor gifts grant useful, often scaling abilities and are available early in a character's career. Major gifts define a relic, determining its true purpose and granting powerful abilities. Grand gifts are the pinnacle of power, and most relics never have more than one.", + "The more gifts there are of one aspect, the more the relic reflects that aspect, and the more influence the aspect has on the character who wields it. An item with multiple shadow gifts might begin to lose its color. With four or five, the character that wields it might take on an ashen tone and the relic might become entirely made of shadow.", + { + "type": "pf2-h3", + "source": "GMG", + "page": 96, + "name": "Gift Saves and Spell Attack Rolls", + "entries": [ + "Many gifts allow for a saving throw or have other abilities that change as the relic goes up in level. The DC for any saving throw called for by a gift is its owner's class DC or spell DC. The spell attack modifier of a gift is 10 lower than that DC. A relic's counteract modifier is equal to its owner's counteract modifier." + ] + }, + { + "type": "pf2-brown-box", + "name": "Runes as Gifts", + "entries": [ + "You can substitute runes for gifts. If you choose to allow property runes on the relic, you'll want them to take up rune slots. Otherwise, you can give as many or few as you prefer, just like any other gifts. Runes are sorted into minor, major, and grand categories, but you should use their normal level and Price when you adjust treasure, instead of the number and levels on the {@table Relic Gifts|GMG|Table 2\u201322}. If you're using the player-driven relics variant, it's recommended you do not include this option." + ] + } + ] + } + ] + } + ] + }, + "soulSeed": { + "source": "SoM", + "page": 230, + "entries": [ + { + "type": "pf2-h1", + "name": "Soul Seeds", + "source": "SoM", + "page": 230, + "entries": [ + "{@b Rarity:} {@trait Rare}", + "{@variantrule Soul seeds|SoM} are a special type of intangible {@book relic|gmg|3|Relics}, though because they bind to the soul of the creature that carries them, they can't be removed from the creature they're bonded with except on that creature's death (at which point the soul seed might manifest nearby or might be lost along with the bearer). Since soul seeds aren't physical objects, they never have {@action Interact} activations.", + { + "type": "pf2-h2", + "name": "Soul Seed Gifts", + "source": "SoM", + "page": 230, + "entries": [ + "The GM should follow the same {@book guidelines and rules|gmg|3|Relics} for granting soul seeds as for relics. They can have any aspect or gift that a normal relic has, and their DCs, spell attack rolls, and counteract modifiers are determined identically. The following gifts are particularly appropriate for soul seeds, though they might apply to relics in the right circumstances. Dragon gifts are often connected to the souls of ancient dragons, and soul gifts are prevalent across all sorts of soul seeds." + ] + } + ] + } + ] } } } diff --git a/data/relicgifts.json b/data/relicgifts.json new file mode 100644 index 0000000000..654757b637 --- /dev/null +++ b/data/relicgifts.json @@ -0,0 +1,3609 @@ +{ + "relicGift": [ + { + "name": "Major Slick", + "source": "CRB", + "page": 583, + "tier": "major", + "traits": [ + "transmutation" + ], + "aspects": [ + "shadow" + ], + "prerequisites": "The relic is a suit of armor.", + "entries": [ + "{@note The relic gains the {@item major slick} rune.}" + ], + "itemTypes": [ + "Armor" + ], + "miscTags": [ + "grantsPassive", + "isRune" + ] + }, + { + "name": "Greater Slick", + "source": "CRB", + "page": 583, + "tier": "major", + "traits": [ + "transmutation" + ], + "aspects": [ + "shadow" + ], + "prerequisites": "The relic is a suit of armor.", + "entries": [ + "{@note The relic gains the {@item greater slick} rune.}" + ], + "itemTypes": [ + "Armor" + ], + "miscTags": [ + "grantsPassive", + "isRune" + ] + }, + { + "name": "Slick", + "source": "CRB", + "page": 583, + "tier": "minor", + "traits": [ + "transmutation" + ], + "aspects": [ + "shadow" + ], + "prerequisites": "The relic is a suit of armor.", + "entries": [ + "{@note The relic gains the {@item slick} rune.}" + ], + "itemTypes": [ + "Armor" + ], + "miscTags": [ + "grantsPassive", + "isRune" + ] + }, + { + "name": "Major Shadow", + "source": "CRB", + "page": 583, + "tier": "grand", + "traits": [ + "transmutation" + ], + "aspects": [ + "shadow" + ], + "prerequisites": "The relic is a suit of armor.", + "entries": [ + "{@note The relic gains the {@item major shadow} rune.}" + ], + "itemTypes": [ + "Armor" + ], + "miscTags": [ + "grantsPassive", + "isRune" + ] + }, + { + "name": "Greater Shadow", + "source": "CRB", + "page": 583, + "tier": "major", + "traits": [ + "transmutation" + ], + "aspects": [ + "shadow" + ], + "prerequisites": "The relic is a suit of armor.", + "entries": [ + "{@note The relic gains the {@item greater shadow} rune.}" + ], + "itemTypes": [ + "Armor" + ], + "miscTags": [ + "grantsPassive", + "isRune" + ] + }, + { + "name": "Shadow", + "source": "CRB", + "page": 583, + "tier": "minor", + "traits": [ + "transmutation" + ], + "aspects": [ + "shadow" + ], + "prerequisites": "The relic is a suit of armor.", + "entries": [ + "{@note The relic gains the {@item shadow} rune.}" + ], + "itemTypes": [ + "Armor" + ], + "miscTags": [ + "grantsPassive", + "isRune" + ] + }, + { + "name": "Glamered", + "source": "CRB", + "page": 583, + "tier": "minor", + "traits": [ + "illusion" + ], + "aspects": [ + "life" + ], + "prerequisites": "The relic is a suit of armor.", + "entries": [ + "{@note The relic gains the {@item glamered} rune.}" + ], + "itemTypes": [ + "Armor" + ], + "miscTags": [ + "grantsAbility", + "isRune" + ] + }, + { + "name": "Greater Disrupting", + "source": "CRB", + "page": 584, + "tier": "major", + "traits": [ + "necromancy" + ], + "aspects": [ + "life" + ], + "prerequisites": "The relic is a weapon.", + "entries": [ + "{@note The relic gains the {@item greater disrupting} rune.}" + ], + "itemTypes": [ + "Weapon" + ], + "miscTags": [ + "grantsPassive", + "isRune" + ] + }, + { + "name": "Disrupting", + "source": "CRB", + "page": 584, + "tier": "minor", + "traits": [ + "necromancy" + ], + "aspects": [ + "life" + ], + "prerequisites": "The relic is a weapon.", + "entries": [ + "{@note The relic gains the {@item disrupting} rune.}" + ], + "itemTypes": [ + "Weapon" + ], + "miscTags": [ + "grantsPassive", + "isRune" + ] + }, + { + "name": "Greater Flaming", + "source": "CRB", + "page": 584, + "tier": "major", + "traits": [ + "conjuration", + "fire" + ], + "aspects": [ + "fire" + ], + "prerequisites": "The relic is a weapon.", + "entries": [ + "{@note The relic gains the {@item greater flaming} rune.}" + ], + "itemTypes": [ + "Weapon" + ], + "miscTags": [ + "grantsPassive", + "isRune" + ] + }, + { + "name": "Flaming", + "source": "CRB", + "page": 584, + "tier": "minor", + "traits": [ + "conjuration", + "fire" + ], + "aspects": [ + "fire" + ], + "prerequisites": "The relic is a weapon.", + "entries": [ + "{@note The relic gains the {@item flaming} rune.}" + ], + "itemTypes": [ + "Weapon" + ], + "miscTags": [ + "grantsPassive", + "isRune" + ] + }, + { + "name": "Unholy", + "source": "CRB", + "page": 585, + "tier": "minor", + "traits": [ + "evil", + "evocation" + ], + "aspects": [ + "fiend" + ], + "prerequisites": "The relic is a weapon.", + "entries": [ + "{@note The relic gains the {@item unholy} rune.}" + ], + "itemTypes": [ + "Weapon" + ], + "miscTags": [ + "grantsPassive", + "isRune" + ] + }, + { + "name": "Shifting", + "source": "CRB", + "page": 585, + "tier": "minor", + "traits": [ + "transmutation" + ], + "aspects": [ + "earth", + "plant", + "water" + ], + "prerequisites": "The relic is a weapon.", + "entries": [ + "{@note The relic gains the {@item shifting} rune.}" + ], + "itemTypes": [ + "Weapon" + ], + "miscTags": [ + "grantsAbility", + "isRune" + ] + }, + { + "name": "Wounding", + "source": "CRB", + "page": 585, + "tier": "minor", + "traits": [ + "necromancy" + ], + "aspects": [ + "death" + ], + "prerequisites": "The relic is a weapon.", + "entries": [ + "{@note The relic gains the {@item wounding} rune.}" + ], + "itemTypes": [ + "Weapon" + ], + "miscTags": [ + "grantsPassive", + "isRune" + ] + }, + { + "name": "Ghost Touch", + "source": "CRB", + "page": 584, + "tier": "minor", + "traits": [ + "transmutation" + ], + "aspects": [ + "death" + ], + "prerequisites": "The relic is a weapon.", + "entries": [ + "{@note The relic gains the {@item ghost touch} rune.}" + ], + "itemTypes": [ + "Weapon" + ], + "miscTags": [ + "grantsPassive", + "isRune" + ] + }, + { + "name": "Greater Fortification", + "source": "CRB", + "page": 582, + "tier": "grand", + "traits": [ + "abjuration" + ], + "aspects": [ + "earth" + ], + "prerequisites": "The relic is a suit of armor.", + "entries": [ + "{@note The relic gains the {@item greater fortification} rune.}" + ], + "itemTypes": [ + "Armor" + ], + "miscTags": [ + "grantsPassive", + "isRune" + ] + }, + { + "name": "Fortification", + "source": "CRB", + "page": 582, + "tier": "major", + "traits": [ + "abjuration" + ], + "aspects": [ + "earth" + ], + "prerequisites": "The relic is a suit of armor.", + "entries": [ + "{@note The relic gains the {@item fortification} rune.}" + ], + "itemTypes": [ + "Armor" + ], + "miscTags": [ + "grantsPassive", + "isRune" + ] + }, + { + "name": "Holy", + "source": "CRB", + "page": 584, + "tier": "major", + "traits": [ + "evocation", + "good" + ], + "aspects": [ + "celestial" + ], + "prerequisites": "The relic is a weapon.", + "entries": [ + "{@note The relic gains the {@item holy} rune.}" + ], + "itemTypes": [ + "Weapon" + ], + "miscTags": [ + "grantsAbility", + "grantsPassive", + "isRune" + ] + }, + { + "name": "Axiomatic", + "source": "CRB", + "page": 583, + "tier": "major", + "traits": [ + "evocation", + "lawful" + ], + "aspects": [ + { + "name": "celestial", + "note": "{@trait archon}-themed" + }, + { + "name": "fiend", + "note": "{@trait devil}-themed" + } + ], + "prerequisites": "The relic is a weapon.", + "entries": [ + "{@note The relic gains the {@item axiomatic} rune.}" + ], + "itemTypes": [ + "Weapon" + ], + "miscTags": [ + "grantsPassive", + "isRune" + ] + }, + { + "name": "Anarchic", + "source": "CRB", + "page": 583, + "tier": "major", + "traits": [ + "chaotic", + "evocation" + ], + "aspects": [ + { + "name": "celestial", + "note": "{@trait azata}-themed" + }, + { + "name": "fiend", + "note": "{@trait demon}-themed" + } + ], + "prerequisites": "The relic is a weapon.", + "entries": [ + "{@note The relic gains the {@item anarchic} rune.}" + ], + "itemTypes": [ + "Weapon" + ], + "miscTags": [ + "grantsPassive", + "isRune" + ] + }, + { + "name": "Greater Thundering", + "source": "CRB", + "page": 585, + "tier": "grand", + "traits": [ + "evocation", + "sonic" + ], + "aspects": [ + "air" + ], + "prerequisites": "The relic is a weapon.", + "entries": [ + "{@note The relic gains the {@item greater thundering} rune.}" + ], + "itemTypes": [ + "Weapon" + ], + "miscTags": [ + "grantsPassive", + "isRune" + ] + }, + { + "name": "Greater Shock", + "source": "CRB", + "page": 585, + "tier": "grand", + "traits": [ + "electricity", + "evocation" + ], + "aspects": [ + "air" + ], + "prerequisites": "The relic is a weapon.", + "entries": [ + "{@note The relic gains the {@item greater shock} rune.}" + ], + "itemTypes": [ + "Weapon" + ], + "miscTags": [ + "grantsPassive", + "isRune" + ] + }, + { + "name": "Thundering", + "source": "CRB", + "page": 585, + "tier": "major", + "traits": [ + "evocation", + "sonic" + ], + "aspects": [ + "air" + ], + "prerequisites": "The relic is a weapon.", + "entries": [ + "{@note The relic gains the {@item thundering} rune.}" + ], + "itemTypes": [ + "Weapon" + ], + "miscTags": [ + "grantsPassive", + "isRune" + ] + }, + { + "name": "Shock", + "source": "CRB", + "page": 585, + "tier": "major", + "traits": [ + "electricity", + "evocation" + ], + "aspects": [ + "air" + ], + "prerequisites": "The relic is a weapon.", + "entries": [ + "{@note The relic gains the {@item shock} rune.}" + ], + "itemTypes": [ + "Weapon" + ], + "miscTags": [ + "grantsPassive", + "isRune" + ] + }, + { + "name": "Dancing", + "source": "CRB", + "page": 584, + "tier": "major", + "traits": [ + "uncommon", + "evocation" + ], + "aspects": [ + "air" + ], + "prerequisites": "The relic is a weapon.", + "entries": [ + "{@note The relic gains the {@item dancing} rune.}" + ], + "itemTypes": [ + "Weapon" + ], + "miscTags": [ + "grantsAbility", + "isRune" + ] + }, + { + "name": "Returning", + "source": "CRB", + "page": 584, + "tier": "minor", + "traits": [ + "evocation" + ], + "aspects": [ + "air" + ], + "prerequisites": "The relic is a weapon.", + "entries": [ + "{@note The relic gains the {@item returning} rune.}" + ], + "itemTypes": [ + "Weapon" + ], + "miscTags": [ + "grantsPassive", + "isRune" + ] + }, + { + "name": "Ethereal", + "source": "CRB", + "page": 582, + "tier": "grand", + "traits": [ + "uncommon", + "conjuration" + ], + "aspects": [ + "air", + "shadow" + ], + "prerequisites": "The relic is a suit of armor.", + "entries": [ + "{@note The relic gains the {@item ethereal} rune.}" + ], + "itemTypes": [ + "Armor" + ], + "miscTags": [ + "grantsAbility", + "isRune" + ] + }, + { + "name": "Energy-Resistant", + "add_hash": "Acid", + "source": "CRB", + "page": 582, + "tier": "minor", + "traits": [ + "abjuration" + ], + "aspects": [ + "earth", + "fiend" + ], + "prerequisites": "The relic is a suit of armor.", + "entries": [ + "{@note The relic gains the {@item energy-resistant} (acid damage) rune.}" + ], + "itemTypes": [ + "Armor" + ], + "miscTags": [ + "grantsPassive", + "isRune" + ] + }, + { + "name": "Greater Energy-Resistant", + "add_hash": "Acid", + "source": "CRB", + "page": 582, + "tier": "minor", + "traits": [ + "abjuration" + ], + "aspects": [ + "earth", + "fiend" + ], + "prerequisites": "The relic is a suit of armor.", + "entries": [ + "{@note The relic gains the {@item greater energy-resistant} (acid damage) rune.}" + ], + "itemTypes": [ + "Armor" + ], + "miscTags": [ + "grantsPassive", + "isRune" + ] + }, + { + "name": "Energy-Resistant", + "add_hash": "Fire", + "source": "CRB", + "page": 582, + "tier": "minor", + "traits": [ + "abjuration" + ], + "aspects": [ + "fiend", + "fire", + "water" + ], + "prerequisites": "The relic is a suit of armor.", + "entries": [ + "{@note The relic gains the {@item energy-resistant} (fire damage) rune.}" + ], + "itemTypes": [ + "Armor" + ], + "miscTags": [ + "grantsPassive", + "isRune" + ] + }, + { + "name": "Greater Energy-Resistant", + "add_hash": "Fire", + "source": "CRB", + "page": 582, + "tier": "minor", + "traits": [ + "abjuration" + ], + "aspects": [ + "fiend", + "fire", + "water" + ], + "prerequisites": "The relic is a suit of armor.", + "entries": [ + "{@note The relic gains the {@item greater energy-resistant} (fire damage) rune.}" + ], + "itemTypes": [ + "Armor" + ], + "miscTags": [ + "grantsPassive", + "isRune" + ] + }, + { + "name": "Energy-Resistant", + "add_hash": "Cold", + "source": "CRB", + "page": 582, + "tier": "minor", + "traits": [ + "abjuration" + ], + "aspects": [ + "air", + "fiend", + "water" + ], + "prerequisites": "The relic is a suit of armor.", + "entries": [ + "{@note The relic gains the {@item energy-resistant} (cold damage) rune.}" + ], + "itemTypes": [ + "Armor" + ], + "miscTags": [ + "grantsPassive", + "isRune" + ] + }, + { + "name": "Greater Energy-Resistant", + "add_hash": "Cold", + "source": "CRB", + "page": 582, + "tier": "minor", + "traits": [ + "abjuration" + ], + "aspects": [ + "air", + "fiend", + "water" + ], + "prerequisites": "The relic is a suit of armor.", + "entries": [ + "{@note The relic gains the {@item greater energy-resistant} (cold damage) rune.}" + ], + "itemTypes": [ + "Armor" + ], + "miscTags": [ + "grantsPassive", + "isRune" + ] + }, + { + "name": "Greater Energy-Resistant", + "add_hash": "Electricity", + "source": "CRB", + "page": 582, + "tier": "major", + "traits": [ + "abjuration" + ], + "aspects": [ + "air" + ], + "prerequisites": "The relic is a suit of armor.", + "entries": [ + "{@note The relic gains the {@item greater energy-resistant} (electricity damage) rune.}" + ], + "itemTypes": [ + "Armor" + ], + "miscTags": [ + "grantsPassive", + "isRune" + ] + }, + { + "name": "Energy-Resistant", + "add_hash": "Electricity", + "source": "CRB", + "page": 582, + "tier": "major", + "traits": [ + "abjuration" + ], + "aspects": [ + "air" + ], + "prerequisites": "The relic is a suit of armor.", + "entries": [ + "{@note The relic gains the {@item energy-resistant} (electricity damage) rune.}" + ], + "itemTypes": [ + "Armor" + ], + "miscTags": [ + "grantsPassive", + "isRune" + ] + }, + { + "name": "Invisibility", + "source": "CRB", + "page": 584, + "tier": "major", + "traits": [ + "illusion" + ], + "aspects": [ + "air", + "mind" + ], + "prerequisites": "The relic is a suit of armor.", + "entries": [ + "{@note The relic gains the {@item invisibility} rune.}" + ], + "itemTypes": [ + "Armor" + ], + "miscTags": [ + "grantsAbility", + "isRune" + ] + }, + { + "name": "Deadly Spark", + "source": "GMG", + "page": 96, + "tier": "minor", + "traits": [ + "air", + "electricity", + "evocation" + ], + "aspects": [ + "air" + ], + "entries": [ + { + "type": "ability", + "style": "compact", + "activity": { + "number": 2, + "unit": "action" + }, + "components": [ + "command", + "{@action Interact}" + ], + "entries": [ + "A spark flashes out from the relic toward a creature within 20 feet. This spark deals {@damage 1d12} electricity damage (basic Reflex save). The damage increases by {@damage 1d12} at 6th level and by another {@damage 1d12} every 4 levels thereafter." + ] + } + ], + "miscTags": [ + "grantsAbility" + ] + }, + { + "name": "Feather Steps", + "source": "GMG", + "page": 96, + "tier": "minor", + "traits": [ + "air", + "transmutation" + ], + "aspects": [ + "air" + ], + "prerequisites": "The relic is a worn item.", + "entries": [ + "While wearing the relic, you do not trigger traps that use weight or pressure plates as a trigger. Also, whenever you fall, you reduce the falling damage by the level of the relic. If this would reduce the falling damage to 0, you land on your feet and are not {@condition prone}. The relic grants a +1 item bonus to {@skill Athletics} checks made to Jump, increasing to +2 at 9th level and +3 at 17th level." + ], + "itemTypes": [ + "Worn Item" + ], + "miscTags": [ + "grantsPassive" + ] + }, + { + "name": "Wind Barrier", + "source": "GMG", + "page": 96, + "tier": "minor", + "traits": [ + "abjuration", + "air" + ], + "aspects": [ + "air" + ], + "entries": [ + { + "type": "ability", + "style": "compact", + "activity": { + "number": 1, + "unit": "action" + }, + "components": [ + "command" + ], + "entries": [ + "An invisible barrier of air deflects ranged attacks, granting you a +2 circumstance bonus to AC against ranged attacks until the beginning of your next turn. At 13th level, this increases to a +3 circumstance bonus to AC against ranged attacks." + ] + } + ], + "miscTags": [ + "grantsAbility" + ] + }, + { + "name": "Lightning Storm", + "source": "GMG", + "page": 96, + "tier": "major", + "traits": [ + "air", + "electricity", + "evocation" + ], + "aspects": [ + "air" + ], + "entries": [ + { + "type": "ability", + "style": "compact", + "activity": { + "number": 2, + "unit": "action" + }, + "components": [ + "command" + ], + "entries": [ + "The relic surrounds you with a storm of wind, rain, and lightning in a 30-foot emanation. This storm is difficult terrain for creatures other than you. Any creature other than you that enters or starts its turn in the storm takes {@damage 1d12} electricity damage, with a basic Reflex save ({@damage 2d12} damage at 15th level). You can {@action sustain an activation||Sustain this Activation} up to 1 minute." + ] + } + ], + "miscTags": [ + "grantsAbility" + ] + }, + { + "name": "Propelling Winds", + "source": "GMG", + "page": 96, + "tier": "major", + "traits": [ + "air", + "transmutation" + ], + "aspects": [ + "air" + ], + "entries": [ + { + "type": "ability", + "style": "compact", + "activity": { + "number": 2, + "unit": "action" + }, + "components": [ + "command", + "{@action Interact}" + ], + "frequency": { + "unit": "hour", + "freq": 1 + }, + "entries": [ + "The relic casts {@spell fly} targeting you." + ] + } + ], + "miscTags": [ + "grantsAbility" + ] + }, + { + "name": "Living Storm", + "source": "GMG", + "page": 96, + "tier": "grand", + "traits": [ + "air", + "electricity", + "evocation" + ], + "aspects": [ + "air" + ], + "entries": [ + "The relic grants you a fly Speed equal to your Speed or 60 feet, whichever is greater. In addition, a creature that {@action strike||Strikes} you with a melee attack takes 5 electricity damage, and you can cast 5th-level {@spell lightning bolt} as an innate spell." + ], + "miscTags": [ + "grantsAbility", + "grantsPassive" + ] + }, + { + "name": "Beast Senses", + "source": "GMG", + "page": 96, + "tier": "minor", + "traits": [ + "transmutation" + ], + "aspects": [ + "beast" + ], + "prerequisites": "The relic is a worn item.", + "entries": [ + "The relic grants you an animal's acute senses as long as you wear it. You gain {@ability low-light vision}. If you already have {@ability low-light vision}, you instead gain {@ability darkvision}. At 10th level, the relic grants you imprecise {@ability scent} with a range of 10 feet." + ], + "itemTypes": [ + "Worn Item" + ], + "miscTags": [ + "grantsPassive" + ] + }, + { + "name": "Call of the Wild", + "source": "GMG", + "page": 96, + "tier": "minor", + "traits": [ + "transmutation" + ], + "aspects": [ + "beast" + ], + "entries": [ + { + "type": "ability", + "style": "compact", + "activity": { + "number": 2, + "unit": "action" + }, + "components": [ + "command", + "{@action Interact}" + ], + "frequency": { + "unit": "day", + "freq": 1 + }, + "entries": [ + "Your relic summons a creature to fight at your side, casting {@spell summon animal} with a level of half the item's level rounded up. You can {@action sustain an activation||Sustain this Activation} as you would the spell." + ] + } + ], + "miscTags": [ + "grantsAbility" + ] + }, + { + "name": "Feral Claws", + "source": "GMG", + "page": 97, + "tier": "minor", + "traits": [ + "morph", + "transmutation" + ], + "aspects": [ + "beast" + ], + "prerequisites": "The relic is a worn item.", + "entries": [ + { + "type": "ability", + "style": "compact", + "activity": { + "number": 1, + "unit": "action" + }, + "components": [ + "command" + ], + "entries": [ + "Your hands transform into a pair of claws. These grant you a claw unarmed attack that deals {@damage 1d6} slashing damage and has the {@trait agile} and {@trait finesse} traits. This lasts until you {@action Dismiss} the effect." + ] + } + ], + "itemTypes": [ + "Worn Item" + ], + "miscTags": [ + "grantsAbility" + ] + }, + { + "name": "Form of Fury", + "source": "GMG", + "page": 97, + "tier": "major", + "traits": [ + "transmutation" + ], + "aspects": [ + "beast" + ], + "prerequisites": "The relic is a worn item.", + "entries": [ + { + "type": "ability", + "style": "compact", + "activity": { + "number": 2, + "unit": "action" + }, + "components": [ + "command", + "envision" + ], + "frequency": { + "freq": 2, + "unit": "day" + }, + "entries": [ + "Calling upon the bestial nature within, you change shape into that of an animal. The relic casts {@spell animal form} on you, transforming you into the same type of animal every time, chosen when the gift is gained; the spell level is half the item's level, rounded down.", + "At 11th level, the spell is 5th level, and the spell level goes up by 1 for every 2 levels beyond that." + ] + } + ], + "itemTypes": [ + "Worn Item" + ], + "miscTags": [ + "grantsAbility" + ] + }, + { + "name": "Track of the Beast", + "source": "GMG", + "page": 97, + "tier": "major", + "traits": [ + "transmutation" + ], + "aspects": [ + "beast" + ], + "entries": [ + "The spirit of an animal fills you. The relic gives one of the following benefits, chosen by the GM when the relic gains this gift.", + { + "type": "list", + "items": [ + "A +10-foot status bonus to your land Speed.", + "A climb Speed equal to your land Speed.", + "A swim Speed equal to your land Speed." + ] + } + ], + "miscTags": [ + "grantsPassive" + ] + }, + { + "name": "Form of Vengeance", + "source": "GMG", + "page": 97, + "tier": "grand", + "traits": [ + "transmutation" + ], + "aspects": [ + "beast" + ], + "prerequisites": "{@relicGift form of fury} gift", + "entries": [ + "Whenever you use the relic's {@relicGift form of fury} activation, it can cast {@spell aerial form} or {@spell dinosaur form} instead of {@spell animal form}. Like {@relicGift form of fury}, these spells also turn you into the same type of animal each time (so you have three forms you can assume in total, one from each spell). The spell level is the same as defined in {@relicGift form of fury}.", + "While transformed, you can switch from one of the three forms to another by {@action sustain an activation||Sustaining the Activation}. This doesn't change the duration." + ], + "itemTypes": [ + "Worn Item" + ], + "miscTags": [ + "grantsAbility" + ] + }, + { + "name": "Divine Retribution", + "source": "GMG", + "page": 97, + "tier": "minor", + "traits": [ + "evocation" + ], + "aspects": [ + "celestial" + ], + "prerequisites": "The relic is a weapon.", + "entries": [ + { + "type": "ability", + "style": "compact", + "activity": { + "number": 2, + "unit": "action" + }, + "components": [ + "command" + ], + "entries": [ + "Drawing upon divine fury, you single out a target that damaged you or an ally within the past round and fill your relic with divine vengeance against them. Make a {@action Strike} against that foe, dealing an additional damage die on a hit. If the target is {@trait evil}, it is also {@condition enfeebled 1} until the start of your next turn on a hit (or {@condition enfeebled 2} on a critical hit)." + ] + } + ], + "itemTypes": [ + "Weapon" + ], + "miscTags": [ + "grantsAbility" + ] + }, + { + "name": "Heaven's Grace", + "source": "GMG", + "page": 98, + "tier": "minor", + "traits": [ + "abjuration" + ], + "aspects": [ + "celestial" + ], + "prerequisites": "The relic is a worn item.", + "entries": [ + "The heavens protect you from harm. While wearing the relic, you gain a +1 status bonus to AC against attacks by {@trait fiend||fiends} and resistance to an energy type corresponding to the relic's celestial origin (such as sonic resistance from a {@creature choral} angel). The resistance is equal to half the relic's level (minimum 1)." + ], + "itemTypes": [ + "Worn Item" + ], + "miscTags": [ + "grantsPassive" + ] + }, + { + "name": "Word of Faith", + "source": "GMG", + "page": 98, + "tier": "minor", + "traits": [ + "healing", + "necromancy", + "positive" + ], + "aspects": [ + "celestial" + ], + "entries": [ + { + "type": "ability", + "style": "compact", + "activity": { + "number": 2, + "unit": "action" + }, + "components": [ + "command", + "{@action Interact}" + ], + "frequency": { + "freq": 1, + "unit": "hour" + }, + "entries": [ + "Placing your hand on yourself or an ally, you heal their wounds and bolster their spirit. The target regains {@damage 1d8} HP per item level and reduces their {@condition frightened} value by 1." + ] + } + ], + "miscTags": [ + "grantsAbility" + ] + }, + { + "name": "Holy Light", + "source": "GMG", + "page": 98, + "tier": "major", + "traits": [ + "evocation", + "good" + ], + "aspects": [ + "celestial" + ], + "entries": [ + { + "type": "ability", + "style": "compact", + "activity": { + "number": 2, + "unit": "action" + }, + "components": [ + "command", + "{@action Interact}" + ], + "entries": [ + "Your relic shines with holy light. This creates bright light in a 30-foot emanation around the item. {@trait Evil} creatures in the area are {@condition frightened 1}, and can't lower their {@condition frightened} value below 1 as long as they remain in the light. {@trait fiend||Fiends} in the area increase any weakness to good damage they have by 5. You can {@action sustain an activation||Sustain this Activation} for up to 1 minute." + ] + } + ], + "miscTags": [ + "grantsAbility" + ] + }, + { + "name": "Righteous Call", + "source": "GMG", + "page": 98, + "tier": "major", + "traits": [ + "evocation", + "good" + ], + "aspects": [ + "celestial" + ], + "entries": [ + { + "type": "ability", + "style": "compact", + "activity": { + "number": 2, + "unit": "action" + }, + "components": [ + "command", + "{@action Interact}" + ], + "frequency": { + "freq": 1, + "unit": "day" + }, + "entries": [ + "Holy magic fills your armaments, making them true weapons against evil. For 1 minute, your weapons and unarmed attacks gain the {@item holy} weapon rune while you hold them. If a weapon is at its limit on property runes, you can choose one property rune on the weapon to go dormant while the {@item holy} rune takes effect. In addition, any successful {@action strike||Strikes} your allies make while they're within 30 feet of you deal 1 additional good damage." + ] + } + ], + "miscTags": [ + "grantsAbility" + ] + }, + { + "name": "Angelic Vessel", + "source": "GMG", + "page": 98, + "tier": "grand", + "traits": [ + "conjuration", + "good" + ], + "aspects": [ + "celestial" + ], + "entries": [ + { + "type": "ability", + "style": "compact", + "activity": { + "number": 2, + "unit": "action" + }, + "components": [ + "command", + "{@action Interact}" + ], + "frequency": { + "freq": 1, + "unit": "day" + }, + "entries": [ + "At your invitation, a celestial imbues your body with the divine. You gain 50 additional Hit Points, increasing both your maximum and current Hit Points, as well as weakness 10 to evil damage. If the relic has the {@relicGift righteous call} gift, this activation grants the effects of that gift as well, without expending its daily use.", + "You can {@action Dismiss} the effect. If you do, you can unleash a wave of holy power, causing the relic to cast an 8th-level {@spell divine decree}, choosing {@trait good} for the alignment." + ] + } + ], + "miscTags": [ + "grantsAbility" + ] + }, + { + "name": "Death Gaze", + "source": "GMG", + "page": 98, + "tier": "minor", + "traits": [ + "necromancy", + "negative" + ], + "aspects": [ + "death" + ], + "entries": [ + { + "type": "ability", + "style": "compact", + "activity": { + "number": 2, + "unit": "action" + }, + "components": [ + "envision", + "{@action Interact}" + ], + "entries": [ + "Your stare causes a creature's flesh to rot and wither away. Target a creature you can see within 30 feet. Your stare deals {@damage 1d6} negative damage to the creature for every 2 levels the relic has (minimum {@damage 1d6}; basic Fortitude save). An {@trait undead} creature or other creature with {@ability negative healing|b2} targeted this way is instead healed {@damage 1d6} HP per level of the relic and is temporarily immune to this effect for 10 minutes." + ] + } + ], + "miscTags": [ + "grantsAbility" + ] + }, + { + "name": "Living Death", + "source": "GMG", + "page": 98, + "tier": "minor", + "traits": [ + "necromancy" + ], + "aspects": [ + "death" + ], + "entries": [ + "You stand on the threshold between the living and the dead. If you attempt a saving throw against an effect that would deal negative damage to you, such as {@spell harm}, your outcome is one degree of success better than what you rolled. If you roll a critical success and the effect is capable of healing undead, you regain HP equal to half the spell's full damage. Any {@trait positive} spell or effect that would heal you has only half the normal effect. All these effects apply only if you are a living creature." + ], + "miscTags": [ + "grantsPassive" + ] + }, + { + "name": "Shroud of the Afterlife", + "source": "GMG", + "page": 98, + "tier": "minor", + "traits": [ + "necromancy", + "negative" + ], + "aspects": [ + "death" + ], + "entries": [ + { + "type": "ability", + "style": "compact", + "activity": { + "number": 1, + "unit": "action" + }, + "components": [ + "envision", + "{@action Interact}" + ], + "frequency": { + "freq": 1, + "unit": "day" + }, + "entries": [ + "You shroud yourself with powers from beyond the living realm for 1 minute. While this shroud is active, you take on a pallid appearance and gain poison resistance equal to half the relic's level and a +1 status bonus to saving throws against death effects, diseases, effects that would make you {@condition paralyzed}, {@trait poison}, and {@trait sleep} effects. In addition, the DC for your recovery checks is 9 + your dying value instead of 10 + your dying value." + ] + } + ], + "miscTags": [ + "grantsAbility" + ] + }, + { + "name": "Pierce the Veil", + "source": "GMG", + "page": 99, + "tier": "major", + "traits": [ + "necromancy" + ], + "aspects": [ + "death" + ], + "prerequisites": "{@relicGift living death} gift", + "entries": [ + "The relic allows you to pierce the veil between life and death. While you are holding or wearing the relic, you have the {@ability negative healing|b2} ability (as though you were {@trait undead}; positive energy harms you and negative energy heals you). In addition, whenever you are healed by a {@trait negative} spell or effect, you gain resistance 5 to all damage (except force, {@item ghost touch}, and positive) until the start of your next turn. Finally, you gain a +2 item bonus to all saves against {@trait death} effects while you are the bearer of the relic; this increases to a +3 item bonus at 13th level." + ], + "miscTags": [ + "grantsPassive" + ] + }, + { + "name": "Tide of Death", + "source": "GMG", + "page": 99, + "tier": "major", + "traits": [ + "necromancy", + "negative" + ], + "aspects": [ + "death" + ], + "prerequisites": "{@relicGift death gaze} gift", + "entries": [ + "You can {@action activate an item||Activate} {@relicGift death gaze} with 3 actions instead of 2. If you do, it targets all living creatures within 30 feet except for you. If you have the {@ability negative healing|b2} ability, you can include yourself to be healed." + ], + "miscTags": [ + "grantsAbility" + ] + }, + { + "name": "Grim Specter", + "source": "GMG", + "page": 99, + "tier": "grand", + "traits": [ + "necromancy" + ], + "aspects": [ + "death" + ], + "entries": [ + { + "type": "ability", + "style": "compact", + "activity": { + "number": 2, + "unit": "action" + }, + "components": [ + "command", + "envision" + ], + "frequency": { + "freq": 1, + "unit": "day" + }, + "entries": [ + "You can call upon the terrifying powers that fuel your relic to transform yourself into a specter of death. You become {@trait incorporeal}, having no physical body. You are immune to effects that require a physical body, including precision damage as well as exposure to most diseases and poisons. You also have resistance to all damage equal to half the relic's level; force damage, {@item ghost touch} attacks, negative damage, and positive damage ignore this resistance, and the resistance doubles against non-magical damage.", + "You can move through solid objects. When inside an object, you can't perceive, attack, or {@action Interact} with anything outside it, and you're always {@condition slowed 1} on turns you start in an object. Corporeal creatures can pass through you but can't end their movement in your space. You can't attempt Strength-based checks against corporeal creatures or objects, unless those objects have the {@item ghost touch} property rune. Likewise, corporeal creatures can't attempt Strength-based checks against you.", + "You can {@action sustain an activation||Sustain the Activation} up to 1 minute." + ] + } + ], + "miscTags": [ + "grantsAbility" + ] + }, + { + "name": "Ease Burden", + "source": "GMG", + "page": 99, + "tier": "minor", + "traits": [ + "earth", + "transmutation" + ], + "aspects": [ + "earth" + ], + "entries": [ + "Your relic draws strength from the earth underfoot to lighten your load. As long as your relic is on your person and you are standing on the ground, you can carry 1 more Bulk than normal before becoming {@condition encumbered}, and you increase your maximum Bulk by 2. At 6th level and every 4 levels thereafter, increase the Bulk you can carry before becoming {@condition encumbered} by 1 and your maximum Bulk by 2." + ], + "miscTags": [ + "grantsPassive" + ] + }, + { + "name": "Rolling Geode", + "source": "GMG", + "page": 99, + "tier": "minor", + "traits": [ + "conjuration", + "earth" + ], + "aspects": [ + "earth" + ], + "entries": [ + { + "type": "ability", + "style": "compact", + "activity": { + "number": 2, + "unit": "action" + }, + "components": [ + "command", + "envision" + ], + "frequency": { + "freq": 1, + "unit": "hour" + }, + "entries": [ + "Stone and crystal form a sphere that chases your foes. You create a geode in an unoccupied square within 30 feet. You can spend a single action, which has the {@trait concentrate} trait, to move the geode up to 30 feet along the ground. If the geode enters a creature's space, the creature must succeed at a basic Reflex save or take {@damage 2d6} bludgeoning damage; a creature can take damage this way only once per turn, even if you roll the geode through its space multiple times. The geode persists for up to 1 minute or until destroyed or {@action dismiss||Dismissed}; it has AC 5, Hardness 10, and 40 Hit Points, and is immune to critical hits and precision damage." + ] + } + ], + "miscTags": [ + "grantsAbility" + ] + }, + { + "name": "Shattered Earth", + "source": "GMG", + "page": 99, + "tier": "minor", + "traits": [ + "earth", + "evocation" + ], + "aspects": [ + "earth" + ], + "entries": [ + { + "type": "ability", + "style": "compact", + "activity": { + "number": 2, + "unit": "action" + }, + "components": [ + "command", + "{@action Interact}" + ], + "frequency": { + "freq": 1, + "unit": "hour" + }, + "entries": [ + "Seismic pulses from your relic ripple through the nearby ground, shaking sharp fragments to the surface. A 10-foot-radius patch of stone or earth within 60 feet is transformed into difficult terrain. A creature that enters an affected square during a move action must succeed at an {@skill Acrobatics} check or Reflex save or take {@damage 1d6} piercing damage; it needs to roll only once per {@trait move} action even if it moves through several squares. At 6th level and every 4 levels thereafter, increase the damage by {@damage 1d6}." + ] + } + ], + "miscTags": [ + "grantsAbility" + ] + }, + { + "name": "Raise Ramparts", + "source": "GMG", + "page": 99, + "tier": "major", + "traits": [ + "conjuration", + "earth" + ], + "aspects": [ + "earth" + ], + "entries": [ + { + "type": "ability", + "style": "compact", + "activity": { + "number": 3, + "unit": "action" + }, + "components": [ + "command", + "{@action Interact}" + ], + "frequency": { + "freq": 1, + "unit": "hour" + }, + "entries": [ + "Your relic reshapes the earth around you. You cast 5th-level {@spell wall of stone}." + ] + } + ], + "miscTags": [ + "grantsAbility" + ] + }, + { + "name": "Underground Bounty", + "source": "GMG", + "page": 99, + "tier": "major", + "traits": [ + "conjuration", + "earth" + ], + "aspects": [ + "earth" + ], + "entries": [ + "Your relic produces metals and stones to empower your weapons. Each day during your daily preparations, your relic conjures a magical shard of {@item silver (generic)||silver}, {@item cold iron (generic)||cold iron}, gold, or a non-precious stone or metal material of your choice (such as bronze or granite). If your relic is a weapon, it immediately absorbs the shard, causing it to gain a magical sheen of that metal or stone until your next daily preparations. If your relic is not a weapon, the shard is not immediately used, and you can touch it to a stone or metal weapon using an {@action Interact} action to give it a magical sheen of that metal or stone for 10 minutes. While coated in the magical sheen, the weapon interacts with weaknesses, resistances, and the like as if it were made of the stone or metal from the shard rather than its own. The sheen and the shard are obviously magical in nature, and if you don't use the shard, it disappears when you make your next daily preparations. At 17th level, add {@item adamantine (generic)||adamantine} and {@item mithral (generic)||mithral} to the available options." + ], + "miscTags": [ + "grantsAbility" + ] + }, + { + "name": "Living Statue", + "source": "GMG", + "page": 100, + "tier": "grand", + "traits": [ + "earth", + "transmutation" + ], + "aspects": [ + "earth" + ], + "entries": [ + "Your relic's energies have given you control over the boundary between flesh and stone. You can cast 6th-level {@spell flesh to stone} and {@spell stone to flesh} as innate spells, each once per day. As long as you are standing on the earth, your body reflexively petrifies at the moment you are struck, granting you resistance 5 to physical damage (except {@item adamantine (generic)||adamantine}). This increases to 8 in caves or subterranean environments." + ], + "miscTags": [ + "grantsAbility", + "grantsPassive" + ] + }, + { + "name": "Curse Wound", + "source": "GMG", + "page": 100, + "tier": "minor", + "traits": [ + "curse", + "evil", + "necromancy" + ], + "aspects": [ + "fiend" + ], + "prerequisites": "The relic is a weapon.", + "entries": [ + { + "type": "ability", + "style": "compact", + "activity": { + "number": 1, + "unit": "reaction" + }, + "components": [ + "command" + ], + "trigger": "Your {@action Strike} with your relic deals damage to a creature within 60 feet", + "entries": [ + "The evil within your relic curses an enemy's wound to ensure they won't heal. The triggering creature must attempt a Will save or be unable to restore the Hit Points lost by damage from the triggering {@action Strike} until its next daily preparations. If you use Curse Wound on a creature already affected by your Curse Wound, your previous application expires." + ] + } + ], + "itemTypes": [ + "Weapon" + ], + "miscTags": [ + "grantsAbility" + ] + }, + { + "name": "Fiendish Defiance", + "source": "GMG", + "page": 100, + "tier": "minor", + "traits": [ + "abjuration" + ], + "aspects": [ + "fiend" + ], + "prerequisites": "The relic is a worn item.", + "entries": [ + "The fiendish power of your relic offers you more protection against {@trait celestial||celestials} and allows you to ignore harm. While wearing the relic, you gain a +1 status bonus to AC against attacks by {@trait celestial||celestials} and resistance to an energy type corresponding to the relic's fiendish origin (such as fire resistance from a {@trait devil}). The resistance is equal to half the relic's level (minimum 1)." + ], + "itemTypes": [ + "Worn Item" + ], + "miscTags": [ + "grantsPassive" + ] + }, + { + "name": "Little Helper", + "source": "GMG", + "page": 100, + "tier": "minor", + "traits": [ + "divination", + "evil" + ], + "aspects": [ + "fiend" + ], + "entries": [ + "Your relic awakens to sapience, developing a personality (usually one that clashes with your own). Your relic has an alignment corresponding to the type of {@trait fiend} associated with the item, precise vision and imprecise hearing each out to 30 feet, the ability to understand and speak one language you know, and Intelligence, Wisdom, and Charisma modifiers of {@d20 +0}. Your item's total {@skill Perception} and Will modifiers are equal to your proficiency modifiers in {@skill Perception} and Will, respectively. It is trained in the {@skill Lore} associated with its {@trait fiend} type (such as {@skill lore||Demon Lore}), for a total modifier of 2 + the relic's level. Unlike most {@trait intelligent} items, the relic has no actions or reactions and can't use any of its own activations." + ], + "miscTags": [ + "altersRelic" + ] + }, + { + "name": "Fiendish Bargain", + "source": "GMG", + "page": 100, + "tier": "major", + "traits": [ + "divination", + "evil" + ], + "aspects": [ + "fiend" + ], + "entries": [ + { + "type": "ability", + "style": "compact", + "activity": { + "number": 1, + "unit": "action" + }, + "components": [ + "command" + ], + "frequency": { + "freq": 1, + "unit": "hour" + }, + "entries": [ + "You bargain with the evil force empowering your relic for a boon, though you must trade something in return. Select one of the following benefits to gain.", + { + "type": "list", + "items": [ + "Your relic attempts to counteract a harmful condition affecting you.", + "You regain {@damage 3d8+16} Hit Points. This is a {@trait healing} effect.", + "You gain a +2 status bonus to attack rolls for 1 minute." + ] + }, + "One of the following {@dice 1d4|randomly determined} effects occurs to you in payment, after applying the benefit.", + { + "type": "list", + "items": [ + "You are {@condition stupefied 1} for 1 minute.", + "You are {@condition clumsy 1} for 1 minute.", + "You lose {@damage 1d8} Hit Points.", + "You take a \u20131 penalty to damage rolls for 1 minute." + ] + } + ] + } + ], + "miscTags": [ + "grantsAbility" + ] + }, + { + "name": "Profane Fervor", + "source": "GMG", + "page": 100, + "tier": "major", + "traits": [ + "evil", + "evocation" + ], + "aspects": [ + "fiend" + ], + "entries": [ + { + "type": "ability", + "style": "compact", + "activity": { + "number": 2, + "unit": "action" + }, + "components": [ + "command", + "{@action Interact}" + ], + "frequency": { + "freq": 1, + "unit": "day" + }, + "entries": [ + "Profane energies twist your weapons, filling them with rage toward everything good. For 1 minute, your weapons and unarmed attacks gain the {@item unholy} weapon rune while you hold them. If a weapon is at its limit on property runes, you can choose one property rune on the weapon to go dormant while the {@item unholy} rune takes effect. In addition, successful {@action strike||Strikes} your allies make while they're within 30 feet of you deal 1 additional evil damage." + ] + } + ], + "miscTags": [ + "grantsAbility" + ] + }, + { + "name": "Command Legion", + "source": "GMG", + "page": 100, + "tier": "grand", + "traits": [ + "conjuration" + ], + "aspects": [ + "fiend" + ], + "entries": [ + { + "type": "ability", + "style": "compact", + "activity": { + "number": 2, + "unit": "action" + }, + "components": [ + "command", + "envision" + ], + "frequency": { + "freq": 1, + "unit": "day" + }, + "entries": [ + "Your relic opens a gate within itself, overwhelming your enemies with fiends. You cast 6th-level {@spell summon fiend}, but summon two fiends instead of one, and you can command them both with 1 action to {@action Sustain a Spell}. If the relic has the {@relicGift profane fervor} gift, this activation grants the effects of that gift as well, without expending its daily use. For the next minute, you can use the following activation.", + { + "type": "ability", + "style": "compact", + "activity": { + "number": 1, + "unit": "free" + }, + "components": [ + "envision" + ], + "trigger": "One of the fiends summoned by command legion is banished", + "entries": [ + "You summon that same fiend again in an adjacent space. The fiend returns at full Hit Points and all conditions, spells, and other effects on it end before you summon it again. However, it does not recover any limited-use abilities it used before, such as innate spells or abilities with a Frequency entry." + ] + } + ] + } + ], + "miscTags": [ + "grantsAbility" + ] + }, + { + "name": "Flare Bolt", + "source": "GMG", + "page": 101, + "tier": "minor", + "traits": [ + "evocation", + "fire" + ], + "aspects": [ + "fire" + ], + "entries": [ + { + "type": "ability", + "style": "compact", + "activity": { + "number": 2, + "unit": "action" + }, + "components": [ + "command", + "{@action Interact}" + ], + "frequency": { + "freq": 1, + "unit": "day" + }, + "entries": [ + "A bolt of flames scorches out from the relic. Make a spell attack roll with your relic against a target within 30 feet. The bolt deals {@damage 1d6} fire damage for every 2 levels the relic has (minimum {@damage 1d6}).", + { + "type": "successDegree", + "entries": { + "Critical Success": "The bolt deals double damage, as well as {@condition persistent damage||persistent fire damage} equal to the level of the relic.", + "Success": "The bolt deals full damage." + } + } + ] + } + ], + "miscTags": [ + "grantsAbility" + ] + }, + { + "name": "Heat Haze", + "source": "GMG", + "page": 101, + "tier": "minor", + "traits": [ + "abjuration", + "fire" + ], + "aspects": [ + "fire" + ], + "entries": [ + "Your relic's heat keeps the air around you pleasantly warm. While you are holding or wearing the relic, it protects you from severe environmental cold. At 9th level, it also protects you from extreme cold, and at 17th level, it protects you from incredible cold. At 4th level, the relic also gains the following activation.", + { + "type": "ability", + "style": "compact", + "activity": { + "number": 2, + "unit": "action" + }, + "components": [ + "command", + "envision" + ], + "frequency": { + "freq": 1, + "unit": "day" + }, + "entries": [ + "Your relic erratically elevates the air temperature around you, creating heat shimmers that distort your appearance and grant you the {@condition concealed} condition for 1 minute. As the nature of this effect still leaves your location obvious, you can't use this concealment to {@action Hide} or {@action Sneak}." + ] + } + ], + "miscTags": [ + "grantsAbility", + "grantsPassive" + ] + }, + { + "name": "Incandescent Sight", + "source": "GMG", + "page": 101, + "tier": "minor", + "traits": [ + "divination", + "fire" + ], + "aspects": [ + "fire" + ], + "entries": [ + { + "type": "ability", + "style": "compact", + "activity": { + "number": 2, + "unit": "action" + }, + "components": [ + "command", + "envision" + ], + "frequency": { + "freq": 1, + "unit": "day" + }, + "entries": [ + "Your eyes become attuned to heat signatures as your vision extends into the infrared, granting you a heatsight precise sense for 1 minute. Your heatsight can see temperature gradients out to a range of 30 feet, allowing you to detect living creatures and warm objects even in the dark. Warm objects block your heatsight even if they are transparent, such as hot water." + ] + } + ], + "miscTags": [ + "grantsAbility" + ] + }, + { + "name": "Jet Propulsion", + "source": "GMG", + "page": 101, + "tier": "major", + "traits": [ + "evocation", + "fire" + ], + "aspects": [ + "fire" + ], + "entries": [ + { + "type": "ability", + "style": "compact", + "activity": { + "number": 1, + "unit": "action" + }, + "components": [ + "envision" + ], + "frequency": { + "freq": 1, + "unit": "hour" + }, + "entries": [ + "Flames from your relic channel through your body, erupting from your feet, hands, or other limbs with enough force to blast you across the ground and propel you through the air. For 1 minute, you gain a +10-foot status bonus to your Speed and gain a fly Speed equal to your new Speed or 20 feet, whichever is greater. You must end your turn on solid ground, or you fall." + ] + } + ], + "miscTags": [ + "grantsAbility" + ] + }, + { + "name": "Searing Wave", + "source": "GMG", + "page": 101, + "tier": "major", + "traits": [ + "evocation", + "fire" + ], + "aspects": [ + "fire" + ], + "entries": [ + { + "type": "ability", + "style": "compact", + "activity": { + "number": 2, + "unit": "action" + }, + "components": [ + "command", + "{@action Interact}" + ], + "entries": [ + "You allow a portion of the fire magic housed in your relic to escape in a direction of your choice. You deal {@damage 1d10} fire damage for every 2 levels of the relic to all creatures in a 30-foot cone (basic Reflex). You can't use Searing Wave again for {@dice 1d4} rounds." + ] + } + ], + "miscTags": [ + "grantsAbility" + ] + }, + { + "name": "Blazing Soul", + "source": "GMG", + "page": 101, + "tier": "grand", + "traits": [ + "evocation", + "fire" + ], + "aspects": [ + "fire" + ], + "entries": [ + "Fire magic suffuses your body and soul, protecting you from lesser flames and allowing you to kindle even the smallest sparks into powerful infernos. You gain fire resistance 10. The first time each hour you are targeted by a {@trait fire} effect that would deal damage, you regain {@damage 1d8} HP for every counteract level of the effect, in addition to taking the damage.", + { + "type": "ability", + "style": "compact", + "activity": { + "number": 1, + "unit": "reaction" + }, + "components": [ + "envision" + ], + "trigger": "A creature within 60 feet is critically hit or critically fails a save against a {@trait fire} effect and is not reduced to 0 Hit Points", + "entries": [ + "Flames roar forth from the triggering creature, dealing {@damage 6d6} fire damage to all creatures in a 15-foot burst centered on it, including that creature (basic Reflex). You aren't affected by the activation, though your allies are. If this damage reduces the triggering creature to 0 Hit Points, it is reduced to a fine ash, though its gear remains. You can't use this activation again for {@dice 1d4} rounds." + ] + } + ], + "miscTags": [ + "grantsAbility", + "grantsPassive" + ] + }, + { + "name": "Bestow Life", + "source": "GMG", + "page": 101, + "tier": "minor", + "traits": [ + "positive", + "transmutation" + ], + "aspects": [ + "life" + ], + "entries": [ + { + "type": "ability", + "style": "compact", + "activity": { + "number": 2, + "unit": "action" + }, + "components": [ + "command", + "envision" + ], + "frequency": { + "freq": 1, + "unit": "day" + }, + "entries": [ + "An infusion of positive energy from your relic can temporarily animate an unliving object. You transform an adjacent inanimate object into an animated object with a level equal to one-half the relic's level and appropriate to the object (so a broom would become an {@creature animated broom}). The object pursues a single simple noncombat task you state when you use Bestow Life, ignoring any subsequent commands. The object is mindless and pursues the task single-mindedly and uncreatively. The object remains animated for 1 hour." + ] + } + ], + "miscTags": [ + "grantsAbility" + ] + }, + { + "name": "Healing Wave", + "source": "GMG", + "page": 102, + "tier": "minor", + "traits": [ + "healing", + "necromancy", + "positive" + ], + "aspects": [ + "life" + ], + "entries": [ + { + "type": "ability", + "style": "compact", + "activity": { + "number": 2, + "unit": "action" + }, + "components": [ + "envision" + ], + "frequency": { + "freq": 1, + "unit": "hour" + }, + "entries": [ + "You release a wave of positive energy in a 15-foot cone. You and each living target in the area regain {@damage 1d4} HP per level of the relic." + ] + } + ], + "miscTags": [ + "grantsAbility" + ] + }, + { + "name": "Overflowing Life", + "source": "GMG", + "page": 102, + "tier": "minor", + "traits": [ + "healing", + "necromancy", + "positive" + ], + "aspects": [ + "life" + ], + "entries": [ + "Life force flows through you, and positive energy causes your vital essence to burst through your skin like beads of liquid light. You gain an item bonus equal to half the relic's level (minimum 1) to the Hit Points you recover from {@trait positive} {@trait healing} spells; this bonus applies only the first time per casting that a particular spell heals you." + ], + "miscTags": [ + "grantsPassive" + ] + }, + { + "name": "Inextinguishable", + "source": "GMG", + "page": 102, + "tier": "major", + "traits": [ + "necromancy", + "positive" + ], + "aspects": [ + "life" + ], + "entries": [ + "Your connection to life force makes you more difficult to snuff out than others. You die from the {@condition dying} condition at {@condition dying 5}, rather than {@condition dying 4}. If you roll a success on a save against a {@trait death} or {@trait negative} effect, you get a critical success instead." + ], + "miscTags": [ + "grantsPassive" + ] + }, + { + "name": "Vital Siphon", + "source": "GMG", + "page": 102, + "tier": "major", + "traits": [ + "healing", + "necromancy", + "positive" + ], + "aspects": [ + "life" + ], + "entries": [ + { + "type": "ability", + "style": "compact", + "activity": { + "number": 1, + "unit": "reaction" + }, + "components": [ + "envision" + ], + "trigger": "An ally within 60 feet regains more Hit Points than it is currently down via a targeted {@trait positive} {@trait healing} effect without a duration", + "entries": [ + "Your relic acts as a relay for vitality. You or an adjacent willing creature regain a number of Hit Points equal to the amount in excess of the triggering creature's maximum Hit Points; for instance, if the triggering creature was missing 5 Hit Points and was targeted by a heal spell that restored 12 Hit Points, you or an adjacent willing creature would regain the remaining 7 Hit Points." + ] + } + ], + "miscTags": [ + "grantsAbility" + ] + }, + { + "name": "Life Everlasting", + "source": "GMG", + "page": 102, + "tier": "grand", + "traits": [ + "healing", + "necromancy", + "positive" + ], + "aspects": [ + "life" + ], + "entries": [ + { + "type": "ability", + "style": "compact", + "activity": { + "number": 2, + "unit": "action" + }, + "components": [ + "envision" + ], + "frequency": { + "freq": 1, + "unit": "day" + }, + "entries": [ + "Massive amounts of positive energy surge forth. For 1 minute, you emit {@trait positive} energy in a 10-foot emanation centered on you. At the end of your turn, you (if you are living) and allied living creatures in the emanation regain 10 Hit Points. If you or an allied creature would die due to an increased {@condition dying} value, you can {@action Dismiss} the activation as a free action to prevent the death; if you do, their {@condition dying} value doesn't increase." + ] + } + ], + "miscTags": [ + "grantsAbility" + ] + }, + { + "name": "Linguistic Nexus", + "source": "GMG", + "page": 102, + "tier": "minor", + "traits": [ + "divination", + "mental" + ], + "aspects": [ + "mind" + ], + "entries": [ + "Your relic grants you a powerful neural plasticity, and as a result, you can learn languages more easily. You learn an additional language of your choice for every 2 levels of the relic (minimum 1). You can {@action retraining||retrain} one of the languages from the relic with only a single week of downtime." + ], + "miscTags": [ + "grantsPassive" + ] + }, + { + "name": "Recalculate", + "source": "GMG", + "page": 102, + "tier": "minor", + "traits": [ + "divination", + "mental" + ], + "aspects": [ + "mind" + ], + "entries": [ + { + "type": "ability", + "style": "compact", + "activity": { + "number": 1, + "unit": "reaction" + }, + "components": [ + "envision" + ], + "trigger": "You fail an attack roll", + "entries": [ + "Analysis of angles, probabilities, and myriad other factors flows from your relic into your mind after you miss an attack, preparing you for the next one. You gain a +1 circumstance bonus to your next attack roll against the target you missed, as long as it is made before the beginning of your next turn." + ] + } + ], + "miscTags": [ + "grantsAbility" + ] + }, + { + "name": "Repository of Knowledge", + "source": "GMG", + "page": 102, + "tier": "minor", + "traits": [ + "divination", + "mental" + ], + "aspects": [ + "mind" + ], + "entries": [ + "Your relic is imbued with the psychic impressions of ages past. While the relic is on your person, you are trained in 3 additional {@skill Lore} skills of the GM's choice that fit the relic's history, decided at the time of gaining this gift. If the relic is 9th level, you instead have expert proficiency in these {@skill Lore} skills, and if the relic is 17th level, you have master proficiency in these {@skill Lore} skills." + ], + "miscTags": [ + "grantsPassive" + ] + }, + { + "name": "Perception Filter", + "source": "GMG", + "page": 102, + "tier": "major", + "traits": [ + "divination", + "mental" + ], + "aspects": [ + "mind" + ], + "entries": [ + { + "type": "ability", + "style": "compact", + "activity": { + "number": 2, + "unit": "action" + }, + "components": [ + "envision" + ], + "frequency": { + "freq": 1, + "unit": "day" + }, + "entries": [ + "Your relic reaches into the minds of nearby creatures and blocks your presence from their perceptions. For the next 10 minutes, a creature that enters a 120-foot-radius emanation, centered on you, must attempt a {@trait secret} Will save, after which the creature is then temporarily immune for 1 day.", + { + "type": "successDegree", + "entries": { + "Critical Success": "The creature is unaffected.", + "Success": "The creature takes a \u20132 status penalty to {@skill Perception} checks to Seek or otherwise detect you.", + "Failure": "You filter all of the creature's senses, making it difficult for it to notice you. When you are {@condition hidden} or {@condition undetected} from the creature, it doesn't observe you as soon as you do anything other than {@action Hide}, {@action Sneak}, or {@action Step}. If it rolls a {@skill Perception} check to {@action Seek} or otherwise detect you, it gets the outcome one degree of success worse than what it rolled, and if you roll a {@skill Stealth} check to {@action Hide}, {@action Sneak}, or otherwise escape its attention, you get the outcome one degree of success better than what you rolled against the creature. If you use a hostile action toward the creature, the effect ends for that creature after your hostile action is completed.", + "Critical Failure": "As failure, but the effect doesn't end for that creature if you use a hostile action against it." + } + } + ] + } + ], + "miscTags": [ + "grantsAbility" + ] + }, + { + "name": "Psychic Scream", + "source": "GMG", + "page": 103, + "tier": "major", + "traits": [ + "divination", + "mental" + ], + "aspects": [ + "mind" + ], + "entries": [ + { + "type": "ability", + "style": "compact", + "activity": { + "number": 2, + "unit": "action" + }, + "components": [ + "envision" + ], + "entries": [ + "Your thoughts build before spilling forth in a powerful telepathic scream. Enemies within a 20-foot-radius burst centered on you must attempt a basic Will save or take {@damage 1d10} mental damage for every 2 levels of the relic. On a critical failure, they are also {@condition stupefied 1} for 1 minute." + ] + } + ], + "miscTags": [ + "grantsAbility" + ] + }, + { + "name": "Mental Bastion", + "source": "GMG", + "page": 103, + "tier": "grand", + "traits": [ + "mental" + ], + "aspects": [ + "mind" + ], + "entries": [ + "Your relic takes over some of your mental processes and enhances others. You gain {@ability telepathy}; if you already have {@ability telepathy}, you instead increase its range by 30 feet. Whenever you would become {@condition stupefied}, reduce the value by 1. You are permanently {@condition quickened} and can use the additional action to {@action Recall Knowledge}." + ], + "miscTags": [ + "grantsPassive" + ] + }, + { + "name": "Apothecary's Garden", + "source": "GMG", + "page": 103, + "tier": "minor", + "traits": [ + "healing", + "necromancy", + "plant" + ], + "aspects": [ + "plant" + ], + "entries": [ + "Your relic grows potent natural medicines. Each night, two medicinal herbs (or other plants) grow from your relic and can be harmlessly harvested during your next daily preparations. A living creature that consumes an herb with an {@action Interact} action regains {@damage 1d8} Hit Points for every 2 relic levels (minimum {@damage 1d8}). At 9th level, the relic grows three herbs each night, and at 17th level, the relic grows four herbs each night. Herbs wither away 1 day after being harvested." + ], + "miscTags": [ + "altersRelic" + ] + }, + { + "name": "Pollen Spray", + "source": "GMG", + "page": 103, + "tier": "minor", + "traits": [ + "evocation", + "plant" + ], + "aspects": [ + "plant" + ], + "entries": [ + { + "type": "ability", + "style": "compact", + "activity": { + "number": 2, + "unit": "action" + }, + "components": [ + "command", + "{@action Interact}" + ], + "entries": [ + "Pollen and poison spores spray from your relic, dealing {@damage 1d6} poison damage for every 2 relic levels (minimum {@damage 1d6}) to all creatures in a 15-foot cone (basic Fortitude save). On a critical failure, targets are also {@condition dazzled} for 1 round. You can't use Pollen Spray again for {@dice 1d4} rounds." + ] + } + ], + "miscTags": [ + "grantsAbility" + ] + }, + { + "name": "Sprout Ally", + "source": "GMG", + "page": 103, + "tier": "minor", + "traits": [ + "plant" + ], + "aspects": [ + "plant" + ], + "entries": [ + { + "type": "ability", + "style": "compact", + "activity": { + "number": 2, + "unit": "action" + }, + "components": [ + "command", + "{@action Interact}" + ], + "frequency": { + "freq": 1, + "unit": "day" + }, + "entries": [ + "Your relic rapidly matures and animates nearby plant matter into an ally to fight by you, casting {@spell summon plant or fungus}, with a level of half the item's level rounded up. You can {@action sustain an activation||Sustain this Activation} as you would the spell." + ] + } + ], + "miscTags": [ + "grantsAbility" + ] + }, + { + "name": "Grappling Vine", + "source": "GMG", + "page": 103, + "tier": "major", + "traits": [ + "plant", + "transmutation" + ], + "aspects": [ + "plant" + ], + "entries": [ + { + "type": "ability", + "style": "compact", + "activity": { + "number": 1, + "unit": "action" + }, + "components": [ + "{@action Interact}" + ], + "entries": [ + "Your relic launches a sticky, multi-stranded vine at a target within 50 feet. Make an attack roll as you would when using a {@item grappling hook}, but if you roll a critical failure on the check to secure the vine, you get a failure instead. Once the vine is anchored, creatures receive a +1 status bonus to {@skill Athletics} checks to {@action Climb} the vine, and they gain a +5-foot status bonus to the distance they move with a successful check while {@action climb||Climbing} using the vine.", + "The vine lasts for 1 day or until you use Grappling Vine again, at which point your older vine withers." + ] + } + ], + "miscTags": [ + "grantsAbility" + ] + }, + { + "name": "Petal Dance", + "source": "GMG", + "page": 103, + "tier": "major", + "traits": [ + "plant", + "transmutation" + ], + "aspects": [ + "plant" + ], + "entries": [ + { + "type": "ability", + "style": "compact", + "activity": { + "number": 2, + "unit": "action" + }, + "components": [ + "envision" + ], + "frequency": { + "freq": 1, + "unit": "hour" + }, + "entries": [ + "You discorporate into a cloud of petals and leaves. This grants you the {@trait swarm} trait, immunity to falling damage, resistance 5 to bludgeoning and slashing damage, and weakness 5 to area and {@trait splash} damage. You can fit into spaces only a few inches wide, moving your constituent petals through the gap. You don't gain the {@ability swarm mind} ability, so you are still affected normally by {@trait mental} effects. As a swarm, you can't speak, {@action cast a spell||cast spells}, use {@trait manipulate} actions requiring your hands, {@action activate an item||activate} your magic items, or make any of your {@action strike||Strikes} with your normal body. You remain in this form for 1 minute or until you {@action Dismiss} the activation. At 13th level, the relic gains a reaction that triggers when you fall or take damage, applying this gift's resistances, weaknesses, and immunity to falling damage to the triggering effect." + ] + } + ], + "miscTags": [ + "grantsAbility" + ] + }, + { + "name": "Megaflora", + "source": "GMG", + "page": 104, + "tier": "grand", + "traits": [ + "conjuration", + "plant" + ], + "aspects": [ + "plant" + ], + "entries": [ + { + "type": "ability", + "style": "compact", + "activity": { + "number": 2, + "unit": "action" + }, + "components": [ + "command", + "{@action Interact}" + ], + "frequency": { + "freq": 1, + "unit": "day" + }, + "entries": [ + "With a pulse of natural energy, your relic grows massive plants in an instant. The megaflora is of one of the following types, chosen by the GM when the relic gains this gift. A megaflora appears in an unoccupied 10-foot space within 30 feet and has 50 Hit Points, weakness to fire 5, 37 AC, {@d20 +20} Reflex, and {@d20 +30} Fortitude. It persists for 1 minute or until reduced to 0 Hit Points.", + { + "type": "list", + "items": [ + { + "type": "item", + "name": "Corpseflower", + "entry": "A single putrid-smelling flower grows at the target location. While the flower persists, each round at the end of your turn, all creatures in a 20-foot burst centered on the plant except you must succeed at a Fortitude save or be {@condition sickened 2} (also {@condition stunned 2} on a critical failure). This is a {@trait poison} effect." + }, + { + "type": "item", + "name": "Thorns", + "entry": "A 10-foot-tall thorned plant or bamboo stalk grows at the target location. While the stalk persists, each round at the end of your turn, sharp stakes erupt from the ground, dealing {@damage 6d8} piercing damage to all creatures in a 20-foot burst centered on the plant except you (basic Reflex)." + }, + { + "type": "item", + "name": "Tree of Life", + "entry": "A large tree bearing life-giving fruit grows at the target location. While the tree persists, living creatures within reach of the tree can use an {@action Interact} action to pick and eat one of the tree's fruits, regaining {@damage 2d8+5} Hit Points; picking a fruit without eating it causes the fruit to instantly vanish. This is a {@trait healing} effect, and a given creature can heal from the tree only once per round." + } + ] + } + ] + } + ], + "miscTags": [ + "grantsAbility" + ] + }, + { + "name": "Encompassing Darkness", + "source": "GMG", + "page": 104, + "tier": "minor", + "traits": [ + "conjuration", + "shadow" + ], + "aspects": [ + "shadow" + ], + "entries": [ + "The shadows at your feet can hold objects. You can {@action Interact} with your shadow to store or remove objects, just like you would a mundane container. Your shadow can contain 3 Bulk of objects, which don't count toward the Bulk you are carrying. At 6th level, and every 4 levels thereafter, you can store 1 additional Bulk of objects in your shadow. While the items are in your shadow and can be detected normally, you gain a +4 circumstance bonus to {@skill Stealth} checks to {@action conceal an object||Conceal the Objects} unless someone knows to check your shadow for items." + ], + "miscTags": [ + "grantsAbility" + ] + }, + { + "name": "Obscure", + "source": "GMG", + "page": 104, + "tier": "minor", + "traits": [ + "illusion", + "shadow" + ], + "aspects": [ + "shadow" + ], + "entries": [ + "Your relic absorbs light and wraps shadow around you, hiding you in darkness. As long as you are in dim light in an area of shadows, you can attempt a {@skill Stealth} check to {@action Hide}, even if you aren't {@condition concealed} against the creature, such as with a creature with {@ability darkvision}." + ], + "miscTags": [ + "grantsPassive" + ] + }, + { + "name": "Shadow Smith", + "source": "GMG", + "page": 104, + "tier": "minor", + "traits": [ + "conjuration", + "shadow" + ], + "aspects": [ + "shadow" + ], + "entries": [ + { + "type": "ability", + "style": "compact", + "activity": { + "number": 1, + "unit": "action" + }, + "components": [ + "{@action Interact}" + ], + "entries": [ + "Your relic pulls at nearby shadows, twisting them into the shape of a simple weapon or a simple tool or item, such as a {@item rope (50 feet)||rope} or {@item crowbar}. It lasts until it is used for a single activity, until you use shadow smith again, or for 1 minute, whichever comes first, after which it dissipates." + ] + } + ], + "miscTags": [ + "grantsAbility" + ] + }, + { + "name": "Dancing Shadow", + "source": "GMG", + "page": 104, + "tier": "major", + "traits": [ + "evocation", + "shadow" + ], + "aspects": [ + "shadow" + ], + "prerequisites": "The relic is a weapon.", + "entries": [ + { + "type": "ability", + "style": "compact", + "activity": { + "number": 2, + "unit": "action" + }, + "components": [ + "command", + "{@action Interact}" + ], + "frequency": { + "freq": 1, + "unit": "hour" + }, + "entries": [ + "Your relic's shadow detaches from your relic and dances through the air to attack an enemy. When you {@action activate an item||Activate the relic}, designate a target. The relic's shadow flies up to 60 feet until it is adjacent to that foe and then makes a {@action Strike} against it, dealing {@damage 5d8} damage on a success or double that on a critical success; the damage type is of any type normally dealt by your relic. The shadow uses your attack bonus with the relic, and it uses and contributes to your multiple attack penalty. While this activation is in effect, you can use a single action, which has the {@trait attack} and {@trait concentrate} traits, to mentally direct the shadow to make another {@action Strike} against the same target. The shadow lasts until that target is reduced to 0 Hit Points, that target moves more than 400 feet from you, or that target moves to an area where no shadow could be cast, such as an area of complete darkness, whichever comes first.", + "The shadow doesn't take up space, grant {@quickref flanking|crb|3|flanking}, or have any other attributes a creature would, and it automatically follows the chosen foe. The shadow can't make any attack other than its {@action Strike}, and feats or spells that affect weapons do not apply to it." + ] + } + ], + "itemTypes": [ + "Weapon" + ], + "miscTags": [ + "grantsAbility" + ] + }, + { + "name": "Dark Roads", + "source": "GMG", + "page": 104, + "tier": "major", + "traits": [ + "conjuration", + "shadow", + "teleportation" + ], + "aspects": [ + "shadow" + ], + "entries": [ + { + "type": "ability", + "style": "compact", + "activity": { + "number": 2, + "unit": "action" + }, + "components": [ + "command", + "envision" + ], + "entries": [ + "Your relic creates a path from your shadow to a nearby one, teleporting you and any items you're wearing or holding from your current space to an unoccupied one within 30 feet that you can see. You can't use the dark roads gift again for {@dice 1d4} rounds.", + "If the destination is not within an area of bright light, the range is instead 60 feet. If this would bring another creature with you\u2014even if you're carrying it in an extradimensional container\u2014the gift fails." + ] + } + ], + "miscTags": [ + "grantsAbility" + ] + }, + { + "name": "Umbral Body", + "source": "GMG", + "page": 105, + "tier": "grand", + "traits": [ + "shadow", + "transmutation" + ], + "aspects": [ + "shadow" + ], + "entries": [ + { + "type": "ability", + "style": "compact", + "activity": { + "number": 2, + "unit": "action" + }, + "components": [ + "command", + "{@action Interact}" + ], + "entries": [ + "Shadowy essence infuses your body, and you can reshape wisps of yourself into a variety of damaging shadows. This has the effect of a 6th-level {@spell shadow blast}, choosing from only bludgeoning, slashing, or piercing damage. You can't use this activation again for {@action 1d4} rounds." + ] + } + ], + "miscTags": [ + "grantsAbility" + ] + }, + { + "name": "Lashing Currents", + "source": "GMG", + "page": 105, + "tier": "minor", + "traits": [ + "evocation", + "water" + ], + "aspects": [ + "water" + ], + "prerequisites": "The relic is a weapon.", + "entries": [ + "Water collects at the tip of your relic. You can adjust your grip on your relic with an {@action Interact} action to allow you to make lashing current weapon {@action strike||Strikes} with your relic, which deal {@damage 1d4} bludgeoning damage; have the {@trait disarm}, {@trait finesse}, {@trait reach <10>}, {@trait trip}, and {@trait versatile } traits; and are in the {@group flail} group. Your lashing current {@action strike||Strikes} gain the benefit of your relic's fundamental and property runes, though any property runes that would not be applicable to the lashing currents are not applied. You can use another {@action Interact} action to return to your normal grip and make {@action strike||Strikes} with the relic." + ], + "itemTypes": [ + "Weapon" + ], + "miscTags": [ + "grantsAbility" + ] + }, + { + "name": "Monsoon Curtain", + "source": "GMG", + "page": 105, + "tier": "minor", + "traits": [ + "air", + "conjuration", + "water" + ], + "aspects": [ + "water" + ], + "entries": [ + { + "type": "ability", + "style": "compact", + "activity": { + "number": 3, + "unit": "action" + }, + "components": [ + "command", + "envision" + ], + "frequency": { + "freq": 1, + "unit": "day" + }, + "entries": [ + "You call down a curtain of violent rain in a location within 120 feet. The wall is 5 feet thick, 30 feet long, up to 30 feet high, and lasts for 1 minute. The wall stands vertically, but you can shape its path. The wall has the following effects.", + { + "type": "list", + "items": [ + "If a {@trait fire} effect crosses through the wall, it either uses the outcome one degree of success worse than the result of its attack roll or its targets use the outcome one degree of success better than the result of their saving throw, as appropriate.", + "Creatures with a weakness to water that cross the wall or start their turn in the wall take damage equal to their weakness.", + "The wall imposes a \u20132 status penalty to {@skill Perception} checks to sense creatures or objects on the other side." + ] + } + ] + } + ], + "miscTags": [ + "grantsAbility" + ] + }, + { + "name": "Tidal Crash", + "source": "GMG", + "page": 105, + "tier": "minor", + "traits": [ + "evocation", + "water" + ], + "aspects": [ + "water" + ], + "entries": [ + { + "type": "ability", + "style": "compact", + "activity": { + "number": 2, + "unit": "action" + }, + "components": [ + "command", + "envision" + ], + "frequency": { + "freq": 1, + "unit": "day" + }, + "entries": [ + "Your relic spews forth a dense sphere of water. Make a spell attack roll against a target within 30 feet. On a success, you deal {@damage 2d10} bludgeoning damage plus 2 bludgeoning {@trait splash} damage. At 3rd level and every 2 levels thereafter, increase the initial damage by {@damage 1d10} and the {@trait splash} damage by 1." + ] + } + ], + "miscTags": [ + "grantsAbility" + ] + }, + { + "name": "Bottomless Reservoir", + "source": "GMG", + "page": 105, + "tier": "major", + "traits": [ + "conjuration", + "extradimensional", + "water" + ], + "aspects": [ + "water" + ], + "entries": [ + { + "type": "ability", + "style": "compact", + "activity": { + "number": 1, + "unit": "action" + }, + "components": [ + "{@action Interact}" + ], + "entries": [ + "Your relic can absorb and release water, storing it in a endless reservoir. You either touch your relic to an adjacent body of water and absorb 1 gallon of it into the reservoir, or you release 1 gallon of a liquid from the reservoir. You can add another action to the activation to absorb water from a touched creature made entirely of water, like a water elemental. If you do, it takes {@damage 1d6} damage per relic level (basic Fortitude save)." + ] + }, + { + "type": "ability", + "style": "compact", + "activity": { + "number": 1, + "unit": "reaction" + }, + "components": [ + "{@action Interact}" + ], + "trigger": "You are targeted by an {@trait acid} or {@trait water} effect", + "entries": [ + "Your relic attempts to {@quickref counteract|crb|3|counteracting} the effect, expending 1 gallon of stored liquid. At the GM's discretion, you can use this ability on effects made of other liquids, such as blood." + ] + } + ], + "miscTags": [ + "grantsAbility" + ] + }, + { + "name": "Flowing Footsteps", + "source": "GMG", + "page": 105, + "tier": "major", + "traits": [ + "transmutation", + "water" + ], + "aspects": [ + "water" + ], + "entries": [ + "Your relic ensures no water impedes your movement. You gain the effects of the {@spell water walk} spell, and the ability to breathe water. You also gain a swim Speed equal to your Speed or 15 feet, whichever is higher." + ], + "miscTags": [ + "grantsPassive" + ] + }, + { + "name": "Ripples and Waves", + "source": "GMG", + "page": 105, + "tier": "grand", + "traits": [ + "water" + ], + "aspects": [ + "water" + ], + "entries": [ + "You become attuned to the ebb and flow of all things. You gain {@ability wavesense} 60 as a precise sense and can cast 5th-level {@spell hydraulic push} at will as an innate spell.", + { + "type": "ability", + "style": "compact", + "activity": { + "number": 2, + "unit": "action" + }, + "components": [ + "command", + "envision" + ], + "frequency": { + "freq": 1, + "unit": "day" + }, + "entries": [ + "Ankle-deep water floods outward from you, filling a 60-foot emanation centered on you for 1 minute. Enemies within the area without a swim Speed treat the area as difficult terrain for movement on land. While the effect persists, you can have any {@trait water} effects you generate originate from any point within the emanation, in addition to their normal range and area." + ] + } + ], + "miscTags": [ + "grantsAbility", + "grantsPassive" + ] + }, + { + "name": "Breath of Dragons", + "source": "SoM", + "page": 230, + "tier": "minor", + "traits": [ + "evocation" + ], + "aspects": [ + "dragon" + ], + "entries": [ + { + "type": "ability", + "style": "compact", + "activity": { + "number": 2, + "unit": "action" + }, + "components": [ + "command", + "envision" + ], + "frequency": { + "freq": 1, + "unit": "day" + }, + "entries": [ + "You breathe out a cone or line of energy. You deal {@damage 2d6} damage for every 2 levels of the soul seed to all creatures in either a 30-foot cone or an 80-foot line, with a basic Reflex save. The shape is whichever is appropriate for the soul seed's draconic origin, as is the damage type. This ability has the trait matching the damage type." + ] + } + ], + "miscTags": [ + "grantsAbility", + "soulSeed" + ] + }, + { + "name": "Draconic Resistance", + "source": "SoM", + "page": 230, + "tier": "minor", + "traits": [ + "abjuration" + ], + "aspects": [ + "dragon" + ], + "entries": [ + "You grow scales that guard against draconic attacks. You gain a +1 status bonus to AC against attacks from {@trait dragon||dragons} and resistance to an energy type corresponding to the soul seed's draconic origin (such as fire resistance from a red dragon) equal to half the relic's level (minimum resistance 1)." + ], + "miscTags": [ + "grantsPassive", + "soulSeed" + ] + }, + { + "name": "Dragon Strike", + "source": "SoM", + "page": 230, + "tier": "minor", + "traits": [ + "evocation" + ], + "aspects": [ + "dragon" + ], + "entries": [ + { + "type": "ability", + "style": "compact", + "activity": { + "number": 1, + "unit": "action" + }, + "components": [ + "command" + ], + "frequency": { + "freq": 1, + "unit": "hour" + }, + "entries": [ + "Ghostly images of draconic claws form around your hands and linger in the air when you attack. For 1 minute, when you make a successful {@trait unarmed} melee {@action Strike}, you deal an additional {@damage 1d6} slashing damage.", + "At 11th level, you can use the ability once per 10 minutes instead of once per hour." + ] + } + ], + "miscTags": [ + "grantsAbility", + "soulSeed" + ] + }, + { + "name": "Draconic Arrogance", + "source": "SoM", + "page": 230, + "tier": "major", + "traits": [ + "enchantment", + "fortune" + ], + "aspects": [ + "dragon" + ], + "entries": [ + { + "type": "ability", + "style": "compact", + "activity": { + "number": 1, + "unit": "reaction" + }, + "components": [ + "command" + ], + "trigger": "You're about to roll a saving throw", + "frequency": { + "freq": 1, + "unit": "day" + }, + "entries": [ + "You laugh at fate and revel in your draconic arrogance. If you roll a critical success on the saving throw, you can attempt to {@action Demoralize} the creature that created the effect that forced you to roll the saving throw (if any). If you roll a success, you critically succeed instead. If you roll a failure (but not a critical failure), you succeed instead. If you roll a critical failure, however, you're forced to face your own hubris and become {@condition frightened 2}." + ] + } + ], + "miscTags": [ + "grantsAbility", + "soulSeed" + ] + }, + { + "name": "Wyrm's Flight", + "source": "SoM", + "page": 230, + "tier": "major", + "traits": [ + "transmutation" + ], + "aspects": [ + "dragon" + ], + "entries": [ + { + "type": "ability", + "style": "compact", + "activity": { + "number": 2, + "unit": "action" + }, + "components": [ + "command", + "envision" + ], + "frequency": { + "freq": 1, + "unit": "day" + }, + "entries": [ + "Ghostly draconic wings grant you a fly Speed equal to your Speed or 20 feet, whichever is greater. This lasts for 10 minutes or until you {@action Dismiss} the effect.", + "At 17th level, you can {@action activate an item||Activate} and {@action Dismiss} the ability as often as you want, and it has unlimited duration." + ] + } + ], + "miscTags": [ + "grantsAbility", + "soulSeed" + ] + }, + { + "name": "Draconic Ascendance", + "source": "SoM", + "page": 231, + "tier": "grand", + "traits": [ + "transmutation" + ], + "aspects": [ + "dragon" + ], + "entries": [ + { + "type": "ability", + "style": "compact", + "activity": { + "number": 2, + "unit": "action" + }, + "components": [ + "command", + "envision" + ], + "frequency": { + "freq": 1, + "unit": "day" + }, + "entries": [ + "The soul seed casts 8th-level {@spell dragon form} targeting you; you must take the dragon form corresponding to the soul seed's draconic origin." + ] + } + ], + "miscTags": [ + "grantsAbility", + "soulSeed" + ] + }, + { + "name": "Absorb Injury", + "source": "SoM", + "page": 231, + "tier": "minor", + "traits": [ + "necromancy" + ], + "aspects": [ + "soul" + ], + "entries": [ + { + "type": "ability", + "style": "compact", + "activity": { + "number": 1, + "unit": "reaction" + }, + "components": [ + "envision" + ], + "trigger": "An ally within 30 feet takes damage", + "frequency": { + "freq": 1, + "unit": "day" + }, + "entries": [ + "You forge a conduit to your ally's soul and absorb the injury to protect them. You receive the damage instead of your ally; you also take any additional effects associated with the transferred damage, such as poison on the blade, conditions, or {@condition persistent damage||persistent fire damage} from a critical hit with a {@item flaming (generic)||flaming} rune." + ] + } + ], + "miscTags": [ + "grantsAbility", + "soulSeed" + ] + }, + { + "name": "Force Blast", + "source": "SoM", + "page": 231, + "tier": "minor", + "traits": [ + "evocation" + ], + "aspects": [ + "soul" + ], + "entries": [ + { + "type": "ability", + "style": "compact", + "activity": { + "number": 2, + "unit": "action" + }, + "components": [ + "command", + "envision" + ], + "entries": [ + "A blast of force envelops a creature of your choosing within 30 feet. This blast deals {@damage 1d6} force damage, with a basic Fortitude save.", + "The damage increases by {@damage 1d6} at 3rd level and every 2 levels thereafter." + ] + } + ], + "miscTags": [ + "grantsAbility", + "soulSeed" + ] + }, + { + "name": "Soul Puppet", + "source": "SoM", + "page": 231, + "tier": "minor", + "traits": [ + "necromancy" + ], + "aspects": [ + "soul" + ], + "entries": [ + { + "type": "ability", + "style": "compact", + "activity": { + "number": 3, + "unit": "action" + }, + "components": [ + "command", + "envision" + ], + "frequency": { + "freq": 1, + "unit": "day" + }, + "entries": [ + "You bind loose souls, briefly animating an {@trait undead} creature. The soul seed casts {@spell animate dead|APG} at a level equal to half the soul seed's level rounded up. You can {@action sustain an activation||Sustain this Activation} as you would the spell." + ] + } + ], + "miscTags": [ + "grantsAbility", + "soulSeed" + ] + }, + { + "name": "Cleanse Soul", + "source": "SoM", + "page": 231, + "tier": "major", + "traits": [ + "necromancy" + ], + "aspects": [ + "soul" + ], + "entries": [ + { + "type": "ability", + "style": "compact", + "activity": { + "number": 1, + "unit": "minute" + }, + "components": [ + "command", + "envision" + ], + "frequency": { + "freq": 1, + "unit": "day" + }, + "entries": [ + "You cleanse a soul of curses. The soul seed attempts to {@quickref counteract|crb|3|counteracting} all {@trait curse||curses} on you or another creature you touch throughout the activation. The target's soul is bolstered against further {@trait curse||curses}, and they gain a +2 status bonus to saving throws against {@trait curse||curses} for 1 hour." + ] + } + ], + "miscTags": [ + "grantsAbility", + "soulSeed" + ] + }, + { + "name": "Spirit Blink", + "source": "SoM", + "page": 231, + "tier": "major", + "traits": [ + "conjuration", + "teleportation" + ], + "aspects": [ + "soul" + ], + "entries": [ + { + "type": "ability", + "style": "compact", + "activity": { + "number": 2, + "unit": "action" + }, + "components": [ + "command", + "envision" + ], + "frequency": { + "freq": 1, + "unit": "day" + }, + "entries": [ + "You blink between the realm of mortals and the {@plane Ethereal Plane}. This grants you the effects of {@spell blink}, except the resistance is equal to the soul seed's level instead of 5." + ] + } + ], + "miscTags": [ + "grantsAbility", + "soulSeed" + ] + }, + { + "name": "Soul Magic", + "source": "SoM", + "page": 231, + "tier": "grand", + "traits": [ + "enchantment", + "mental" + ], + "aspects": [ + "soul" + ], + "entries": [ + { + "type": "ability", + "style": "compact", + "activity": { + "number": 1, + "unit": "action" + }, + "components": [ + "envision" + ], + "frequency": { + "freq": 1, + "unit": "day" + }, + "entries": [ + "You infuse yourself or a willing creature that you touch with spiritual energy. This has the effect of {@spell divine inspiration}." + ] + } + ], + "miscTags": [ + "grantsAbility", + "soulSeed" + ] + } + ] +} diff --git a/data/renderdemo.json b/data/renderdemo.json index 1a262b8cd0..84fff3420f 100644 --- a/data/renderdemo.json +++ b/data/renderdemo.json @@ -52,6 +52,8 @@ "{@b Planes:} {@plane abaddon} assumes GMG by default, {@plane dimension of time|gmg} can have sources added with a pipe, {@plane elysium|gmg|and optional link text added with another pipe}.", "{@b Nations:} {@nation andoran} assumes GMG by default, {@nation rahadoum|gmg} can have sources added with a pipe, {@nation rahadoum|gmg|and optional link text added with another pipe}.", "{@b Settlements:} {@settlement bloodcove|LOME} assumes GMG by default, {@settlement anthusis (capital)|LOME} can have sources added with a pipe, {@settlement kibwe|LOME|and optional link text added with another pipe}.", + "{@b Relic Gifts:} {@relicGift psychic scream} assumes GMG by default, {@relicGift soul puppet|SoM} can have sources added with a pipe, {@relicGift megaflora||and optional link text added with another pipe}.", + "{@b Events:} {@event autumn's reflection} assumes LOTG by default, {@event droskar's breath|LOTG} can have sources added with a pipe, {@event glacial whirl||and optional link text added with another pipe}.", "{@b Rituals:} {@ritual animate object} assumes CRB by default, {@ritual awaken object|som} can have sources added with a pipe, {@ritual create demiplane|apg|and optional link text added with another pipe}.", "{@b Spells:} {@spell fireball} assumes CRB by default, {@spell agonizing despair|apg} can have sources added with a pipe, {@spell pied piping|apg|and optional link text added with another pipe}.", "{@b Tables:} {@table ability modifiers} assumes CRB by default, {@table automatic bonus progression|gmg} can have sources added with a pipe, {@table domains|logm|and optional link text added with another pipe}.", diff --git a/data/rituals.json b/data/rituals.json index c792b06f9b..d17a72d288 100644 --- a/data/rituals.json +++ b/data/rituals.json @@ -495,7 +495,7 @@ "entries": [ "You project the targets' spiritual essences into the {@place Astral Plane}, leaving their inanimate physical forms behind. These astral forms can be used to explore the {@place Astral Plane} indefinitely, while the targets' bodies remain safely in stasis on the plane where the ritual was cast (where they remain unconscious and can't be awoken normally). The casters must be in physical contact with one another in a circle for the duration of the casting, and all targets must be selected from these casters.", "A target's astral form is a duplicate of the target and everything they're carrying; anything that happens to a duplicate item happens to the original as well. For instance, if you use, spend, destroy, lose, or give away an item's duplicate, the original vanishes from your possession. For the duration of the ritual, any of the targets can spend a single action to Dismiss their astral form and immediately return to their physical body. As the primary caster, when you Dismiss your astral form, you can also Dismiss all the other targets' astral forms as part of the same action, returning all targets to their physical forms simultaneously. While in the {@place Astral Plane}, the other targets are unable to navigate without you, and if they become separated from you, they must wait for your return or Dismiss their own astral forms. When the ritual ends, the targets' astral forms vanish.", - "A target's astral form and corresponding physical form are linked by an incorporeal silver cord, which is visible only in the {@place Astral Plane}. This nearly unbreakable cord serves as a conduit and safety line; if it is severed, the target's astral and physical forms are both immediately slain. If the ritual is interrupted by an external force, such as {@spell dispel magic} being cast on a target's physical or astral form, the target is immediately and harmlessly returned to their physical body. If a target's astral form is slain, the silver cord immediately rips them back to their physical body; the strain requires them to attempt a Fortitude save with the same DC as the ritual's primary check. On a failure, the creature dies; on a success, they become {@condition clumsy} 2, {@condition drained} 2, {@condition doomed} 2, and {@condition enfeebled} 2 for 1 week; these conditions can't be removed or reduced by any means until the week has passed. A target's physical body remains in suspended animation for the duration of the ritual, but if it is destroyed, they die and their astral form also vanishes.", + "A target's astral form and corresponding physical form are linked by an incorporeal silver cord, which is visible only in the {@place Astral Plane}. This nearly unbreakable cord serves as a conduit and safety line; if it is severed, the target's astral and physical forms are both immediately slain. If the ritual is interrupted by an external force, such as {@spell dispel magic} being cast on a target's physical or astral form, the target is immediately and harmlessly returned to their physical body. If a target's astral form is slain, the silver cord immediately rips them back to their physical body; the strain requires them to attempt a Fortitude save with the same DC as the ritual's primary check. On a failure, the creature dies; on a success, they become {@condition clumsy 2}, {@condition drained 2}, {@condition doomed 2}, and {@condition enfeebled 2} for 1 week; these conditions can't be removed or reduced by any means until the week has passed. A target's physical body remains in suspended animation for the duration of the ritual, but if it is destroyed, they die and their astral form also vanishes.", "This ritual only projects a portion of the targets' consciousnesses onto the {@place Astral Plane}. To travel physically to the {@place Astral Plane} (to reach the Outer Planes, for example) requires spells such as {@spell plane shift}.", { "type": "successDegree", @@ -718,7 +718,7 @@ "entries": { "Critical Success": "You awaken the portal. If its other side is awakened, the portal can be used normally and won't deactivate naturally. If its other side is not awakened, this side remains awakened for 1 year, possibly allowing you enough time to find and awaken the connecting portal.", "Success": "As critical success, but if the portal's other side is not awakened, this side remains awakened for only 1d6 days before it fades and falls dormant again.", - "Failure": "You fail to activate the portal, and magical backlash leaves you {@condition stupefied} 1 for 24 hours.", + "Failure": "You fail to activate the portal, and magical backlash leaves you {@condition stupefied 1} for 24 hours.", "Critical Failure": "As failure, but in addition, a hostile creature is drawn through the portal and immediately attacks anyone present. The creature drawn through the portal varies, according to the portal's nature; in the Abomination Vaults, the creature conjured depends on the dungeon level where the ritual was attempted, as listed below." } }, @@ -943,7 +943,7 @@ { "type": "successDegree", "entries": { - "Critical Success": "The cloning process is successful. When the soul occupies the completed clone, it is {@condition clumsy} 1, {@condition drained} 1, {@condition doomed} 1, and {@condition enfeebled} 1 for 1 week; these conditions can't be removed or reduced by any means until the week has passed.", + "Critical Success": "The cloning process is successful. When the soul occupies the completed clone, it is {@condition clumsy 1}, {@condition drained 1}, {@condition doomed 1}, and {@condition enfeebled 1} for 1 week; these conditions can't be removed or reduced by any means until the week has passed.", "Success": "As critical success, but each condition value is 2.", "Failure": "You fail to form the clone.", "Critical Failure": "The clone appears to be successful, but something went horribly wrong. Once it grows to its full size, it can't hold the target's soul and instead houses a malevolent intelligence or an invasive creature such as an {@creature invidiak|b2} demon." @@ -1511,7 +1511,7 @@ "Critical Success": "You conjure the daemon or daemons, and they require nothing in return for their service.", "Success": "You conjure the daemon or daemons, who serve you willingly, but require a sacrifice in the form of spilled blood (either another creature's or your own).", "Failure": "You don't conjure any daemons.", - "Critical Failure": "You don't conjure any daemons, and the self-sacrifice required to perform the ritual leaves you {@condition drained} 1 (or {@condition drained} 2 if the spell level is 5 or higher)." + "Critical Failure": "You don't conjure any daemons, and the self-sacrifice required to perform the ritual leaves you {@condition drained 1} (or {@condition drained 2} if the spell level is 5 or higher)." } } ] @@ -2196,7 +2196,7 @@ "Critical Success": "Once per day, each bonded creature can use a 2-action activity, which has the {@trait concentrate} trait, to learn the present state of the other bonded creature. The creature knows the other creature's direction and distance and any conditions affecting them. Both of the participants can cast {@spell message} as a divine innate spell at will, but can only target the other participant.", "Success": "As a critical success, except the bonded creatures can't cast {@spell message} as a divine innate spell.", "Failure": "The ritual has no effect.", - "Critical Failure": "Magical backlash creates discordant energy among the participants. For 1 week, each ritual participant is {@condition clumsy} 2 and {@condition stupefied} 2 whenever they are within 30 feet of another ritual participant." + "Critical Failure": "Magical backlash creates discordant energy among the participants. For 1 week, each ritual participant is {@condition clumsy 2} and {@condition stupefied 2} whenever they are within 30 feet of another ritual participant." } } ], @@ -2257,7 +2257,7 @@ "Critical Success": "The feast is nourishing and revitalizing. The magical food casts {@spell neutralize poison}, {@spell remove disease}, and {@spell remove fear} on each guest for each relevant affliction, using your modifier for the primary skill check as the counteract modifier. Each guest also recovers 100 Hit Points and gains 20 temporary Hit Points for the next 12 hours. Guests also gain a +2 status bonus to saves against {@trait disease}, {@trait fear}, and {@trait poison} effects for the next 12 hours.", "Success": "As critical success, except guests recover only 50 Hit Points, gain only 10 temporary Hit Points, and don't gain the status bonus to saves.", "Failure": "You and the other guests taste ash in your mouths and realize that the feast contained nothing of sustenance.", - "Critical Failure": "The otherworldly servants were offended by your behavior or the hubris you demonstrated in summoning them and poisoned the feast. You and your guests become {@condition sickened} 4 and can't reduce the condition for 12 hours." + "Critical Failure": "The otherworldly servants were offended by your behavior or the hubris you demonstrated in summoning them and poisoned the feast. You and your guests become {@condition sickened 4} and can't reduce the condition for 12 hours." } } ] @@ -2696,7 +2696,7 @@ "Critical Success": "You conjure the owb. It decides your goals closely match its own and doesn't request a favor in return.", "Success": "You conjure the owb. It isn't eager to pursue the task, so it requires a favor in return.", "Failure": "You don't conjure an owb.", - "Critical Failure": "You conjure an owb, but it deems you unworthy and siphons away some of your soul energy. All casters become {@condition doomed} 2." + "Critical Failure": "You conjure an owb, but it deems you unworthy and siphons away some of your soul energy. All casters become {@condition doomed 2}." } } ] @@ -3106,7 +3106,7 @@ "type": "successDegree", "entries": { "Critical Success": "You reincarnate the target into a new adult body. This new body has full HP and has the same spells prepared and points in their pools as the original did when it died.", - "Success": "As critical success, except the new body has 1 HP and no spells prepared or points in any pools. The soul takes some time to adjust to their new body, leaving them {@condition clumsy} 2, {@condition drained} 2, and {@condition enfeebled} 2 for 1 week; these conditions can't be removed or reduced by any means until the week has passed.", + "Success": "As critical success, except the new body has 1 HP and no spells prepared or points in any pools. The soul takes some time to adjust to their new body, leaving them {@condition clumsy 2}, {@condition drained 2}, and {@condition enfeebled 2} for 1 week; these conditions can't be removed or reduced by any means until the week has passed.", "Failure": "You fail to reincarnate the target.", "Critical Failure": "The target's soul becomes trapped in an unintelligent animal creature of the GM's choosing, with a level no greater than half the target's level. While trapped, the target has an Intelligence score of 1 (\u20135 modifier) and can't use any of their own abilities." } @@ -3183,7 +3183,7 @@ "Critical Success": "You sequester the subject's spirit to the afterlife. Attempts to communicate with the dead creature, return it to life, turn it into an undead, or otherwise disturb its afterlife fail unless the effect's counteract level is at least 2 higher than that of rest eternal or originates from an artifact or a deity. Successfully returning the creature to life ends the restrictions placed by rest eternal.", "Success": "As critical success, but effects to interact with the spirit fail unless the effect's counteract level is higher than that of rest eternal or originates from an artifact or a deity.", "Failure": "The ritual has no effect.", - "Critical Failure": "The ritual fails, and the spirits you appealed to are angered by your meddling. All casters become {@condition doomed} 1 for 1 week." + "Critical Failure": "The ritual fails, and the spirits you appealed to are angered by your meddling. All casters become {@condition doomed 1} for 1 week." } } ] @@ -3571,12 +3571,12 @@ }, { "stage": 3, - "entry": "{@condition fatigued} and {@condition drained} 1", + "entry": "{@condition fatigued} and {@condition drained 1}", "duration": "1 day" }, { "stage": 4, - "entry": "{@condition fatigued} and {@condition drained} 3", + "entry": "{@condition fatigued} and {@condition drained 3}", "duration": "1 day" }, { diff --git a/data/sources.json b/data/sources.json index d81a579adc..1d6511ab81 100644 --- a/data/sources.json +++ b/data/sources.json @@ -11,87 +11,15 @@ ] }, { - "source": "APG", - "date": "2020-07-30", - "errata": "2022-04-13", - "vanilla": true, - "store": "https://paizo.com/products/btq023ih", - "name": "Advanced Player's Guide", + "source": "AFoF", + "date": "2022-07-25", + "store": "https://paizo.com/products/btq02d8f", + "name": "A Fistful of Flowers", "entries": [ "{@b Pathfinder Core Rulebook (Second Edition)} © 2019, Paizo Inc.; Authors: Logan Bonner, Jason Bulmahn, Stephen Radney-MacFarland, and Mark Seifter.", - "{@b Genie, Marid from the Tome of Horrors Complete} © 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Author: Scott Greene, based on original material by Gary Gygax.", - "{@b Pathfinder Advanced Player's Guide} © 2020, Paizo Inc.; Authors: Amirali Attar Olyaee, Alexander Augunas, Kate Baker, Brian Bauman, Logan Bonner, Carlos Cabrera, James Case, Jessica Catalan, John Compton, Paris Crenshaw, Jesse Decker, Fabby Garza Marroquín, Steven Hammond, Sasha Laranoa Harving, Joan Hong, Nicolas Hornyak, Vanessa Hoskins, James Jacobs, Erik Keith, Lyz Liddell, Luis Loza, Ron Lundeen, Patchen Mortimer, Dennis Muldoon, Stephen Radney-MacFarland, Jessica Redekop, Mikhail Rekun, Alex Riggs, David N. Ross, Michael Sayre, Mark Seifter, Kendra Leigh Speedling, Jason Tondro, Clark Valentine, and Andrew White." + "{@b Pathfinder Adventure: A Fistful of Flowers} © 2022, Paizo Inc.; Authors: Eleanor Ferron, Linda Zayas-Palmer." ], - "defaultSource": [ - "versatileHeritage", - "familiar", - "optfeature" - ] - }, - { - "source": "AV0", - "date": "2021-01-15", - "name": "Abomination Vaults Player's Guide", - "adventure": true, - "store": "https://paizo.com/community/blog/v5748dyo6shjm", - "entries": [ - "{@b Pathfinder Core Rulebook (Second Edition)} © 2019, Paizo Inc.; Authors: Logan Bonner, Jason Bulmahn, Stephen Radney-MacFarland, and Mark Seifter.", - "{@b Abomination Vaults Player's Guide} © 2021, Paizo Inc.; Author: Ron Lundeen, with James Jacobs." - ] - }, - { - "source": "AV1", - "date": "2021-01-15", - "name": "Abomination Vaults #1: Ruins of Gauntlight", - "adventure": true, - "store": "https://paizo.com/products/btq026kj", - "entries": [ - "{@b Pathfinder Core Rulebook (Second Edition)} © 2019, Paizo Inc.; Authors: Logan Bonner, Jason Bulmahn, Stephen Radney-MacFarland, and Mark Seifter.", - "{@b Soul Eater from the Tome of Horrors Complete} © 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Author: Scott Greene, based on original material by David Cook.", - "{@b Pathfinder Adventure Path #163: Ruins of Gauntlight} © 2021, Paizo Inc.; Author: James Jacobs." - ] - }, - { - "source": "AV2", - "date": "2021-02-24", - "name": "Abomination Vaults #2: Hands of the Devil", - "adventure": true, - "store": "https://paizo.com/products/btq027jm", - "entries": [ - "{@b Skulk from the Tome of Horrors Complete} © 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Author: Scott Greene, based on original material by Simon Muth.", - "{@b Pathfinder Core Rulebook (Second Edition)} © 2019, Paizo Inc.; Authors: Logan Bonner, Jason Bulmahn, Stephen Radney-MacFarland, and Mark Seifter.", - "{@b Pathfinder Adventure Path #164: Hands of the Devil} © 2021, Paizo Inc.; Authors: Vanessa Hoskins, with Ron Lundeen, Quinn Murphy, and Amber Stewart." - ] - }, - { - "source": "AV3", - "date": "2021-04-07", - "name": "Abomination Vaults #3: Eyes of Empty Death", - "adventure": true, - "store": "https://paizo.com/products/btq024xm", - "entries": [ - "{@b Pathfinder Core Rulebook (Second Edition)} © 2019, Paizo Inc.; Authors: Logan Bonner, Jason Bulmahn, Stephen Radney-MacFarland, and Mark Seifter.", - "{@b Daemon, Guardian from the Tome of Horrors Complete} © 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Author: Scott Greene, based on original material by Ian McDowall.", - "{@b Daemon, Derghodaemon from the Tome of Horrors Complete} © 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Author: Scott Greene, based on original material by Gary Gygax.", - "{@b Froghemoth from the Tome of Horrors Complete} © 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Author: Scott Greene, based on original material by Gary Gygax.", - "{@b Pathfinder Adventure Path #165: Eyes of Empty Death} © 2021, Paizo Inc.; Authors: Stephen Radney- MacFarland, with James Jacobs and Mikhail Rekun." - ] - }, - { - "source": "AVH", - "date": "2022-05-25", - "name": "Abomination Vaults Hardcover", - "adventure": true, - "store": "https://paizo.com/products/btq02ajj", - "entries": [ - "{@b Pathfinder Core Rulebook (Second Edition)} © 2019, Paizo Inc.; Authors: Logan Bonner, Jason Bulmahn, Stephen Radney-MacFarland, and Mark Seifter.", - "{@b Daemon, Guardian from the Tome of Horrors Complete} © 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Author: Scott Greene, based on original material by Ian McDowall.", - "{@b Daemon, Derghodaemon from the Tome of Horrors Complete} © 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Author: Scott Greene, based on original material by Gary Gygax.", - "{@b Froghemoth from the Tome of Horrors Complete} © 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Author: Scott Greene, based on original material by Gary Gygax.", - "{@b Skulk from the Tome of Horrors Complete} © 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Author: Scott Greene, based on original material by Simon Muth.", - "{@b Soul Eater from the Tome of Horrors Complete} © 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Author: Scott Greene, based on original material by David Cook.", - "{@b Abomination Vaults Adventure Path} © 2022, Paizo Inc.; Authors: Vanessa Hoskins, James Jacobs, and Stephen Radney-MacFarland, with Ron Lundeen." - ] + "adventure": true }, { "source": "AoA0", @@ -247,6 +175,89 @@ "{@b Pathfinder Adventure Path #162: Ruins of the Radiant Siege} © 2020, Paizo Inc.; Authors: Amber Stewart, with Carlos Cabrera, Benjamin U. Fields, Kim Frandsen, Jim Groves, John S. Roberts, and Diego Valdez." ] }, + { + "source": "APG", + "date": "2020-07-30", + "errata": "2022-04-13", + "vanilla": true, + "store": "https://paizo.com/products/btq023ih", + "name": "Advanced Player's Guide", + "entries": [ + "{@b Pathfinder Core Rulebook (Second Edition)} © 2019, Paizo Inc.; Authors: Logan Bonner, Jason Bulmahn, Stephen Radney-MacFarland, and Mark Seifter.", + "{@b Genie, Marid from the Tome of Horrors Complete} © 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Author: Scott Greene, based on original material by Gary Gygax.", + "{@b Pathfinder Advanced Player's Guide} © 2020, Paizo Inc.; Authors: Amirali Attar Olyaee, Alexander Augunas, Kate Baker, Brian Bauman, Logan Bonner, Carlos Cabrera, James Case, Jessica Catalan, John Compton, Paris Crenshaw, Jesse Decker, Fabby Garza Marroquín, Steven Hammond, Sasha Laranoa Harving, Joan Hong, Nicolas Hornyak, Vanessa Hoskins, James Jacobs, Erik Keith, Lyz Liddell, Luis Loza, Ron Lundeen, Patchen Mortimer, Dennis Muldoon, Stephen Radney-MacFarland, Jessica Redekop, Mikhail Rekun, Alex Riggs, David N. Ross, Michael Sayre, Mark Seifter, Kendra Leigh Speedling, Jason Tondro, Clark Valentine, and Andrew White." + ], + "defaultSource": [ + "versatileHeritage", + "familiar", + "optfeature" + ] + }, + { + "source": "AV0", + "date": "2021-01-15", + "name": "Abomination Vaults Player's Guide", + "adventure": true, + "store": "https://paizo.com/community/blog/v5748dyo6shjm", + "entries": [ + "{@b Pathfinder Core Rulebook (Second Edition)} © 2019, Paizo Inc.; Authors: Logan Bonner, Jason Bulmahn, Stephen Radney-MacFarland, and Mark Seifter.", + "{@b Abomination Vaults Player's Guide} © 2021, Paizo Inc.; Author: Ron Lundeen, with James Jacobs." + ] + }, + { + "source": "AV1", + "date": "2021-01-15", + "name": "Abomination Vaults #1: Ruins of Gauntlight", + "adventure": true, + "store": "https://paizo.com/products/btq026kj", + "entries": [ + "{@b Pathfinder Core Rulebook (Second Edition)} © 2019, Paizo Inc.; Authors: Logan Bonner, Jason Bulmahn, Stephen Radney-MacFarland, and Mark Seifter.", + "{@b Soul Eater from the Tome of Horrors Complete} © 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Author: Scott Greene, based on original material by David Cook.", + "{@b Pathfinder Adventure Path #163: Ruins of Gauntlight} © 2021, Paizo Inc.; Author: James Jacobs." + ] + }, + { + "source": "AV2", + "date": "2021-02-24", + "name": "Abomination Vaults #2: Hands of the Devil", + "adventure": true, + "store": "https://paizo.com/products/btq027jm", + "entries": [ + "{@b Skulk from the Tome of Horrors Complete} © 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Author: Scott Greene, based on original material by Simon Muth.", + "{@b Pathfinder Core Rulebook (Second Edition)} © 2019, Paizo Inc.; Authors: Logan Bonner, Jason Bulmahn, Stephen Radney-MacFarland, and Mark Seifter.", + "{@b Pathfinder Adventure Path #164: Hands of the Devil} © 2021, Paizo Inc.; Authors: Vanessa Hoskins, with Ron Lundeen, Quinn Murphy, and Amber Stewart." + ] + }, + { + "source": "AV3", + "date": "2021-04-07", + "name": "Abomination Vaults #3: Eyes of Empty Death", + "adventure": true, + "store": "https://paizo.com/products/btq024xm", + "entries": [ + "{@b Pathfinder Core Rulebook (Second Edition)} © 2019, Paizo Inc.; Authors: Logan Bonner, Jason Bulmahn, Stephen Radney-MacFarland, and Mark Seifter.", + "{@b Daemon, Guardian from the Tome of Horrors Complete} © 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Author: Scott Greene, based on original material by Ian McDowall.", + "{@b Daemon, Derghodaemon from the Tome of Horrors Complete} © 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Author: Scott Greene, based on original material by Gary Gygax.", + "{@b Froghemoth from the Tome of Horrors Complete} © 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Author: Scott Greene, based on original material by Gary Gygax.", + "{@b Pathfinder Adventure Path #165: Eyes of Empty Death} © 2021, Paizo Inc.; Authors: Stephen Radney-MacFarland, with James Jacobs and Mikhail Rekun." + ] + }, + { + "source": "AVH", + "date": "2022-05-25", + "name": "Abomination Vaults Hardcover", + "adventure": true, + "store": "https://paizo.com/products/btq02ajj", + "entries": [ + "{@b Pathfinder Core Rulebook (Second Edition)} © 2019, Paizo Inc.; Authors: Logan Bonner, Jason Bulmahn, Stephen Radney-MacFarland, and Mark Seifter.", + "{@b Daemon, Guardian from the Tome of Horrors Complete} © 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Author: Scott Greene, based on original material by Ian McDowall.", + "{@b Daemon, Derghodaemon from the Tome of Horrors Complete} © 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Author: Scott Greene, based on original material by Gary Gygax.", + "{@b Froghemoth from the Tome of Horrors Complete} © 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Author: Scott Greene, based on original material by Gary Gygax.", + "{@b Skulk from the Tome of Horrors Complete} © 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Author: Scott Greene, based on original material by Simon Muth.", + "{@b Soul Eater from the Tome of Horrors Complete} © 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Author: Scott Greene, based on original material by David Cook.", + "{@b Abomination Vaults Adventure Path} © 2022, Paizo Inc.; Authors: Vanessa Hoskins, James Jacobs, and Stephen Radney-MacFarland, with Ron Lundeen." + ] + }, { "source": "B1", "store": "https://paizo.com/products/btq01zp4", @@ -399,6 +410,28 @@ "{@b Pathfinder Book of the Dead} © 2022, Paizo Inc.; Authors: Brian Bauman, Tineke Bolleman. Logan Bonner, Jason Bulmahn, Jessica Catalan, John Compton, Chris Eng, Logan Harper, Michelle Jones, Jason Keeley, Luis Loza, Ron Lundeen, Liane Merciel, Patchen Mortimer, Quinn Murphy, Jessica Redekop, Mikhail Rekun, Solomon St. John, Michael Sayre, Mark Seifter, Sen.H.H.S., Kendra Leigh Speedling, Jason Tondro, Andrew White." ] }, + { + "source": "CFD", + "store": "https://paizo.com/products/btq024ud", + "date": "2019-10-16", + "accessory": true, + "name": "Critical Fumble Deck", + "entries": [ + "{@b Pathfinder Core Rulebook (Second Edition)} © 2019, Paizo Inc.; Authors: Logan Bonner, Jason Bulmahn, Stephen Radney-MacFarland, and Mark Seifter.", + "{@b Pathfinder Critical Fumble Deck (Second Edition)} © 2019, Paizo Inc.; Author: Stephen Radney-MacFarland." + ] + }, + { + "source": "CHD", + "date": "2019-10-16", + "accessory": true, + "store": "https://paizo.com/products/btq024tn", + "name": "Critical Hit Deck", + "entries": [ + "{@b Pathfinder Core Rulebook (Second Edition)} © 2019, Paizo Inc.; Authors: Logan Bonner, Jason Bulmahn, Stephen Radney-MacFarland, and Mark Seifter.", + "{@b Pathfinder Critical Hit Deck (Second Edition)} © 2019, Paizo Inc.; Author: Stephen Radney-MacFarland." + ] + }, { "source": "CRB", "name": "Core Rulebook", @@ -554,6 +587,16 @@ "{@b Pathfinder Adventure Path #156: The Apocalypse Prophet} © 2020, Paizo Inc.; Authors: Lyz Liddell, with Kevin Bryan, Steven Hammond, Andrew Mullen, Mikhail Rekun, Patrick Renie, and David N. Ross." ] }, + { + "source": "FoP", + "date": "2019-08-01", + "store": "https://paizo.com/products/btq01zoh", + "name": "The Fall of Plaguestone", + "entries": [ + "{@b Pathfinder Adventure: The Fall of Plaguestone} © 2019, Paizo Inc.; Author: Jason Bulmahn." + ], + "adventure": true + }, { "source": "FRP0", "date": "2021-04-12", @@ -601,16 +644,6 @@ "{@b Pathfinder Adventure Path #168: King of the Mountain} © 2021, Paizo Inc.; Authors: James Case, with Joan Hong, Danita Rambo, David N. Ross, Amber Stewart, William Thompson, Ruvaid Virk, and Jabari Weathers." ] }, - { - "source": "FoP", - "date": "2019-08-01", - "store": "https://paizo.com/products/btq01zoh", - "name": "The Fall of Plaguestone", - "entries": [ - "{@b Pathfinder Adventure: The Fall of Plaguestone} © 2019, Paizo Inc.; Author: Jason Bulmahn." - ], - "adventure": true - }, { "date": "2021-10-13", "source": "G&G", @@ -639,6 +672,7 @@ "vehicle", "place", "plane", + "relicGift", "settlement", "nation" ] @@ -663,6 +697,17 @@ "name": "Gatewalkers #2: They Watched the Stars", "adventure": true }, + { + "source": "HPD", + "date": "2021-11-10", + "accessory": true, + "store": "https://paizo.com/products/btq024ut", + "name": "Hero Point Deck", + "entries": [ + "{@b Pathfinder Core Rulebook (Second Edition)} © 2019, Paizo Inc.; Authors: Logan Bonner, Jason Bulmahn, Stephen Radney-MacFarland, and Mark Seifter.", + "{@b Pathfinder Hero Point Deck} © 2021, Paizo Inc.; Author: Jason Bulmahn." + ] + }, { "source": "LOACLO", "date": "2021-12-22", @@ -670,7 +715,7 @@ "name": "Lost Omens: Absalom, City of Lost Omens", "entries": [ "{@b Pathfinder Core Rulebook (Second Edition)} © 2019, Paizo Inc.; Authors: Logan Bonner, Jason Bulmahn, Stephen Radney-MacFarland, and Mark Seifter.", - "{@b Pathfinder Lost Omens Absalom, City of Lost Omens} © 2021, Paizo Inc.; Authors: Allie Bustion, John Compton, Jeremy Corff, Katina Davis, Vanessa Hoskins, James Jacobs, Virginia Jordan, Erik Mona, Matt Morris, Liane Merciel, Dave Nelson, Samantha Phelan, Jessica Redekop, Mikhail Rekun, Brian Richmond, David N. Ross, Simone D. Sallé, Shahreena Shahrani, Abigail Slater, Chris Spivey, Diego Valdez, and Skylar- James Wall." + "{@b Pathfinder Lost Omens Absalom, City of Lost Omens} © 2021, Paizo Inc.; Authors: Allie Bustion, John Compton, Jeremy Corff, Katina Davis, Vanessa Hoskins, James Jacobs, Virginia Jordan, Erik Mona, Matt Morris, Liane Merciel, Dave Nelson, Samantha Phelan, Jessica Redekop, Mikhail Rekun, Brian Richmond, David N. Ross, Simone D. Sallé, Shahreena Shahrani, Abigail Slater, Chris Spivey, Diego Valdez, and Skylar-James Wall." ] }, { @@ -725,9 +770,16 @@ }, { "source": "LOIL", - "unreleased": true, "store": "https://paizo.com/products/btq02dxx", - "name": "Lost Omens: Impossible Lands" + "date": "2021-11-06", + "name": "Lost Omens: Impossible Lands", + "entries": [ + "{@b Basidirond} from the Tome of Horrors Complete © 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Author: Scott Greene, based on original material by Gary Gygax", + "{@b Genie, Marid} from the Tome of Horrors Complete © 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Author: Scott Greene, based on original material by Gary Gygax.", + "{@b Grippli} from the Tome of Horrors Complete © 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Author: Scott Greene, based on original material by Gary Gygax.", + "{@b Pathfinder Core Rulebook (Second Edition)} © 2019, Paizo Inc.; Authors: Logan Bonner, Jason Bulmahn, Stephen Radney-MacFarland, and Mark Seifter.", + "{@b Pathfinder Lost Omens: Impossible Lands} © 2022, Paizo Inc.; Authors: Mariam Ahmad, Saif Ansari, Alexandria Bustion, Basheer Ghouse, Michelle Jones, TJ Kahn, Matt Morris, Dave Nelson, Mikhail Rekun, Michael Sayre, Tan Shao Han, Ruvaid Virk, Jabari Weathers, and Brian Yaksha" + ] }, { "source": "LOKL", @@ -802,6 +854,9 @@ { "source": "LOTG", "date": "2022-08-31", + "defaultSource": [ + "event" + ], "store": "https://paizo.com/products/btq02c20", "name": "Lost Omens: Travel Guide", "entries": [ @@ -980,17 +1035,6 @@ "adventure": true, "name": "Shadows at Sundown" }, - { - "source": "AFoF", - "date": "2022-07-25", - "store": "https://paizo.com/products/btq02d8f", - "name": "A Fistful of Flowers", - "entries": [ - "{@b Pathfinder Core Rulebook (Second Edition)} © 2019, Paizo Inc.; Authors: Logan Bonner, Jason Bulmahn, Stephen Radney-MacFarland, and Mark Seifter.", - "{@b Pathfinder Adventure: A Fistful of Flowers} © 2022, Paizo Inc.; Authors: Eleanor Ferron, Linda Zayas-Palmer." - ], - "adventure": true - }, { "source": "Sli", "date": "2020-07-30", @@ -1126,24 +1170,6 @@ ], "adventure": true, "store": "https://paizo.com/products/btq027qf" - }, - { - "source": "CHD", - "date": "2019-10-16", - "name": "Critical Hit Deck", - "entries": [ - "{@b Pathfinder Core Rulebook (Second Edition)} © 2019, Paizo Inc.; Authors: Logan Bonner, Jason Bulmahn, Stephen Radney-MacFarland, and Mark Seifter.", - "{@b Pathfinder Critical Hit Deck (Second Edition)} © 2019, Paizo Inc.; Author: Stephen Radney-MacFarland." - ] - }, - { - "source": "CFD", - "date": "2019-10-16", - "name": "Critical Fumble Deck", - "entries": [ - "{@b Pathfinder Core Rulebook (Second Edition)} © 2019, Paizo Inc.; Authors: Logan Bonner, Jason Bulmahn, Stephen Radney-MacFarland, and Mark Seifter.", - "{@b Pathfinder Critical Fumble Deck (Second Edition)} © 2019, Paizo Inc.; Author: Stephen Radney-MacFarland." - ] } ] } diff --git a/data/spells/index.json b/data/spells/index.json index 6122e0e80f..25620a6704 100644 --- a/data/spells/index.json +++ b/data/spells/index.json @@ -5,6 +5,7 @@ "LOCG": "spells-locg.json", "LOGM": "spells-logm.json", "LOL": "spells-lol.json", + "LOIL": "spells-loil.json", "LOPSG": "spells-lopsg.json", "SoM": "spells-som.json", "AoA3": "spells-aoa3.json", diff --git a/data/spells/spells-crb.json b/data/spells/spells-crb.json index 69140e50ce..91568b353d 100644 --- a/data/spells/spells-crb.json +++ b/data/spells/spells-crb.json @@ -13880,8 +13880,8 @@ "{@ability Darkvision}.", "One or more attacks specific to the battle form you choose, which are the only attacks you can {@action Strike} with. You're trained with them. Your attack modifier is +34, and you use the listed damage. These attacks are Strength based (for the purpose of the {@condition enfeebled} condition, for example). If your unarmed attack modifier is higher, you can use it instead.", "{@skill Athletics} modifier of +36, unless your own modifier is higher. You also gain specific abilities based on the type of incarnation you choose:", - "{@bold Green Man} Speed 40 feet, climb Speed 40 feet; {@b Melee} {@as 1} vines (reach <30 feet>, versatile P), {@b Damage} {@damage 6d8+12} bludgeoning; {@b Ranged} {@as 1} thorns (range <100 feet>), {@b Damage} {@damage 6d6+6} piercing; Green Caress (aura, primal, transmutation) 60 feet. Enemies other than plants must succeed at a Fortitude save against your spell DC or become {@condition clumsy 1} for 1 round ({@condition clumsy 2} on a critical failure).", - "{@bold Kaiju} Speed 50 feet; resistance 5 to physical damage; {@b Melee} {@as 1} jaws (reach <30 feet>), {@b Damage} {@damage 6d10+10} piercing; {@b Melee} {@as 1} claws (agile, reach <30 feet>), {@b Damage} {@damage 6d8+8} slashing; {@b Melee} {@as 1} foot (agile, reach <15 feet>), {@b Damage} {@damage 6d6+10} bludgeoning; Unstoppable You are immune to being {@condition immobilized} and ignore {@quickref difficult terrain||3|terrain} and {@quickref greater difficult terrain||3|terrain}; Trample {@as 3} You move up to double your Speed and move through the spaces of Huge or smaller creatures, trampling each creature whose space you enter. A trampled creature takes foot damage with a basic Reflex save against your spell DC." + "{@bold Green Man} Speed 40 feet, climb Speed 40 feet; {@b Melee} {@as 1} vines ({@trait reach <30 feet>}, {@trait versatile

}), {@b Damage} {@damage 6d8+12} bludgeoning; {@b Ranged} {@as 1} thorns (range <100 feet>), {@b Damage} {@damage 6d6+6} piercing; Green Caress (aura, primal, transmutation) 60 feet. Enemies other than plants must succeed at a Fortitude save against your spell DC or become {@condition clumsy 1} for 1 round ({@condition clumsy 2} on a critical failure).", + "{@bold Kaiju} Speed 50 feet; resistance 5 to physical damage; {@b Melee} {@as 1} jaws ({@trait reach <30 feet>}), {@b Damage} {@damage 6d10+10} piercing; {@b Melee} {@as 1} claws (agile, reach <30 feet>), {@b Damage} {@damage 6d8+8} slashing; {@b Melee} {@as 1} foot (agile, reach <15 feet>), {@b Damage} {@damage 6d6+10} bludgeoning; Unstoppable You are immune to being {@condition immobilized} and ignore {@quickref difficult terrain||3|terrain} and {@quickref greater difficult terrain||3|terrain}; Trample {@as 3} You move up to double your Speed and move through the spaces of Huge or smaller creatures, trampling each creature whose space you enter. A trampled creature takes foot damage with a basic Reflex save against your spell DC." ] } ], @@ -15033,8 +15033,8 @@ { "type": "successDegree", "entries": { - "Critical Success": "The target takes double damage and is {@condition drained} 2.", - "Success": "The target takes full damage and is {@condition drained} 2." + "Critical Success": "The target takes double damage and is {@condition drained 2}.", + "Success": "The target takes full damage and is {@condition drained 2}." } } ], @@ -16701,7 +16701,7 @@ "unit": "minute" }, "entries": [ - "An infusion of positive energy grants a creature continuous healing. The target temporarily gains {@ability regeneration} 15, which restores 15 Hit Points to it at the start of each of its turns. While it has {@ability regeneration}, the target can't die from damage and its {@condition dying} condition can't increase to a value that would kill it (this stops most creatures from going beyond {@condition dying} 3), though if its {@condition wounded} value becomes 4 or higher, it stays {@condition unconscious} until its wounds are treated. If the target takes acid or fire damage, its regeneration deactivates until after the end of its next turn.", + "An infusion of positive energy grants a creature continuous healing. The target temporarily gains {@ability regeneration} 15, which restores 15 Hit Points to it at the start of each of its turns. While it has {@ability regeneration}, the target can't die from damage and its {@condition dying} condition can't increase to a value that would kill it (this stops most creatures from going beyond {@condition dying 3}), though if its {@condition wounded} value becomes 4 or higher, it stays {@condition unconscious} until its wounds are treated. If the target takes acid or fire damage, its regeneration deactivates until after the end of its next turn.", "Each time the creature regains Hit Points from regeneration, it also regrows one damaged or ruined organ (if any). During the spell's duration, the creature can also reattach severed body parts by spending an {@action Interact} action to hold the body part to the area it was severed from." ], "heightened": { @@ -18969,7 +18969,7 @@ "Critical Success": "The creature is unaffected.", "Success": "The creature takes half damage.", "Failure": "The creature takes full damage and is {@condition deafened} for 1 round.", - "Critical Failure": "The creature takes double damage, is {@condition deafened} for 1 minute, and is {@condition stunned} 1." + "Critical Failure": "The creature takes double damage, is {@condition deafened} for 1 minute, and is {@condition stunned 1}." } } ], @@ -19665,8 +19665,8 @@ [ "4", "Blue", - "{@condition Clumsy} 1 for 1 round", - "{@condition Clumsy} 2 for 1 round" + "{@condition Clumsy 1} for 1 round", + "{@condition Clumsy 2} for 1 round" ] ] } diff --git a/data/spells/spells-loil.json b/data/spells/spells-loil.json new file mode 100644 index 0000000000..6910b4a70f --- /dev/null +++ b/data/spells/spells-loil.json @@ -0,0 +1,615 @@ +{ + "spell": [ + { + "name": "Blinking Flame Aura", + "source": "LOIL", + "page": 222, + "level": 5, + "traits": [ + "uncommon", + "divination", + "fire", + "healing" + ], + "cast": { + "number": 1, + "unit": "action" + }, + "components": [ + [ + "V" + ] + ], + "duration": { + "number": 1, + "unit": "minute" + }, + "entries": [ + "You focus your sight inside and call on your inner fire to grant you warmth, steady your vision, and soothe your body. You recover 15 Hit Points. For the duration, you gain a +2 status bonus on {@skill Perception} checks and resistance 10 to cold." + ], + "heightened": { + "plusX": { + "1": [ + "You recover an additional 3 Hit Points, and the resistance to cold increases by 2." + ] + } + }, + "focus": true + }, + { + "name": "Unblinking Flame Emblem", + "source": "LOIL", + "page": 223, + "level": 7, + "traits": [ + "uncommon", + "divination", + "fire" + ], + "cast": { + "number": 1, + "unit": "action" + }, + "components": [ + [ + "S" + ] + ], + "trigger": "Your last action was a successful {@action Strike} against an enemy.", + "duration": { + "number": 3, + "unit": "round" + }, + "entries": [ + "You emblazon the target with a fiery sigil that projects your sight and your flame onto them, allowing you and your allies to track their movements and making it easier to hit them.", + "Attack rolls against the target gain a +1 status bonus, and successful Strikes against the target deal {@damage 1d6} fire damage, and {@damage 1d10} {@condition persistent damage ||persistent fire damage} on a critical hit. However, you're {@condition flat-footed} against other enemies, as the information from the emblem distracts you. The emblem takes your full attention; if you use unblinking flame emblem again before the original duration expires, the new casting replaces the previous casting." + ], + "heightened": { + "X": { + "9": [ + "The fire damage increases to {@dice 1d8}, and the {@condition persistent damage ||persistent fire damage} on a critical hit increases to {@dice 1d12}." + ] + } + }, + "focus": true + }, + { + "name": "Unblinking Flame Ignition", + "source": "LOIL", + "page": 223, + "level": 9, + "traits": [ + "uncommon", + "divination", + "fire" + ], + "cast": { + "number": 1, + "unit": "reaction" + }, + "components": [ + [ + "V" + ] + ], + "trigger": "A foe reduces you to half your Hit Points or fewer.", + "duration": { + "number": 3, + "unit": "round" + }, + "entries": [ + "You feel the most alive when pushed into a corner, as the insights and vision granted by the flame stoke into overdrive. Your body begins to emit a blazing aura of flames. You gain greater darkvision, low-light vision, and the ability to see {@condition invisible} creatures. You gain a fly Speed equal to your land Speed as you launch flame from your aura to soar through the sky. You become {@condition quickened}, and you can use the extra action each round only to {@action Strike} or {@action Fly} using your flames. Any creature who starts their turn within 5 feet of you takes {@damage 1d12} fire damage." + ], + "focus": true + }, + { + "name": "Unbreaking Wave Barrier", + "source": "LOIL", + "page": 223, + "level": 7, + "traits": [ + "uncommon", + "abjuration", + "water" + ], + "cast": { + "number": 1, + "unit": "action" + }, + "components": [ + [ + "V" + ] + ], + "area": { + "entry": "5-foot emanation", + "types": [ + "Emanation" + ] + }, + "savingThrow": { + "type": [ + "F", + "F" + ] + }, + "duration": { + "sustained": true, + "number": 1, + "unit": "minute" + }, + "entries": [ + "You create a protective circle around yourself that repels your foes. You gain a +1 status bonus to AC. Any creature other than you within the area, or attempting to move into the area, must attempt a Fortitude saving throw; a creature needs to attempt the Fortitude saving throw only once each round.", + "If a creature pushed by unbreaking wave barrier would be pushed into a solid barrier or another creature, it stops at that point and takes {@damage 2d6} bludgeoning damage for every additional 5 feet it would've been pushed. On subsequent rounds, the first time you Sustain this Spell each round, you can increase the radius of the barrier by 5 feet.", + { + "type": "successDegree", + "entries": { + "Critical Success": [ + "The creature is unaffected." + ], + "Success": [ + "The creature isn't pushed, but the space within the barrier is difficult terrain for it." + ], + "Failure": [ + "The creature is pushed 10 feet, and the space within the barrier is difficult terrain for it." + ], + "Critical Failure": [ + "The creature is pushed 20 feet and knocked {@condition prone}, and the space within the barrier is difficult terrain for it." + ] + } + } + ], + "focus": true + }, + { + "name": "Unbreaking Wave Containment", + "source": "LOIL", + "page": 223, + "level": 9, + "traits": [ + "uncommon", + "evocation", + "incapacitation", + "water" + ], + "cast": { + "number": 3, + "unit": "action" + }, + "components": [ + [ + "V" + ] + ], + "range": { + "unit": "feet", + "number": 30 + }, + "targets": "up to 4 creatures", + "duration": { + "sustained": true, + "number": 1, + "unit": "minute" + }, + "entries": [ + "You wrap enemies in four strands of water. When you cast the spell, make a spell attack roll against the targets. On a success, they're {@condition immobilized} until the spell ends or they {@action Escape}; on a critical success, they're also {@condition restrained} until the spell ends or they {@action Escape}. Each target that's {@condition immobilized} or {@condition restrained} also takes {@damage 10d6} bludgeoning damage from the constricting waves, with a basic Fortitude save. The first time each subsequent round when you Sustain the Spell, if all the targets aren't {@condition immobilized} or {@condition restrained}, make a spell attack roll against any targets who are free but remain within range, with the same effects as when you cast the spell, immobilizing or restraining them depending on your spell attack roll. Creatures who are {@condition immobilized} or {@condition restrained} take {@damage 10d6} bludgeoning damage with a basic Fortitude save." + ], + "focus": true + }, + { + "name": "Unbreaking Wave Vapor", + "source": "LOIL", + "page": 223, + "level": 5, + "traits": [ + "uncommon", + "abjuration", + "water" + ], + "cast": { + "number": 1, + "unit": "reaction" + }, + "components": [ + [ + "V" + ] + ], + "trigger": "You're targeted by an attack made by an attacker you can see.", + "entries": [ + "You're {@condition concealed} against the triggering attack and gain a +2 circumstance bonus to AC against it. After the triggering attack is complete, you can {@action Step} if the triggering attack hit or {@action Step} twice if the triggering attack missed." + ], + "focus": true + }, + { + "name": "Unfolding Wind Blitz", + "source": "LOIL", + "page": 223, + "level": 7, + "traits": [ + "uncommon", + "air", + "transmutation" + ], + "cast": { + "number": 2, + "unit": "action" + }, + "components": [ + [ + "V" + ] + ], + "entries": [ + "You blitz forward so quickly that you soar through the air, and nothing can react to you. {@action Fly} up to twice your Speed. This movement doesn't trigger reactions. At any point along the way, you can make Strikes with an unarmed attack against up to three different targets within your reach. You increase your multiple attack penalty for these attacks only after completing all of the attacks." + ], + "focus": true + }, + { + "name": "Unfolding Wind Buffet", + "source": "LOIL", + "page": 223, + "level": 5, + "traits": [ + "uncommon", + "air", + "evocation" + ], + "cast": { + "number": 2, + "unit": "action" + }, + "components": [ + [ + "V" + ] + ], + "entries": [ + "You surround your unarmed attacks with the speed and force of air. Make three unarmed Strikes against the same target. If at least one was a successful hit, the target must attempt a Fortitude save or be pushed back 5 feet for each normal hit from the buffet, plus 10 feet for each critical hit.", + { + "type": "successDegree", + "entries": { + "Critical Success": [ + "The target is unaffected." + ], + "Success": [ + "The target is pushed back half the normal distance." + ], + "Failure": [ + "The target is pushed back the normal distance." + ], + "Critical Failure": [ + "The target is pushed back double the normal distance and then knocked {@condition prone}." + ] + } + } + ], + "focus": true + }, + { + "name": "Unfolding Wind Crash", + "source": "LOIL", + "page": 224, + "level": 9, + "traits": [ + "uncommon", + "air", + "evocation", + "move" + ], + "cast": { + "number": 2, + "unit": "action" + }, + "components": [ + [ + "V" + ] + ], + "savingThrow": { + "type": [ + "R" + ], + "basic": true + }, + "entries": [ + "You jump up to 120 feet in any direction and then deal {@damage 18d6} bludgeoning damage to creatures within a 20-foot emanation after you land, with a basic Reflex save. Creatures who critically fail are also knocked {@condition prone}." + ], + "heightened": { + "X": { + "10": [ + "The damage increases to {@dice 20d6}." + ] + } + }, + "focus": true + }, + { + "name": "Untwisting Iron Augmentation", + "source": "LOIL", + "page": 224, + "level": 7, + "traits": [ + "uncommon", + "earth", + "transmutation" + ], + "cast": { + "number": 1, + "unit": "action" + }, + "components": [ + [ + "V" + ] + ], + "duration": { + "number": 1, + "unit": "minute" + }, + "entries": [ + "Your unarmed attacks are treated as cold iron and silver, they gain the {@trait earth} trait, and they gain a +1 status bonus to damage rolls per damage die." + ], + "heightened": { + "X": { + "9": [ + "Your unarmed attacks are also treated as adamantine." + ] + } + }, + "focus": true + }, + { + "name": "Untwisting Iron Pillar", + "source": "LOIL", + "page": 224, + "level": 9, + "traits": [ + "uncommon", + "abjuration", + "earth" + ], + "cast": { + "number": 1, + "unit": "action" + }, + "components": [ + [ + "V" + ] + ], + "duration": { + "number": 5, + "unit": "round" + }, + "entries": [ + "You call upon the earth and your ki to shield you from your enemies. You gain 50 temporary Hit Points that last for the duration or until you lose them, as well as resistance 5 to all physical damage (except adamantine)." + ], + "focus": true + }, + { + "name": "Untwisting Iron Roots", + "source": "LOIL", + "page": 224, + "level": 5, + "traits": [ + "uncommon", + "earth", + "transmutation" + ], + "cast": { + "number": 1, + "unit": "action" + }, + "components": [ + [ + "V" + ] + ], + "area": { + "entry": "10-foot emanation", + "types": [ + "Emanation" + ] + }, + "entries": [ + "You manipulate the earth beneath your feet to throw your enemies off balance, leaving chunks of rock and rubble behind. Creatures within range take {@damage 2d6} bludgeoning damage, with a basic Reflex save; on a failed save, they also fall {@condition prone}. The affected area becomes difficult terrain, but you can move through the difficult terrain normally." + ], + "heightened": { + "plusX": { + "1": [ + "The damage increases by {@damage 1d6}." + ] + } + }, + "focus": true + }, + { + "name": "Speaking Sky", + "source": "LOIL", + "page": 225, + "level": 6, + "traits": [ + "uncommon", + "air", + "divination" + ], + "cast": { + "number": 2, + "unit": "action" + }, + "components": [ + [ + "S", + "V" + ] + ], + "duration": { + "number": 1, + "unit": "round" + }, + "entries": [ + "The air speaks to you. You can precisely sense any motion within 60 feet through vibration and air movement." + ], + "focus": true + }, + { + "name": "Steal the Sky", + "source": "LOIL", + "page": 225, + "level": 5, + "traits": [ + "uncommon", + "air", + "evocation" + ], + "cast": { + "number": 1, + "unit": "reaction" + }, + "components": [ + [ + "V" + ] + ], + "trigger": "You make a successful unarmed {@action Strike} against a flying creature.", + "targets": "the creature you hit", + "savingThrow": { + "type": [ + "F", + "F" + ] + }, + "entries": [ + "You deny a flying creature the support of the air.", + { + "type": "successDegree", + "entries": { + "Critical Success": [ + "The target is unaffected." + ], + "Success": [ + "The target descends 60 feet. If it hits a surface, it takes bludgeoning damage as if it had fallen." + ], + "Failure": [ + "As success; if the target hits a surface, it falls {@condition prone} and can't {@action Fly}, levitate, or otherwise leave the ground for 1 minute." + ], + "Critical Failure": [ + "As failure, and the creature takes double damage from hitting a surface." + ] + } + } + ], + "heightened": { + "plusX": { + "1": [ + "Increase the distance the creature must descend by 20 feet." + ] + } + }, + "focus": true + }, + { + "name": "Summon Ancient Fleshforged", + "source": "LOIL", + "page": 306, + "level": 9, + "traits": [ + "rare", + "conjuration", + "incarnate" + ], + "traditions": [ + "arcane", + "occult" + ], + "cast": { + "number": 3, + "unit": "action" + }, + "components": [ + [ + "S", + "M", + "V" + ] + ], + "range": { + "unit": "feet", + "number": 250 + }, + "duration": { + "unit": "turn" + }, + "entries": [ + "You summon an ancient Fleshforged, one of Nex's personal weaponized monstrosities unleashed in the first wars against Geb. It squeezes itself into its war form from time long forgotten, unleashing its wrath upon your foes.", + "The Fleshforged occupies the space noted in the spell description. When you Cast this Spell, choose one of the Fleshforged below to summon.", + { + "type": "list", + "items": [ + "Bone Breaker Size Gargantuan, Speed 40 feet, climb 100 feet; Arrive Skull Breaking Hum (evocation, sonic) The Bone Breaker appears in a shower of bone fragments. Its form is that of an immense titan of flesh and metal with long, muscular, twisted arms. The Bone Breaker releases a hum at a harmonic frequency that weakens bones in creatures' bodies. Each foe within an 80-foot emanation must attempt a Fortitude save. On a critical success, they're unaffected; on a success, they're {@condition enfeebled||enfeebled 2} for 1 round; on a failure they're {@condition enfeebled||enfeebled 3} for 1 minute; and on a critical failure, they're {@condition enfeebled||enfeebled 4} for 10 minutes. A skeleton or other undead foe made almost entirely of bones treats their result as one degree of success worse than they rolled. Depart Bruising Departure The Bone Breaker pounds its long arms into the ground, creating a long shockwave. Each foe within a 100-foot-long, 10-foot-wide line takes {@damage 8d12} bludgeoning damage, with a basic Fortitude save.", + "Thorn Caller Size Gargantuan, Speed 100 feet; Arrive (evocation, light) Thorn's Guidance The Thorn Caller appears in a burst of light. The Thorn Caller's body is an ornate armored sphere with black panther masks surrounding a glowing light. The ball floats in the air due to six glowing, thornlike wings. Two clusters of bird heads emerge from both sides of the body with long necks that twirl together like tentacles. The Thorn" + ] + }, + "Caller's burst of light illuminates all foes within 200 feet. The foes become {@condition dazzled} and {@condition flat-footed}, and if they were {@condition invisible}, they become {@condition concealed} instead.", + "These effects last until the Thorn Caller departs.", + "Depart Thorn-Burst The Thorn Caller launches its thorned wings at various targets. Attempt spell attack rolls against up to 6 different targets within 300 feet.", + "On a hit, the target takes {@damage 10d8} piercing damage, double on a critical hit, half on a failure, and none on a critical failure.", + { + "type": "list", + "items": [ + "The Thousand Size Medium (see below), Speed 30 feet; Arrive (emotion, enchantment, fear, mental) Disconcerting Arrival Select five spaces in range and summon a Medium-sized polyp of The Thousand in each of these spaces. The Thousand is an entity whose full scope is 1,000 polyps of oozing flesh, each physically separate but mentally part of a single creature. Not all 1,000 polyps have survived, and the spell summons five of them. Each creature within 10 feet of any of the polyps must attempt a Will Save. On a critical success, they're unaffected; on a success, they're {@condition frightened||frightened 1}; on a failure, they're {@condition frightened||frightened 3}; and on a critical failure, they're {@condition frightened||frightened 4} and {@condition fleeing} for 1 round; Depart (illusion, mental) Violent Omen Each {@condition frightened} foe within a 60-foot emanation of any of the five polyps takes {@damage 10d8} mental damage, with a basic Will save.", + "Scion of Desiccation Size Gargantuan, Speed 100 feet, fly 100 feet; Arrive (necromancy, negative) Ashes to Ashes The Scion of Desiccation appears in a swirl of screaming wind, a gargantuan form of twisted flesh that's constantly flensed by gritty ash and dust, and just as constantly regenerating itself. Each foe within a 40-foot emanation takes {@damage 10d10} negative energy damage, with a basic Fortitude save; Depart (necromancy, negative) Dust to Dust Each foe within a 60-foot emanation must attempt a Fortitude save; they're {@condition drained||drained 2} on a failure or {@condition drained||drained 4} on a critical failure." + ] + } + ] + }, + { + "name": "Summon Healing Servitor", + "source": "LOIL", + "page": 307, + "level": 5, + "traits": [ + "uncommon", + "healing", + "incarnate", + "necromancy", + "positive" + ], + "traditions": [ + "divine", + "primal" + ], + "cast": { + "number": 3, + "unit": "action" + }, + "components": [ + [ + "S", + "M", + "V" + ] + ], + "range": { + "unit": "feet", + "number": 100 + }, + "duration": { + "unit": "turn" + }, + "entries": [ + "You call forth a servitor forged from raw positive energy to heal and bolster your allies. The servitor occupies the space of a Huge creature and has a speed of 60 feet.", + "Arrive (healing, necromancy, positive) Servitor's Protection The servitor appears in a flash of light, moving from ally to ally and granting them a temporary reprieve. All allies within 20 feet of the Servitor gain 20 temporary Hit Points until the servitor departs.", + "Depart (healing, necromancy, positive) Servitor's Blessing The servitor disappears in a 30-foot emanation of positive energy. All willing living creatures within heal {@dice 3d8} Hit Points. All undead within take that much damage, with a basic Fortitude save." + ], + "heightened": { + "plusX": { + "2": [ + "The Arrive effect's temporary Hit Points increase by 8, and the Depart effect's healing and damage to undead increase by {@dice 1d8}." + ] + } + } + } + ] +} diff --git a/data/spells/spells-som.json b/data/spells/spells-som.json index 3f4e47557e..a2a6f57864 100644 --- a/data/spells/spells-som.json +++ b/data/spells/spells-som.json @@ -2159,7 +2159,7 @@ "One or more attacks specific to the battle form you use. You're trained with them. Your attack modifier is +20, and you use the listed damage. These attacks are Strength based (for the purpose of the {@condition enfeebled} condition, for example). If your attack modifier is higher for the given unarmed attack or weapon, you can use it instead.", "{@skill Athletics} modifier of +23, unless your own modifier is higher. You also gain specific abilities based on the type of devil you choose:", "{@bold Barbazu} Speed 35 feet; {@b Melee} {@as 1} glaive (deadly , forceful, reach <10 feet>), {@b Damage} {@damage 2d8+10} slashing plus {@damage 1d6} evil and {@damage 1d6} {@condition persistent damage ||persistent bleed}; {@b Melee} {@as 1} beard, {@b Damage} {@damage 3d8} piercing plus {@damage 1d6} evil; {@b Melee} {@as 1} claw ({@trait agile}), {@b Damage} {@damage 3d6} slashing plus {@damage 1d6} evil.", - "{@bold Erinys} Speed 25 feet, fly 40 feet; {@b Melee} {@as 1} longsword (versatile P), {@b Damage} {@damage 1d8+10} slashing plus {@damage 1d6} evil and {@damage 1d6} fire; {@b Ranged} {@as 1} composite longbow (deadly , range increment <100 feet>, volley), {@b Damage} {@damage 1d8} piercing plus {@damage 1d6} evil and {@damage 1d6} fire.", + "{@bold Erinys} Speed 25 feet, fly 40 feet; {@b Melee} {@as 1} longsword ({@trait versatile

}), {@b Damage} {@damage 1d8+10} slashing plus {@damage 1d6} evil and {@damage 1d6} fire; {@b Ranged} {@as 1} composite longbow (deadly , range increment <100 feet>, volley), {@b Damage} {@damage 1d8} piercing plus {@damage 1d6} evil and {@damage 1d6} fire.", "{@bold Osyluth} Speed 35 feet, fly 30 feet; {@b Melee} {@as 1} jaws, {@b Damage} {@damage 2d10+10} piercing plus {@damage 1d6} evil; {@b Melee} {@as 1} claw (agile, reach <10 feet>), {@b Damage} {@damage 2d6} slashing plus {@damage 1d6} evil; {@b Melee} {@as 1} stinger (reach <15 feet>), {@b Damage} {@damage 1d10} piercing plus {@damage 1d6} evil and {@damage 1d6} poison; {@b Ranged} {@as 1} bone shard (range increment <30 feet>), {@b Damage} {@damage 2d6} piercing plus {@damage 1d6} evil.", "{@bold Sarglagon} Speed 25 feet, fly 25 feet, swim 30 feet; {@b Melee} {@as 1} fangs, {@b Damage} {@damage 2d10+10} piercing plus {@damage 1d6} evil; {@b Melee} {@as 1} tentacle arm ({@trait agile}), {@b Damage} {@damage 1d8} bludgeoning plus {@damage 1d6} evil and {@damage 1d6} poison." ] diff --git a/data/tables.json b/data/tables.json index 76458af12e..7443ae5bc2 100644 --- a/data/tables.json +++ b/data/tables.json @@ -1,5 +1,289 @@ { "table": [ + { + "source": "GMG", + "page": 95, + "name": "Relic Gifts", + "id": "2-22", + "labelRowIdx": [ + 0 + ], + "colStyles": [ + "text-center", + "text-center", + "text-center", + "text-center" + ], + "rows": [ + [ + "Number of Gifts", + "Minimum Level", + "Gift Type", + "Gold Piece Equivalent" + ], + [ + "1", + "1st", + "Minor", + "20 gp" + ], + [ + "2", + "5th", + "Minor", + "160 gp" + ], + [ + "3", + "9th", + "Major", + "700 gp" + ], + [ + "4", + "13th", + "Major", + "3,000 gp" + ], + [ + "5", + "17th", + "Grand", + "15,000 gp" + ] + ] + }, + { + "name": "Hero Point Deck", + "page": 0, + "rollable": true, + "source": "HPD", + "labelRowIdx": [ + 0 + ], + "colStyles": [ + "text-center", + "text-left" + ], + "colSizes": [ + 1, + 9 + ], + "rows": [ + [ + "{@dice d52}", + "Effect" + ], + [ + 1, + "{@b Ancestral Might:} {@i Play during your turn.} Until the start of your next turn, you gain a +2 status bonus to checks based on the ability scores that are boosted by your ancestry (ignoring free boosts). If your ancestry only grants free boosts, select one ability score to gain the bonus to instead." + ], + [ + 2, + "{@b Aura of Protection:} {@i Play this after {@action Cast a Spell||Casting a Spell} from your spell slots.} You surround yourself with an aura of residual magic power. Until the start of your next turn, you gain resistance to all damage equal to the level of the spell that you just cast." + ], + [ + 3, + "{@b Battle Cry:} {@i Play after making a successful melee attack.} You unleash a terrifying battle cry. Attempt an {@skill Intimidation} check to {@action Demoralize} and compare the result against all enemies within 30 feet." + ], + [ + 4, + "{@b Called Foe:} {@i Play before you make a {@action Strike}.} Designate a foe that you can see. You gain a +2 status bonus to attack rolls made against that foe, but you take a -4 status penalty to attack rolls made against any other creature. This lasts until the end of your next turn or until you critically hit the designated foe, whichever comes first." + ], + [ + 5, + "{@b Catch your Breath:} {@i Play at the end of your turn.} Select yourself or an ally within 30 feet. The creature you choose must have fewer than half their total Hit Points. The creature gains a number of temporary Hit Points equal to twice your level, which last until the end of the combat." + ], + [ + 6, + "{@b Channel Life Force:} {@i Play on your turn after you have spent all of your Focus Points.} Gain 1 Focus Point that must be spent by the end of your turn or it's lost. If you use this Focus Point, you become {@condition drained 1}." + ], + [ + 7, + "{@b Class Might:} {@i Play during your turn.} Until the start of your next turn you gain a +2 status bonus to checks based on the key ability score of your class. If your class grants a choice for its key ability, select one of those ability scores to gain the bonus." + ], + [ + 8, + "{@b Critical Moment:} {@i Play this after rolling a check.} Reroll the check twice and take the best result. This is a {@trait fortune} effect. If you still fail this check, you become {@condition doomed 1}." + ], + [ + 9, + "{@b Cut Through the Fog:} {@i Play before you attempt a Will save.} You succeed at the saving throw without needing to roll. You gain the {@condition stupefied 1} condition, which lasts until the next time you get a full night's rest." + ], + [ + 10, + "{@b Daring Attempt:} {@i Play at the start of your turn.} Select one untrained skill. You are trained in that skill until the end of your next turn. If you use that skill before the end of your next turn and succeed at your skill check, you keep this benefit until the end of the combat, or for 1 minute if not in combat." + ], + [ + 11, + "{@b Desperate Swing:} {@i Play during your turn.} Make a {@action Strike}, ignoring the multiple attack penalty. If you roll a critical success, you get a normal success instead. If the attack fails, you {@action release} your weapon, or drop {@condition prone} if you were using an unarmed attack or otherwise can't {@action release} your weapon." + ], + [ + 12, + "{@b Distract Foe:} {@i Play this when a foe within 30 feet makes a melee attack against another creature.} That foe is {@condition fascinated} with you and it can't end this condition until it takes a hostile action against you or the combat ends." + ], + [ + 13, + "{@b Dive Out of Danger:} {@i Play before you attempt a Reflex save.} You succeed at the saving throw without needing to roll. You gain the {@condition clumsy 1} condition, which lasts until the next time you get a full night's rest." + ], + [ + 14, + "{@b Drain Power:} {@i Play when you {@action activate an item||Activate a magic item} that {@action cast a spell||Casts a Spell}.} Heighten the spell by 1 level. This can't heighten the item's spell above half your level, rounded up. If the item wasn't consumed on use, you can't use the item again for 24 hours." + ], + [ + 15, + "{@b Endure the Onslaught:} {@i Play at any time.} Give a creature you can see resistance 5 to all damage until the start of your next turn. If you are 7th level or higher, the resistance is 10, and if you are 12th level or higher, the resistance is 15." + ], + [ + 16, + "{@b Flash of Insight:} {@i Play at the start of your turn.} Until the end of your turn, you gain {@feat Automatic Knowledge} for any one skill. If you already have {@feat Automatic Knowledge}, when you use that feat to attempt a {@action Recall Knowledge} check this turn, use an outcome one degree of success better than the result of your roll. If you use this to learn about a creature, you gain twice the number of clues about its abilities." + ], + [ + 17, + "{@b Fluid Motion:} {@i Play at the start of your turn.} For the rest of your turn, you gain a climb Speed and a swim Speed equal to half your Speed. If you make a horizontal {@action Leap}, increase the distance jumped by 10 feet." + ], + [ + 18, + "{@b Grazing Blow:} {@i Play after a foe hit you with a {@action Strike}.} If the foe rolled a critical success, it gets a success instead. If the foe rolled a success, it deals minimum damage instead of rolling for damage." + ], + [ + 19, + "{@b Hasty Block:} {@i Play when you are hit by a physical attack, and you have a shield within reach and a free hand.} You {@action Interact} to draw and wield the shield and then use it to {@ability Shield Block} against the attack. After the attack and block are resolved, the shield is torn from your grip and lands in an adjacent space." + ], + [ + 20, + "{@b Healing Prayer:} {@i Play during your turn.} Select yourself or an ally within reach. The target regains {@dice 1d8+8} Hit Points. If you are 7th level or higher, the target regains {@dice 2d8+16 } Hit Points. If you are 12th level or higher, the target regains {@dice 3d8+24} Hit Points." + ], + [ + 21, + "{@b Hold the Line:} {@i Play during your turn.} Until the start of your next turn, each time an enemy would leave a space adjacent to you while using a {@trait move} action, it must succeed at an {@skill Acrobatics} or {@skill Athletics} check against your Fortitude DC or the move action is disrupted." + ], + [ + 22, + "{@b I Hope This Works:} {@i Play at the start of your turn.} Once during your turn, you can {@action Activate an item} to {@action Cast a Spell}, even if you can't normally cast spells or don't have that spell on your spell list. After casting this spell, your turn ends." + ], + [ + 23, + "{@b Impossible Shot:} {@i Play when making a ranged attack, either with a {@action Strike} or a spell.} If you're attempting a {@action Strike}, double the range increment of the weapon or unarmed attack. If you're {@action cast a spell||Casting a Spell}, increase the range of the spell by half." + ], + [ + 24, + "{@b Last Ounce of Strength:} {@i Play at the start of a turn when you are {@condition dying}.} You regain consciousness and can act normally on your turn, but you can't regain Hit Points or remove the {@condition dying} condition during this turn. At the end of your turn, you fall {@condition unconscious} and your {@condition dying} condition increases by 1. Do not attempt a recovery check this turn." + ], + [ + 25, + "{@b Last Second Sidestep:} {@i Play when you are targeted by a ranged {@action Strike}.} The {@action Strike} automatically misses." + ], + [ + 26, + "{@b Last Stand:} {@i Play when you take damage.} Until the start of your next turn, any damage that would reduce you to 0 Hit Points leaves you with 1 Hit Point remaining and gives you the {@condition doomed 1} condition, or increases your {@condition doomed} value by 1 if you're already {@condition doomed}. As usual, you die when your {@condition doomed} condition equals the dying value that would kill you (usually {@condition doomed 4})." + ], + [ + 27, + "{@b Magical Reverberation:} {@i Play this after {@action cast a spell||Casting a Spell}.} The spell's power reverberates in your mind. You can {@action cast a spell||Cast this Spell} one additional time without having it prepared or expending a spell slot. If you don't {@action cast a spell||Cast the Spell} by the end of your next turn, it is lost. After {@action cast a spell||Casting the Spell} again, you become {@condition stupefied 2} for 1 minute." + ], + [ + 28, + "{@b Make Way!:} {@i Play at the start of a {@action Stride}.} During the {@action Stride}, you must move in a straight line, but you can attempt to {@action Shove} any creature in your way, moving it to an adjacent space out of the way of your movement. Your multiple attack penalty doesn't apply to any of these free {@action Shove} attempts, nor do they increase your multiple attack penalty. If you fail to {@action Shove} a creature out of your way, your movement ends." + ], + [ + 29, + "{@b Misdirected Attack:} {@i Play after a foe critically fails on a melee {@action Strike} against you.} That foe rerolls the attack, targeting one of its allies within reach." + ], + [ + 30, + "{@b Opportune Distraction:} {@i Play at the start of your turn.} Until the end of your turn, you gain the benefits of greater cover after taking the {@action Hide} or {@action Sneak} action, allowing you to {@action Hide} or {@action Sneak} in the open. This effect ends if you do anything other than {@action Hide}, {@action Sneak}, or {@action Step}." + ], + [ + 31, + "{@b Pierce Resistance:} {@i Play after you learn about a foe's resistance.} Until the end of your next turn, the foe loses a resistance of your choice. You must be aware of the resistance, either from seeing it shrug off damage from an attack or due to a successful {@action Recall Knowledge} check." + ], + [ + 32, + "{@b Press On:} {@i Play at the start of your turn.} Until the end of your turn, ignore penalties to checks and DCs from conditions." + ], + [ + 33, + "{@b Protect the Innocent:} {@i Play when an incapacitated ally or noncombatant NPC within sight takes damage from an attack or effect.} Prevent all of the damage. You take half of the damage they would have taken (in addition to the damage you would normally take from the attack or effect, if any). You can only use this to prevent damage to an ally if that ally is unable to act, such as when they are {@condition unconscious} or {@condition paralyzed}." + ], + [ + 34, + "{@b Push Through the Pain:} {@i Play before you attempt a Fortitude save.} You succeed at the saving throw without needing to roll. You gain the {@condition drained 1} condition." + ], + [ + 35, + "{@b Rage and Fury:} {@i Play when an ally is knocked {@condition unconscious} or when you take damage from a critical hit.} At the start of your next turn, you enter a rage (+2 damage to melee {@action Strike||strikes}, -1 AC penalty, no {@trait concentrate} actions unless they have the {@trait rage} trait, or use the stats for your {@classFeature rage|barbarian||1} class feature if you have one). At the end of that turn, if you don't have the {@classFeature rage|barbarian||1} class feature, the rage ends and you are {@condition fatigued}." + ], + [ + 36, + "{@b Rampage:} {@i Play at the start of your turn.} Make a {@action Strike} against each foe within reach. The multiple attack penalty applies as normal. At the end of these attacks, your turn ends and you are {@condition fatigued}." + ], + [ + 37, + "{@b Reckless Charge:} {@i Play after taking two consecutive {@action Stride} actions.} Make a melee {@action Strike}. You are {@condition flat-footed} until the start of your next turn." + ], + [ + 38, + "{@b Rending Swipe:} {@i Play after making two successful consecutive melee {@action strike||Strikes} against the same target with two different weapons.} The target takes {@damage 1d6} {@condition persistent damage||persistent bleed damage} and is {@condition sickened 1} until the bleeding stops. If you are 7th level or higher, increase the bleed to {@damage 2d6}. If you are 12th level or higher, increase the bleed to {@damage 3d6}." + ], + [ + 39, + "{@b Reverse Strike:} {@i Play after you fail an attack roll.} You get a success on the attack roll rather than a failure." + ], + [ + 40, + "{@b Roll Back:} {@i Play after an attack or effect causes you to become {@condition grabbed} or knocks you {@condition prone}.} You roll backward from the attack, landing on your feet. Take a {@action Step} away from the source of the attack (if any), and you're no longer {@condition prone} or {@condition grabbed}." + ], + [ + 41, + "{@b Run and Shoot:} {@i Play when you take a {@action Stride} action.} You make a ranged {@action Strike} at any point during this movement." + ], + [ + 42, + "{@b Shake it Off:} {@i Play at any time.} All {@condition persistent damage} affecting you immediately comes to an end." + ], + [ + 43, + "{@b Shoot Through:} {@i Play when you are about to make your attack roll for a ranged {@action Strike}.} If the path of the {@action Strike} goes through another creature's space before reaching the target, the target is {@condition flat-footed} against the attack, and the other creature doesn't provide cover." + ], + [ + 44, + "{@b Spark of Courage:} {@i Play when you have the {@condition frightened} condition.} You lose that condition and instead gain a +2 status bonus to attack rolls and skill checks until the end of your next turn." + ], + [ + 45, + "{@b Stay in the Fight:} {@i Play at the start of a turn when you or an ally is affected by an ongoing {@trait incapacitation} effect.} The creature ignores that {@trait incapacitation} effect until the end of their turn. This turn doesn't count as part of the duration for that effect." + ], + [ + 46, + "{@b Stoke the Magical Flame:} {@i Play when you or an ally is {@action cast a spell||Casting a Spell}.} Heighten that spell by 1 level. This can't heighten a spell above the highest level of spell you or the ally can cast." + ], + [ + 47, + "{@b Strike True:} {@i Play when you or an ally are about to make a {@action Strike}.} The target rolls twice and takes the higher result. This strike deals an extra die of damage on a hit if the attacker has fewer than half their maximum Hit Points, or two extra dice if they have fewer than one quarter their maximum Hit Points. This is a {@trait fortune} effect." + ], + [ + 48, + "{@b Surge of Magic:} {@i Play during your turn.} Until the end of your turn, you can {@action activate an item||Activate one magic item} that you have already activated once today. This activation doesn't count against the item's frequency limit if the limit is once per day, or a shorter increment of time. If the item is a {@trait wand}, activating it this way doesn't overcharge it." + ], + [ + 49, + "{@b Surge of Speed:} {@i Play at the start of a creature's turn.} That creature is {@condition quickened} on its turn and can use the extra action only to take a single action with the {@trait move} trait." + ], + [ + 50, + "{@b Tuck and Roll:} {@i Play after a creature or hazard hits you with a {@action Strike}.} You take the minimum amount of damage and fall {@condition prone}." + ], + [ + 51, + "{@b Tumble Through:} {@i Play after you end your movement adjacent to a creature that is larger than you.} Move to the opposite side of that creature. This movement doesn't trigger any reactions based on movement." + ], + [ + 52, + "{@b Warding Sign:} {@i Play at any time.} Select a creature within sight. That creature is immune to {@trait misfortune} effects for 1 round. If the creature was already affected by a {@trait misfortune} effect, it ignores that effect for the duration, then the effect returns." + ] + ] + }, { "name": "Critical Hit Deck: Bomb or Spell", "source": "CHD", @@ -27,7 +311,7 @@ ], [ "2", - "{@b Mind Cloud} The target is {@condition stupefied} 2 until healed." + "{@b Mind Cloud} The target is {@condition stupefied 2} until healed." ], [ "3", @@ -35,7 +319,7 @@ ], [ "4", - "{@b Stunned} Normal damage. The target is {@condition stunned} 2." + "{@b Stunned} Normal damage. The target is {@condition stunned 2}." ], [ "5", @@ -63,7 +347,7 @@ ], [ "11", - "{@b Nerve Damage} Normal damage. The target is {@condition slowed} 1 until healed." + "{@b Nerve Damage} Normal damage. The target is {@condition slowed 1} until healed." ], [ "12", @@ -71,7 +355,7 @@ ], [ "13", - "{@b Life Leech} If this is a spell, the target becomes {@condition doomed} 1 and you regain {@damage 1d8} Hit Points." + "{@b Life Leech} If this is a spell, the target becomes {@condition doomed 1} and you regain {@damage 1d8} Hit Points." ], [ "14", @@ -87,7 +371,7 @@ ], [ "17", - "{@b Frozen} If this is a {@trait cold} bomb or spell, the target takes triple damage and is {@condition slowed} 2 for 1 round. Any other bomb or spell deals double damage." + "{@b Frozen} If this is a {@trait cold} bomb or spell, the target takes triple damage and is {@condition slowed 2} for 1 round. Any other bomb or spell deals double damage." ], [ "18", @@ -95,7 +379,7 @@ ], [ "19", - "{@b Devastating Strike} Triple damage. The target is {@condition stunned} 1." + "{@b Devastating Strike} Triple damage. The target is {@condition stunned 1}." ], [ "20", @@ -115,7 +399,7 @@ ], [ "24", - "{@b Funny Bone} The target laughs uncontrollably until the end of its next turn. While laughing, it is {@condition slowed} 1 and can't use reactions." + "{@b Funny Bone} The target laughs uncontrollably until the end of its next turn. While laughing, it is {@condition slowed 1} and can't use reactions." ], [ "25", @@ -143,11 +427,11 @@ ], [ "31", - "{@b Slowed Down} The target is {@condition slowed} 2 for 1 round." + "{@b Slowed Down} The target is {@condition slowed 2} for 1 round." ], [ "32", - "{@b Doomed!} The target is {@condition slowed} 1 for 1 round, and is also {@condition doomed} 1." + "{@b Doomed!} The target is {@condition slowed 1} for 1 round, and is also {@condition doomed 1}." ], [ "33", @@ -155,7 +439,7 @@ ], [ "34", - "{@b Terrifying Display} The target is {@condition frightened} 3." + "{@b Terrifying Display} The target is {@condition frightened 3}." ], [ "35", @@ -191,7 +475,7 @@ ], [ "43", - "{@b Excruciating} The target is {@condition sickened} 3." + "{@b Excruciating} The target is {@condition sickened 3}." ], [ "44", @@ -274,11 +558,11 @@ ], [ "4", - "{@b Gory} The target is {@condition sickened} 1." + "{@b Gory} The target is {@condition sickened 1}." ], [ "5", - "{@b Hamstring} Normal damage. {@i Crit Effect:} The target is knocked {@condition prone}. The target is also {@condition clumsy} 2 until healed." + "{@b Hamstring} Normal damage. {@i Crit Effect:} The target is knocked {@condition prone}. The target is also {@condition clumsy 2} until healed." ], [ "6", @@ -290,7 +574,7 @@ ], [ "8", - "{@b Shattered Jaw} {@i Crit Effect:} Until healed, the target is {@condition wounded} 1 and can't speak, eat, drink, or make attacks with its jaws." + "{@b Shattered Jaw} {@i Crit Effect:} Until healed, the target is {@condition wounded 1} and can't speak, eat, drink, or make attacks with its jaws." ], [ "9", @@ -306,7 +590,7 @@ ], [ "12", - "{@b Missing Digits} Normal damage. {@i Crit Effect:} The target loses {@dice 1d4} fingers on one hand and becomes {@condition clumsy} 1 until subject to {@spell regeneration} spell or similar effect." + "{@b Missing Digits} Normal damage. {@i Crit Effect:} The target loses {@dice 1d4} fingers on one hand and becomes {@condition clumsy 1} until subject to {@spell regeneration} spell or similar effect." ], [ "13", @@ -330,7 +614,7 @@ ], [ "18", - "{@b Severed Tendon} {@i Crit Effect:} Until healed, the target is {@condition clumsy} 1 and takes a -5-foot status penalty to its land Speed." + "{@b Severed Tendon} {@i Crit Effect:} Until healed, the target is {@condition clumsy 1} and takes a -5-foot status penalty to its land Speed." ], [ "19", @@ -338,7 +622,7 @@ ], [ "20", - "{@b Fingertipped} Normal damage. Until healed, the target is {@condition clumsy} 1 and can't use one of its hands (chosen randomly by the GM)." + "{@b Fingertipped} Normal damage. Until healed, the target is {@condition clumsy 1} and can't use one of its hands (chosen randomly by the GM)." ], [ "21", @@ -390,7 +674,7 @@ ], [ "33", - "{@b Nerve Slice} {@i Crit Effect:} The target is {@condition slowed} 2 for 1 round." + "{@b Nerve Slice} {@i Crit Effect:} The target is {@condition slowed 2} for 1 round." ], [ "34", @@ -406,7 +690,7 @@ ], [ "37", - "{@b Flay} Normal damage. The target is {@condition enfeebled} 3 until healed." + "{@b Flay} Normal damage. The target is {@condition enfeebled 3} until healed." ], [ "38", @@ -418,7 +702,7 @@ ], [ "40", - "{@b Sliced Hand} Normal damage. Until healed, the target is {@condition enfeebled} 1, {@condition clumsy} 1, and can't used one of its hands (determined randomly by the GM)." + "{@b Sliced Hand} Normal damage. Until healed, the target is {@condition enfeebled 1}, {@condition clumsy 1}, and can't used one of its hands (determined randomly by the GM)." ], [ "41", @@ -426,7 +710,7 @@ ], [ "42", - "{@b Muscle Wound} {@i Crit Effect:} The target is {@condition enfeebled} 2 until healed." + "{@b Muscle Wound} {@i Crit Effect:} The target is {@condition enfeebled 2} until healed." ], [ "43", @@ -517,15 +801,15 @@ ], [ "5", - "{@b Shoulder Wound} {@i Crit Effect:} Until healed, the target is {@condition clumsy} 1 and {@condition enfeebled} 2." + "{@b Shoulder Wound} {@i Crit Effect:} Until healed, the target is {@condition clumsy 1} and {@condition enfeebled 2}." ], [ "6", - "{@b Calf Jab} {@i Crit Effect:} Until healed, the target is {@condition clumsy} 1 and takes a -10-foot status penalty to land Speed." + "{@b Calf Jab} {@i Crit Effect:} Until healed, the target is {@condition clumsy 1} and takes a -10-foot status penalty to land Speed." ], [ "7", - "{@b Skewered} Triple damage. {@i Crit Effect:} The target is {@condition slowed} 1 for 1 round." + "{@b Skewered} Triple damage. {@i Crit Effect:} The target is {@condition slowed 1} for 1 round." ], [ "8", @@ -545,11 +829,11 @@ ], [ "12", - "{@b Stinger} Normal damage. The target is {@condition sickened} 3." + "{@b Stinger} Normal damage. The target is {@condition sickened 3}." ], [ "13", - "{@b Pierced} The target is {@condition slowed} 1 until the end of its next turn." + "{@b Pierced} The target is {@condition slowed 1} until the end of its next turn." ], [ "14", @@ -573,15 +857,15 @@ ], [ "19", - "{@b Painful Poke} The target is {@condition stunned} 1." + "{@b Painful Poke} The target is {@condition stunned 1}." ], [ "20", - "{@b Kidney Piercing} The target is {@condition sickened} 2." + "{@b Kidney Piercing} The target is {@condition sickened 2}." ], [ "21", - "{@b Nerve Cluster} Normal damage. {@i Crit Effect:} The target is {@condition stunned} 2." + "{@b Nerve Cluster} Normal damage. {@i Crit Effect:} The target is {@condition stunned 2}." ], [ "22", @@ -593,11 +877,11 @@ ], [ "24", - "{@b Muscle Severed} Normal damage. {@i Crit Effect:} Until healed, the target is {@condition clumsy} 3 and {@condition enfeebled} 3." + "{@b Muscle Severed} Normal damage. {@i Crit Effect:} Until healed, the target is {@condition clumsy 3} and {@condition enfeebled 3}." ], [ "25", - "{@b Chipped Bone} The target is {@condition clumsy} 1 until healed." + "{@b Chipped Bone} The target is {@condition clumsy 1} until healed." ], [ "26", @@ -609,7 +893,7 @@ ], [ "28", - "{@b Hand Wound} {@i Crit Effect:} Until healed, the target is {@condition clumsy} 2 and can't use one of its hands (determined randomly by the GM)." + "{@b Hand Wound} {@i Crit Effect:} Until healed, the target is {@condition clumsy 2} and can't use one of its hands (determined randomly by the GM)." ], [ "29", @@ -629,7 +913,7 @@ ], [ "33", - "{@b Spinal Tap} Normal damage. {@i Crit Effect:} The target is {@condition sickened} 3." + "{@b Spinal Tap} Normal damage. {@i Crit Effect:} The target is {@condition sickened 3}." ], [ "34", @@ -661,7 +945,7 @@ ], [ "41", - "{@b Grazing Hit} Normal damage. {@i Crit Effect:} The target is {@condition stunned} 3." + "{@b Grazing Hit} Normal damage. {@i Crit Effect:} The target is {@condition stunned 3}." ], [ "42", @@ -677,7 +961,7 @@ ], [ "45", - "{@b Hobbled} {@i Crit Effect:} Until healed, the target is {@condition clumsy} 2 and takes a -10-foot status penalty to all Speeds." + "{@b Hobbled} {@i Crit Effect:} Until healed, the target is {@condition clumsy 2} and takes a -10-foot status penalty to all Speeds." ], [ "46", @@ -685,7 +969,7 @@ ], [ "47", - "{@b Deep Wound} {@i Crit Effect:} The target is {@condition sickened} 3." + "{@b Deep Wound} {@i Crit Effect:} The target is {@condition sickened 3}." ], [ "48", @@ -705,7 +989,7 @@ ], [ "52", - "{@b Bicep Wound} The target is {@condition enfeebled} 1 until healed." + "{@b Bicep Wound} The target is {@condition enfeebled 1} until healed." ], [ "53", @@ -713,7 +997,7 @@ ], [ "54", - "{@b Hobbled} {@i Crit Effect:} Until healed, the target is {@condition clumsy} 2 and takes a -10-foot status penalty to all Speeds." + "{@b Hobbled} {@i Crit Effect:} Until healed, the target is {@condition clumsy 2} and takes a -10-foot status penalty to all Speeds." ] ] }, @@ -740,11 +1024,11 @@ ], [ "1", - "{@b Crunch} {@i Crit Effect:} The target is {@condition sickened} 3." + "{@b Crunch} {@i Crit Effect:} The target is {@condition sickened 3}." ], [ "2", - "{@b Where Am I?} Normal damage. {@i Crit Effect:} The target is {@condition stunned} 2." + "{@b Where Am I?} Normal damage. {@i Crit Effect:} The target is {@condition stunned 2}." ], [ "3", @@ -760,11 +1044,11 @@ ], [ "6", - "{@b Cracked Knee} {@i Crit Effect:} Until healed, the target is {@condition clumsy} 2 and takes a -5-foot status penalty to land Speed." + "{@b Cracked Knee} {@i Crit Effect:} Until healed, the target is {@condition clumsy 2} and takes a -5-foot status penalty to land Speed." ], [ "7", - "{@b Bell Ringer} {@i Crit Effect:} The target is {@condition sickened} 2, and it is {@condition stupefied} 2 until it is no longer {@condition sickened}." + "{@b Bell Ringer} {@i Crit Effect:} The target is {@condition sickened 2}, and it is {@condition stupefied 2} until it is no longer {@condition sickened}." ], [ "8", @@ -784,7 +1068,7 @@ ], [ "12", - "{@b Crushed Toe} Normal damage. The target is {@condition clumsy} 2 and takes a -10-foot status penalty to land Speed. Both effects last until healed." + "{@b Crushed Toe} Normal damage. The target is {@condition clumsy 2} and takes a -10-foot status penalty to land Speed. Both effects last until healed." ], [ "13", @@ -792,11 +1076,11 @@ ], [ "14", - "{@b Shattered Hand} Normal damage. Until healed, the target is {@condition clumsy} 2 and {@condition enfeebled} 2, and it can't use one of its hands (chosen randomly by the GM)." + "{@b Shattered Hand} Normal damage. Until healed, the target is {@condition clumsy 2} and {@condition enfeebled 2}, and it can't use one of its hands (chosen randomly by the GM)." ], [ "15", - "{@b Numbing Blow} Normal damage. {@i Crit Effect:} The target is {@condition clumsy} 1 for 1 minute and must succeed at a Reflex save or drop one item it holds at random." + "{@b Numbing Blow} Normal damage. {@i Crit Effect:} The target is {@condition clumsy 1} for 1 minute and must succeed at a Reflex save or drop one item it holds at random." ], [ "16", @@ -804,7 +1088,7 @@ ], [ "17", - "{@b And Stay Down} Normal damage. {@i Crit Effect:} The target is knocked {@condition prone} and {@condition stunned} 2." + "{@b And Stay Down} Normal damage. {@i Crit Effect:} The target is knocked {@condition prone} and {@condition stunned 2}." ], [ "18", @@ -816,15 +1100,15 @@ ], [ "20", - "{@b Brained} The target is {@condition stunned} 1." + "{@b Brained} The target is {@condition stunned 1}." ], [ "21", - "{@b Collapsed Lung} Normal damage. {@i Crit Effect:} Until healed, t he target is {@condition enfeebled} 2 and {@condition fatigued}." + "{@b Collapsed Lung} Normal damage. {@i Crit Effect:} Until healed, t he target is {@condition enfeebled 2} and {@condition fatigued}." ], [ "22", - "{@b Bony Masher} Normal damage. {@i Crit Effect:} Either the target is {@condition clumsy} 2 and takes a -10-foot status penalty to land Speed or is {@condition clumsy} 2 and can't use one of its arms (your choice). Either effect last until healed." + "{@b Bony Masher} Normal damage. {@i Crit Effect:} Either the target is {@condition clumsy 2} and takes a -10-foot status penalty to land Speed or is {@condition clumsy 2} and can't use one of its arms (your choice). Either effect last until healed." ], [ "23", @@ -840,7 +1124,7 @@ ], [ "26", - "{@b Crushed Intestines} Normal damage. {@i Crit Effect:} The target is {@condition wounded} 2 and {@condition enfeebled} 2 until it is no longer wounded." + "{@b Crushed Intestines} Normal damage. {@i Crit Effect:} The target is {@condition wounded 2} and {@condition enfeebled 2} until it is no longer wounded." ], [ "27", @@ -848,7 +1132,7 @@ ], [ "28", - "{@b Skull Crush} {@i Crit Effect:} The target is {@condition stupefied} 3 until healed." + "{@b Skull Crush} {@i Crit Effect:} The target is {@condition stupefied 3} until healed." ], [ "29", @@ -856,11 +1140,11 @@ ], [ "30", - "{@b To Your Thinky Bits} {@i Crit Effect:} The target is {@condition stupefied} 2 until healed." + "{@b To Your Thinky Bits} {@i Crit Effect:} The target is {@condition stupefied 2} until healed." ], [ "31", - "{@b Dazing Thud} The target is {@condition stunned} 1." + "{@b Dazing Thud} The target is {@condition stunned 1}." ], [ "32", @@ -868,11 +1152,11 @@ ], [ "33", - "{@b Broken Ribs} Normal damage. {@i Crit Effect:} The target is {@condition slowed} 1 until healed." + "{@b Broken Ribs} Normal damage. {@i Crit Effect:} The target is {@condition slowed 1} until healed." ], [ "34", - "{@b Staggering Blow} {@i Crit Effect:} The target is {@condition stunned} 2." + "{@b Staggering Blow} {@i Crit Effect:} The target is {@condition stunned 2}." ], [ "35", @@ -884,7 +1168,7 @@ ], [ "37", - "{@b Concussion} Normal damage. The target is {@condition confused} for 1 minute and {@condition stupefied} 2 until healed." + "{@b Concussion} Normal damage. The target is {@condition confused} for 1 minute and {@condition stupefied 2} until healed." ], [ "38", @@ -892,7 +1176,7 @@ ], [ "39", - "{@b Soul-Crushing Blow} {@i Crit Effect:} The target is {@condition doomed} 1 and is {@condition stupefied} 1 for as long as it is {@condition doomed}." + "{@b Soul-Crushing Blow} {@i Crit Effect:} The target is {@condition doomed 1} and is {@condition stupefied 1} for as long as it is {@condition doomed}." ], [ "40", @@ -916,19 +1200,19 @@ ], [ "45", - "{@b Low Blow} {@i Crit Effect:} The target is {@condition sickened} 2 and {@condition slowed} 1 as long as it remains {@condition sickened}." + "{@b Low Blow} {@i Crit Effect:} The target is {@condition sickened 2} and {@condition slowed 1} as long as it remains {@condition sickened}." ], [ "46", - "{@b Busted Shin} {@i Crit Effect:} Until healed, the target is {@condition clumsy} 1 and takes a -10-foot status penalty to its land Speed." + "{@b Busted Shin} {@i Crit Effect:} Until healed, the target is {@condition clumsy 1} and takes a -10-foot status penalty to its land Speed." ], [ "47", - "{@b Back Breaker} {@i Crit Effect:} Until healed, the target is {@condition clumsy} 2 and {@condition enfeebled} 2." + "{@b Back Breaker} {@i Crit Effect:} Until healed, the target is {@condition clumsy 2} and {@condition enfeebled 2}." ], [ "48", - "{@b Busted Shin} {@i Crit Effect:} Until healed, the target is {@condition clumsy} 1 and takes a -10-foot status penalty to its land Speed." + "{@b Busted Shin} {@i Crit Effect:} Until healed, the target is {@condition clumsy 1} and takes a -10-foot status penalty to its land Speed." ], [ "49", @@ -952,7 +1236,7 @@ ], [ "54", - "{@b Low Blow} {@i Crit Effect:} The target is {@condition sickened} 2 and {@condition slowed} 1 as long as it remains {@condition sickened}." + "{@b Low Blow} {@i Crit Effect:} The target is {@condition sickened 2} and {@condition slowed 1} as long as it remains {@condition sickened}." ] ] }, @@ -983,7 +1267,7 @@ ], [ "2", - "{@b Power Down} Until healed, you are {@condition stupefied} 2." + "{@b Power Down} Until healed, you are {@condition stupefied 2}." ], [ "3", @@ -1003,7 +1287,7 @@ ], [ "7", - "{@b Mental Backlash} Until healed, you are {@condition stupefied} 3." + "{@b Mental Backlash} Until healed, you are {@condition stupefied 3}." ], [ "8", @@ -1067,11 +1351,11 @@ ], [ "23", - "{@b Mind Drain} Until healed, you are {@condition stupefied} 1." + "{@b Mind Drain} Until healed, you are {@condition stupefied 1}." ], [ "24", - "{@b Vertigo} You are {@condition sickened} 2." + "{@b Vertigo} You are {@condition sickened 2}." ], [ "25", @@ -1095,7 +1379,7 @@ ], [ "30", - "{@b Drawing a Blank} Until healed, you are {@condition stupefied} 1." + "{@b Drawing a Blank} Until healed, you are {@condition stupefied 1}." ], [ "31", @@ -1103,7 +1387,7 @@ ], [ "32", - "{@b Left Reeling} You are {@condition stunned} 1." + "{@b Left Reeling} You are {@condition stunned 1}." ], [ "33", @@ -1115,7 +1399,7 @@ ], [ "35", - "{@b Side Effect} You are {@condition sickened} 1. You are also {@condition stupefied} 2 until healed." + "{@b Side Effect} You are {@condition sickened 1}. You are also {@condition stupefied 2} until healed." ], [ "36", @@ -1123,7 +1407,7 @@ ], [ "37", - "{@b Spell Rush} You are {@condition stupefied} 1 until healed." + "{@b Spell Rush} You are {@condition stupefied 1} until healed." ], [ "38", @@ -1155,7 +1439,7 @@ ], [ "45", - "{@b Jumbled Components} You are {@condition slowed} 2 until the end of your next turn." + "{@b Jumbled Components} You are {@condition slowed 2} until the end of your next turn." ], [ "46", @@ -1163,7 +1447,7 @@ ], [ "47", - "{@b Cursed} You are {@condition doomed} 1." + "{@b Cursed} You are {@condition doomed 1}." ], [ "48", @@ -1175,11 +1459,11 @@ ], [ "50", - "{@b Draining Magic} You are {@condition drained} 1." + "{@b Draining Magic} You are {@condition drained 1}." ], [ "51", - "{@b Everything to Fear} You are {@condition frightened} 3." + "{@b Everything to Fear} You are {@condition frightened 3}." ], [ "52", @@ -1226,11 +1510,11 @@ ], [ "3", - "{@b Bad Jam} You are {@condition clumsy} 1 and {@condition enfeebled} 2." + "{@b Bad Jam} You are {@condition clumsy 1} and {@condition enfeebled 2}." ], [ "4", - "{@b Pinched Nerve} Until healed, you take a -10-foot circumstance penalty to land Speed and are {@condition clumsy} 1." + "{@b Pinched Nerve} Until healed, you take a -10-foot circumstance penalty to land Speed and are {@condition clumsy 1}." ], [ "5", @@ -1238,7 +1522,7 @@ ], [ "6", - "{@b That Tastes Awful!} If this was a jaws attack (or similar), you are {@condition sickened} 3." + "{@b That Tastes Awful!} If this was a jaws attack (or similar), you are {@condition sickened 3}." ], [ "7", @@ -1250,7 +1534,7 @@ ], [ "9", - "{@b Brutal Collision} Attempt a Fortitude saving throw. If you succeed, you're {@condition stunned} 1. If you fail, you're {@condition stunned} 2." + "{@b Brutal Collision} Attempt a Fortitude saving throw. If you succeed, you're {@condition stunned 1}. If you fail, you're {@condition stunned 2}." ], [ "10", @@ -1266,7 +1550,7 @@ ], [ "13", - "{@b Torn Muscle} Until healed, you are {@condition enfeebled} 1." + "{@b Torn Muscle} Until healed, you are {@condition enfeebled 1}." ], [ "14", @@ -1286,7 +1570,7 @@ ], [ "18", - "{@b Upset Stomach} You are {@condition sickened} 2." + "{@b Upset Stomach} You are {@condition sickened 2}." ], [ "19", @@ -1338,7 +1622,7 @@ ], [ "31", - "{@b Off Balance} You are {@condition slowed} 2 until the end of your next turn." + "{@b Off Balance} You are {@condition slowed 2} until the end of your next turn." ], [ "32", @@ -1346,11 +1630,11 @@ ], [ "33", - "{@b Bad Headbutt} You are {@condition stunned} 1." + "{@b Bad Headbutt} You are {@condition stunned 1}." ], [ "34", - "{@b Bone Bruise} You become {@condition wounded} 1 or your {@condition wounded} value increases by 1." + "{@b Bone Bruise} You become {@condition wounded 1} or your {@condition wounded} value increases by 1." ], [ "35", @@ -1358,11 +1642,11 @@ ], [ "36", - "{@b Sprain} Until healed, you are {@condition clumsy} 2." + "{@b Sprain} Until healed, you are {@condition clumsy 2}." ], [ "37", - "{@b Sneeze} You are {@condition slowed} 1 until the end of your next turn." + "{@b Sneeze} You are {@condition slowed 1} until the end of your next turn." ], [ "38", @@ -1370,7 +1654,7 @@ ], [ "39", - "{@b Head, Meet Wall} You are {@condition stunned} 1." + "{@b Head, Meet Wall} You are {@condition stunned 1}." ], [ "40", @@ -1378,7 +1662,7 @@ ], [ "41", - "{@b Pins and Needles} You are {@condition sickened} 3." + "{@b Pins and Needles} You are {@condition sickened 3}." ], [ "42", @@ -1465,7 +1749,7 @@ ], [ "3", - "{@b Spraining Shot} Until healed, you take a -10-foot circumstance penalty to your land Speed and are {@condition clumsy} 1." + "{@b Spraining Shot} Until healed, you take a -10-foot circumstance penalty to your land Speed and are {@condition clumsy 1}." ], [ "4", @@ -1513,11 +1797,11 @@ ], [ "15", - "{@b My Spleeny Bits!} You become {@condition wounded} 1 or your {@condition wounded} value increases by 1." + "{@b My Spleeny Bits!} You become {@condition wounded 1} or your {@condition wounded} value increases by 1." ], [ "16", - "{@b Head Rush} You are {@condition sickened} 2." + "{@b Head Rush} You are {@condition sickened 2}." ], [ "17", @@ -1549,7 +1833,7 @@ ], [ "24", - "{@b Sprain} Until healed, you are {@condition clumsy} 2." + "{@b Sprain} Until healed, you are {@condition clumsy 2}." ], [ "25", @@ -1565,7 +1849,7 @@ ], [ "28", - "{@b Lost Grip} You are {@condition slowed} 2 until the end of your next turn." + "{@b Lost Grip} You are {@condition slowed 2} until the end of your next turn." ], [ "29", @@ -1589,11 +1873,11 @@ ], [ "34", - "{@b Amazing Miss} You are {@condition stunned} 1." + "{@b Amazing Miss} You are {@condition stunned 1}." ], [ "35", - "{@b Shot Your Foot} Until healed, you are {@condition clumsy} 2 and take a -5-foot circumstance penalty to your land speed." + "{@b Shot Your Foot} Until healed, you are {@condition clumsy 2} and take a -5-foot circumstance penalty to your land speed." ], [ "36", @@ -1641,7 +1925,7 @@ ], [ "47", - "{@b Torn Tendon} Until healed, you are {@condition clumsy} 2." + "{@b Torn Tendon} Until healed, you are {@condition clumsy 2}." ], [ "48", @@ -1653,7 +1937,7 @@ ], [ "50", - "{@b All Thumbs} Until healed, you are {@condition clumsy} 1." + "{@b All Thumbs} Until healed, you are {@condition clumsy 1}." ], [ "51", @@ -1665,7 +1949,7 @@ ], [ "53", - "{@b So Much Blood} You are {@condition sickened} 3." + "{@b So Much Blood} You are {@condition sickened 3}." ], [ "54", @@ -1704,7 +1988,7 @@ ], [ "3", - "{@b Bad Fall} You fall {@condition prone} and are {@condition slowed} 1 until the end of your next turn." + "{@b Bad Fall} You fall {@condition prone} and are {@condition slowed 1} until the end of your next turn." ], [ "4", @@ -1720,11 +2004,11 @@ ], [ "7", - "{@b Vibration} If you're using a bludgeoning weapon, you drop that weapon and become {@condition enfeebled} 2 until healed." + "{@b Vibration} If you're using a bludgeoning weapon, you drop that weapon and become {@condition enfeebled 2} until healed." ], [ "8", - "{@b Who Was That?} You are {@condition slowed} 1 until the end of your next turn." + "{@b Who Was That?} You are {@condition slowed 1} until the end of your next turn." ], [ "9", @@ -1740,7 +2024,7 @@ ], [ "12", - "{@b Second Thoughts} You are {@condition sickened} 3." + "{@b Second Thoughts} You are {@condition sickened 3}." ], [ "13", @@ -1760,7 +2044,7 @@ ], [ "17", - "{@b Pulled Muscle} Until healed, you are {@condition enfeebled} 2." + "{@b Pulled Muscle} Until healed, you are {@condition enfeebled 2}." ], [ "18", @@ -1784,7 +2068,7 @@ ], [ "23", - "{@b Strained} Until healed, you are {@condition clumsy} 2." + "{@b Strained} Until healed, you are {@condition clumsy 2}." ], [ "24", @@ -1792,7 +2076,7 @@ ], [ "25", - "{@b Spinning Swing} You are {@condition sickened} 2." + "{@b Spinning Swing} You are {@condition sickened 2}." ], [ "26", @@ -1808,7 +2092,7 @@ ], [ "29", - "{@b Catch Your Breath} You are {@condition slowed} 2 until the end of your next turn." + "{@b Catch Your Breath} You are {@condition slowed 2} until the end of your next turn." ], [ "30", @@ -1832,7 +2116,7 @@ ], [ "35", - "{@b Bonk!} You are {@condition stunned} 2." + "{@b Bonk!} You are {@condition stunned 2}." ], [ "36", @@ -1880,7 +2164,7 @@ ], [ "47", - "{@b Decision Paralysis} You are {@condition slowed} 1 until the end of your next turn." + "{@b Decision Paralysis} You are {@condition slowed 1} until the end of your next turn." ], [ "48", @@ -1888,7 +2172,7 @@ ], [ "49", - "{@b Pointy End Goes There} You become {@condition wounded} 1 or your {@condition wounded} value increases by 1." + "{@b Pointy End Goes There} You become {@condition wounded 1} or your {@condition wounded} value increases by 1." ], [ "50", @@ -1908,7 +2192,7 @@ ], [ "54", - "{@b Pointy End Goes There} You become {@condition wounded} 1 or your {@condition wounded} value increases by 1." + "{@b Pointy End Goes There} You become {@condition wounded 1} or your {@condition wounded} value increases by 1." ] ] }, @@ -2211,7 +2495,7 @@ "2", "2", "{@group Polearm}", - "{@trait Deadly d8}, {@trait reach}, {@trait versatile P}" + "{@trait Deadly }, {@trait reach}, {@trait versatile

}" ], [ "{@item Nine-ring sword|LOGM}", @@ -2247,7 +2531,7 @@ "2", "1", "{@group Flail}", - "{@trait Deadly d10}, {@trait sweep}" + "{@trait Deadly }, {@trait sweep}" ] ] }, @@ -2294,7 +2578,7 @@ "L", "1", "{@group Sword}", - "{@trait Deadly d8}, {@trait sweep}" + "{@trait Deadly }, {@trait sweep}" ], [ "{@item Meteor hammer|LOGM}", @@ -8709,7 +8993,7 @@ "{@feat Diehard}", "1", "\u2014", - "Die at {@condition dying} 5, rather than dying 4" + "Die at {@condition dying 5}, rather than dying 4" ], [ "{@feat Fast Recovery}", @@ -10626,7 +10910,7 @@ "2", "2", "Spear", - "{@trait Deadly} d8, {@trait jousting} d6, {@trait reach}" + "{@trait Deadly} d8, {@trait jousting }, {@trait reach}" ], [ "{@item Light hammer}", @@ -10743,7 +11027,7 @@ "\u2014", "1", "Shield", - "Attached to shield" + "{@trait Attached }" ], [ "{@item Shield spikes}", @@ -10752,7 +11036,7 @@ "\u2014", "1", "Shield", - "Attached to shield" + "{@trait Attached }" ], [ "{@item Shortsword}", @@ -13196,7 +13480,7 @@ ], [ "8", - "{@b Oppressive Voice} ({@trait divination}, {@trait mental}, {@trait nonlethal}) The voice of your muse, your deity, an ancestor, or another appropriate entity suddenly overwhelms your mind. You must attempt a Will saving throw. You take {@scaledice 1d4|1-10|1d4} mental damage per spell level with a basic Will save. On a failure, you're also {@condition stunned} 1 ({@condition stunned} 2 on a critical failure)." + "{@b Oppressive Voice} ({@trait divination}, {@trait mental}, {@trait nonlethal}) The voice of your muse, your deity, an ancestor, or another appropriate entity suddenly overwhelms your mind. You must attempt a Will saving throw. You take {@scaledice 1d4|1-10|1d4} mental damage per spell level with a basic Will save. On a failure, you're also {@condition stunned 1} ({@condition stunned 2} on a critical failure)." ], [ "9", @@ -13216,7 +13500,7 @@ ], [ "13", - "{@b Tinge of Terror} ({@trait emotion}, {@trait enchantment}, {@trait fear}, {@trait mental}) All creatures within 20 feet are affected by powerful fright. They attempt a Will save, becoming {@condition frightened} 1 on a failure or {@condition frightened} 2 on a critical failure." + "{@b Tinge of Terror} ({@trait emotion}, {@trait enchantment}, {@trait fear}, {@trait mental}) All creatures within 20 feet are affected by powerful fright. They attempt a Will save, becoming {@condition frightened 1} on a failure or {@condition frightened 2} on a critical failure." ], [ "14", @@ -13224,7 +13508,7 @@ ], [ "15", - "{@b Life Sap} ({@trait necromancy}) The surge drains your life force and strength. You become {@condition drained} 1 and {@condition doomed} 1, and you are {@condition enfeebled} 2 for 1 minute." + "{@b Life Sap} ({@trait necromancy}) The surge drains your life force and strength. You become {@condition drained 1} and {@condition doomed 1}, and you are {@condition enfeebled 2} for 1 minute." ], [ "16", diff --git a/data/traits.json b/data/traits.json index 556f9affdd..ff2fe4689f 100644 --- a/data/traits.json +++ b/data/traits.json @@ -1,5 +1,78 @@ { "trait": [ + { + "name": "Spellshot", + "source": "G&G", + "page": 140, + "entries": [], + "categories": [ + "Class" + ] + }, + { + "name": "City-state", + "source": "LOIL", + "page": 113, + "entries": [], + "categories": [ + "Settlement" + ] + }, + { + "name": "Vishkanya", + "source": "LOIL", + "page": 343, + "entries": [ + "An ancestry with snake-like features and powerful venom." + ], + "categories": [ + "Ancestry & Heritage" + ] + }, + { + "name": "Vanara", + "source": "LOIL", + "page": 343, + "entries": [ + "An inquisitive ancestry with primate-like features and prehensile tails." + ], + "categories": [ + "Ancestry & Heritage" + ] + }, + { + "name": "Nagaji", + "source": "LOIL", + "page": 347, + "entries": [ + "A traditionalist ancestry with reptilian features and serpentine heads." + ], + "categories": [ + "Ancestry & Heritage" + ] + }, + { + "name": "Kashrishi", + "source": "LOIL", + "page": 341, + "entries": [ + "A stout ancestry bearing distinctive crystal horns and inherent psychic abilities." + ], + "categories": [ + "Ancestry & Heritage" + ] + }, + { + "name": "Ghoran", + "source": "LOIL", + "page": 341, + "entries": [ + "An intelligent plant ancestry that maintain long lives by rejuvenating themselves from seeds." + ], + "categories": [ + "Ancestry & Heritage" + ] + }, { "name": "Amp", "source": "DA", @@ -22,6 +95,7 @@ ], "categories": [ "Feat", + "Class", "Action & Ability" ] }, @@ -34,7 +108,8 @@ "{@note See {@variantrule Aftermath Feats|DA} for more information.}" ], "categories": [ - "Feat" + "Feat", + "Class" ] }, { @@ -529,6 +604,7 @@ { "name": "Attached", "source": "CRB", + "variable": true, "page": 282, "otherSources": { "Reprinted": [ @@ -790,6 +866,7 @@ { "name": "Capacity", "source": "G&G", + "variable": true, "page": 150, "categories": [ "Weapon" @@ -1409,6 +1486,7 @@ { "name": "Deadly", "source": "CRB", + "variable": true, "page": 282, "otherSources": { "Reprinted": [ @@ -2101,6 +2179,7 @@ }, { "name": "Fatal", + "variable": true, "source": "CRB", "page": 282, "categories": [ @@ -2113,6 +2192,7 @@ { "name": "Fatal Aim", "source": "G&G", + "variable": true, "page": 150, "categories": [ "Weapon" @@ -3213,6 +3293,7 @@ "name": "Jousting", "source": "CRB", "page": 283, + "variable": true, "categories": [ "Weapon" ], @@ -3721,6 +3802,7 @@ { "name": "Modular", "source": "LOGM", + "variable": true, "page": 120, "otherSources": { "Reprinted": [ @@ -4561,6 +4643,7 @@ "G&G|235" ] }, + "variable": true, "categories": [ "Weapon" ], @@ -5236,17 +5319,14 @@ "The Tane are powerful creatures created eons ago by the Eldest of the First World. All of the Tane treat whatever plane they happen to be on as their home plane." ] }, - { - "name": "Tattoo", - "source": "LOTGB", - "page": 135, - "entries": [ - "A type of item that is drawn or cut into a creature's skin and that usually takes the form of images or symbols." - ] - }, { "name": "Tattoo", "source": "LOWG", + "otherSources": { + "Reprinted": [ + "LOTGB|135" + ] + }, "page": 124, "categories": [ "Item" @@ -5301,6 +5381,7 @@ }, { "name": "Thrown", + "variable": true, "source": "CRB", "page": 283, "otherSources": { @@ -5482,7 +5563,11 @@ }, { "name": "Two-Hand", + "alias": [ + "Two-Handed" + ], "source": "CRB", + "variable": true, "page": 283, "otherSources": { "Reprinted": [ @@ -5648,6 +5733,7 @@ { "name": "Versatile", "source": "CRB", + "variable": true, "page": 283, "otherSources": { "Reprinted": [ @@ -5728,6 +5814,7 @@ { "name": "Volley", "source": "CRB", + "variable": true, "page": 283, "otherSources": { "Reprinted": [ diff --git a/data/variantrules.json b/data/variantrules.json index c814ddeb32..9ba0735586 100644 --- a/data/variantrules.json +++ b/data/variantrules.json @@ -6244,7 +6244,13 @@ "{@indentFirst {@b Monks:} Though Jalmeray's four Houses of Perfection are the most famous examples of elementalist monks, many other forms exist. In resplendent pagodas, disciples of the Stoked Flame strike with such speed that their motions emit sparks. Others stoke their inner fire so high, their bodies turn ice to steam and the surrounding air becomes distorted with heat. On placid lakeshores, with feet sinking into wet sand, initiates learn the graceful motions of the Pavilion of Reflective Ripples; a peaceful, meditative martial art that's as much a dance as a form of combat. Their artistry is breathtaking and their forms impossibly fluid.}" ] }, - "{@note You can find the {@archetype Elementalist|SoM} class archetype on the {@pf2etools archetypes|archetypes.html} page.}" + { + "type": "pf2-h2", + "name": "Elementalist", + "entries": [ + "{@note You can find the {@archetype Elementalist|SoM} class archetype on the {@pf2etools archetypes|archetypes.html} page.}" + ] + } ] } ] @@ -6340,7 +6346,7 @@ "type": "successDegree", "entries": { "Benefit": "When you {@action Cast a Spell}, alter the spell as if you had just used your choice of either {@feat Reach Spell (Sorcerer)||Reach Spell} or {@feat Widen Spell (Sorcerer)||Widen Spell}.", - "Backlash": "The magical energy overwhelms your mind. You become {@condition stupefied} 1 until the end of your next turn." + "Backlash": "The magical energy overwhelms your mind. You become {@condition stupefied 1} until the end of your next turn." } } ] @@ -6401,7 +6407,7 @@ "type": "successDegree", "entries": { "Benefit": "You gain a Focus Point, which is separate from your focus pool and doesn't count toward the cap on your focus pool. You can gain this benefit only if you have a focus pool. If you don't use this focus point before the benefit of the ley line runs out, it's lost. You become temporarily immune to the benefits of this ley line for 24 hours.", - "Backlash": "Your entire being becomes overwhelmed with magical energy. You become {@condition stupefied} 3 for 1 minute, and you can't {@action Refocus} for 1 hour." + "Backlash": "Your entire being becomes overwhelmed with magical energy. You become {@condition stupefied 3} for 1 minute, and you can't {@action Refocus} for 1 hour." } } ] @@ -7701,14 +7707,8 @@ "source": "SoM", "page": 230, "entries": [ - { - "type": "pf2-h1-flavor", - "entries": [ - "Part magical item, part undefined mote of sentience, soul seeds are sources of magic that come to reside within a creature, granting diverse and powerful abilities. In the rare cases when a soul seed isn't already bound to a living soul, it looks like a glowing mote with a crystal-like center, often centering on a point of light." - ] - }, "{@b Rarity:} {@trait Rare}", - "Soul seeds are a special type of intangible relic (Gamemastery Guide 94), though because they bind to the soul of the creature that carries them, they can't be removed from the creature they're bonded with except on that creature's death (at which point the soul seed might manifest nearby or might be lost along with the bearer). Since soul seeds aren't physical objects, they never have Interact activations.", + "Soul seeds are a special type of intangible {@book relic|gmg|3|Relics}, though because they bind to the soul of the creature that carries them, they can't be removed from the creature they're bonded with except on that creature's death (at which point the soul seed might manifest nearby or might be lost along with the bearer). Since soul seeds aren't physical objects, they never have {@action Interact} activations.", { "type": "pf2-sample-box", "name": "Using Soul Seeds", @@ -7728,446 +7728,11 @@ { "type": "pf2-h2", "name": "Soul Seed Gifts", + "source": "SoM", + "page": 230, "entries": [ - "The GM should follow the same guidelines and rules for granting soul seeds as for relics (Gamemastery Guide 94). They can have any aspect or gift that a normal relic has, and their DCs, spell attack rolls, and counteract modifiers are determined identically. The following gifts are particularly appropriate for soul seeds, though they might apply to relics in the right circumstances. Dragon gifts are often connected to the souls of ancient dragons, and soul gifts are prevalent across all sorts of soul seeds." - ] - }, - { - "type": "pf2-h3", - "name": "Dragon Gifts", - "entries": [ - { - "type": "data", - "tag": "generic", - "data": { - "aspect": "dragon", - "name": "Breath of Dragons", - "category": "Minor Gift", - "traits": [ - "evocation" - ], - "sections": [ - [ - [ - { - "type": "ability", - "activity": { - "entry": "{@as 2}", - "number": 2, - "unit": "action" - }, - "components": [ - "command", - "envision" - ], - "frequency": { - "unit": "day", - "freq": 1 - }, - "entries": [ - "You breathe out a cone or line of energy. You deal {@damage 2d6} damage for every 2 levels of the soul seed to all creatures in either a 30-foot cone or an 80-foot line, with a basic Reflex save. The shape is whichever is appropriate for the soul seed's draconic origin, as is the damage type. This ability has the trait matching the damage type." - ] - } - ] - ] - ] - } - }, - { - "type": "data", - "tag": "generic", - "data": { - "aspect": "dragon", - "name": "Draconic Resistance", - "category": "Minor Gift", - "traits": [ - "abjuration" - ], - "sections": [ - [ - [ - "You grow scales that guard against draconic attacks. You gain a +1 status bonus to AC against attacks from dragons and resistance to an energy type corresponding to the soul seed's draconic origin (such as fire resistance from a red dragon) equal to half the relic's level (minimum resistance 1)." - ] - ] - ] - } - }, - { - "type": "data", - "tag": "generic", - "data": { - "aspect": "dragon", - "name": "Dragon Strike", - "category": "Minor Gift", - "traits": [ - "evocation" - ], - "sections": [ - [ - [ - { - "type": "ability", - "activity": { - "entry": "{@as 1}", - "number": 1, - "unit": "action" - }, - "components": [ - "command" - ], - "frequency": { - "unit": "hour", - "freq": 1 - }, - "entries": [ - "Ghostly images of draconic claws form around your hands and linger in the air when you attack. For 1 minute, when you make a successful unarmed melee {@action Strike}, you deal an additional {@damage 1d6} slashing damage.", - "At 11th level, you can use the ability once per 10 minutes instead of once per hour." - ] - } - ] - ] - ] - } - }, - { - "type": "data", - "tag": "generic", - "data": { - "aspect": "dragon", - "name": "Draconic Arrogance", - "category": "Major Gift", - "traits": [ - "enchantment", - "fortune" - ], - "sections": [ - [ - [ - { - "type": "ability", - "activity": { - "entry": "{@as R}", - "number": 1, - "unit": "reaction" - }, - "components": [ - "command" - ], - "trigger": "You're about to roll a saving throw", - "frequency": { - "unit": "day", - "freq": 1 - }, - "entries": [ - "You laugh at fate and revel in your draconic arrogance. If you roll a critical success on the saving throw, you can attempt to {@action Demoralize} the creature that created the effect that forced you to roll the saving throw (if any). If you roll a success, you critically succeed instead. If you roll a failure (but not a critical failure), you succeed instead. If you roll a critical failure, however, you're forced to face your own hubris and become {@condition frightened} 2." - ] - } - ] - ] - ] - } - }, - { - "type": "data", - "tag": "generic", - "data": { - "aspect": "dragon", - "name": "Wyrm's Flight", - "category": "Major Gift", - "traits": [ - "transmutation" - ], - "sections": [ - [ - [ - { - "type": "ability", - "activity": { - "entry": "{@as 2}", - "number": 2, - "unit": "action" - }, - "components": [ - "command", - "envision" - ], - "frequency": { - "unit": "day", - "freq": 1 - }, - "entries": [ - "Ghostly draconic wings grant you a fly Speed equal to your Speed or 20 feet, whichever is greater. This lasts for 10 minutes or until you {@action Dismiss} the effect.", - "At 17th level, you can {@action Activate an Item||Activate} and {@action Dismiss} the ability as often as you want, and it has unlimited duration." - ] - } - ] - ] - ] - } - }, - { - "type": "data", - "tag": "generic", - "data": { - "aspect": "dragon", - "name": "Draconic Ascendance", - "category": "Grand Gift", - "traits": [ - "transmutation" - ], - "sections": [ - [ - [ - { - "type": "ability", - "activity": { - "entry": "{@as 2}", - "number": 2, - "unit": "action" - }, - "components": [ - "command", - "envision" - ], - "frequency": { - "unit": "hour", - "freq": 1 - }, - "entries": [ - "The soul seed casts 8th-level {@spell dragon form} targeting you; you must take the dragon form corresponding to the soul seed's draconic origin." - ] - } - ] - ] - ] - } - } - ] - }, - { - "type": "pf2-h3", - "name": "Soul Gifts", - "entries": [ - { - "type": "data", - "tag": "generic", - "data": { - "aspect": "soul", - "name": "Absorb Injury", - "category": "Minor Gift", - "traits": [ - "necromancy" - ], - "sections": [ - [ - [ - { - "type": "ability", - "activity": { - "entry": "{@as R}", - "number": 1, - "unit": "reaction" - }, - "components": [ - "envision" - ], - "trigger": "an ally within 30 feet takes damage", - "frequency": { - "unit": "day", - "freq": 1 - }, - "entries": [ - "You forge a conduit to your ally's soul and absorb the injury to protect them. You receive the damage instead of your ally; you also take any additional effects associated with the transferred damage, such as poison on the blade, conditions, or persistent fire damage from a critical hit with a {@item flaming} rune." - ] - } - ] - ] - ] - } - }, - { - "type": "data", - "tag": "generic", - "data": { - "aspect": "soul", - "name": "Force Blast", - "category": "Minor Gift", - "traits": [ - "evocation" - ], - "sections": [ - [ - [ - { - "type": "ability", - "activity": { - "entry": "{@as 2}", - "number": 2, - "unit": "action" - }, - "components": [ - "command", - "envision" - ], - "entries": [ - "A blast of force envelops a creature of your choosing within 30 feet. This blast deals {@damage 1d6} force damage, with a basic Fortitude save.", - "The damage increases by {@damage 1d6} at 3rd level and every 2 levels thereafter." - ] - } - ] - ] - ] - } - }, - { - "type": "data", - "tag": "generic", - "data": { - "aspect": "soul", - "name": "Soul Puppet", - "category": "Minor Gift", - "traits": [ - "necromancy" - ], - "sections": [ - [ - [ - { - "type": "ability", - "activity": { - "entry": "{@as 3}", - "number": 3, - "unit": "action" - }, - "components": [ - "command", - "envision" - ], - "frequency": { - "unit": "day", - "freq": 1 - }, - "entries": [ - "You bind loose souls, briefly animating an undead creature. The soul seed casts {@spell animate dead|apg} at a level equal to half the soul seed's level rounded up. You can {@action Sustain an Activation||Sustain this Activation} as you would the spell." - ] - } - ] - ] - ] - } - }, - { - "type": "data", - "tag": "generic", - "data": { - "aspect": "soul", - "name": "Cleanse Soul", - "category": "Major Gift", - "traits": [ - "necromancy" - ], - "sections": [ - [ - [ - { - "type": "ability", - "activity": { - "entry": "1 minute", - "number": 1, - "unit": "minute" - }, - "components": [ - "command", - "envision" - ], - "frequency": { - "unit": "day", - "freq": 1 - }, - "entries": [ - "You cleanse a soul of curses. The soul seed attempts to counteract all curses on you or another creature you touch throughout the activation. The target's soul is bolstered against further curses, and they gain a +2 status bonus to saving throws against curses for 1 hour." - ] - } - ] - ] - ] - } - }, - { - "type": "data", - "tag": "generic", - "data": { - "aspect": "soul", - "name": "Spirit Blink", - "category": "Major Gift", - "traits": [ - "conjuration", - "teleportation" - ], - "sections": [ - [ - [ - { - "type": "ability", - "activity": { - "entry": "{@as 2}", - "number": 2, - "unit": "action" - }, - "components": [ - "command", - "envision" - ], - "frequency": { - "unit": "day", - "freq": 1 - }, - "entries": [ - "You blink between the realm of mortals and the Ethereal Plane. This grants you the effects of {@spell blink}, except the resistance is equal to the soul seed's level instead of 5." - ] - } - ] - ] - ] - } - }, - { - "type": "data", - "tag": "generic", - "data": { - "aspect": "soul", - "name": "Soul Magic", - "category": "Grand Gift", - "traits": [ - "enchantment", - "mental" - ], - "sections": [ - [ - [ - { - "type": "ability", - "activity": { - "entry": "{@as 1}", - "number": 1, - "unit": "action" - }, - "components": [ - "envision" - ], - "frequency": { - "unit": "day", - "freq": 1 - }, - "entries": [ - "You infuse yourself or a willing creature that you touch with spiritual energy. This has the effect of {@spell divine inspiration}." - ] - } - ] - ] - ] - } - } + "The GM should follow the same {@book guidelines and rules|gmg|3|Relics} for granting soul seeds as for relics. They can have any aspect or gift that a normal relic has, and their DCs, spell attack rolls, and counteract modifiers are determined identically. The following gifts are particularly appropriate for soul seeds, though they might apply to relics in the right circumstances. Dragon gifts are often connected to the souls of ancient dragons, and soul gifts are prevalent across all sorts of soul seeds.", + "{@note Please visit the {@filter relic gifts page|relicgifts||miscellaneous=soul seed gift} to view all soul seed gifts.}" ] } ] @@ -8666,7 +8231,7 @@ ], [ "8", - "{@b Oppressive Voice} ({@trait divination}, {@trait mental}, {@trait nonlethal}) The voice of your muse, your deity, an ancestor, or another appropriate entity suddenly overwhelms your mind. You must attempt a Will saving throw. You take {@scaledice 1d4|1-10|1d4} mental damage per spell level with a basic Will save. On a failure, you're also {@condition stunned} 1 ({@condition stunned} 2 on a critical failure)." + "{@b Oppressive Voice} ({@trait divination}, {@trait mental}, {@trait nonlethal}) The voice of your muse, your deity, an ancestor, or another appropriate entity suddenly overwhelms your mind. You must attempt a Will saving throw. You take {@scaledice 1d4|1-10|1d4} mental damage per spell level with a basic Will save. On a failure, you're also {@condition stunned 1} ({@condition stunned 2} on a critical failure)." ], [ "9", @@ -8686,7 +8251,7 @@ ], [ "13", - "{@b Tinge of Terror} ({@trait emotion}, {@trait enchantment}, {@trait fear}, {@trait mental}) All creatures within 20 feet are affected by powerful fright. They attempt a Will save, becoming {@condition frightened} 1 on a failure or {@condition frightened} 2 on a critical failure." + "{@b Tinge of Terror} ({@trait emotion}, {@trait enchantment}, {@trait fear}, {@trait mental}) All creatures within 20 feet are affected by powerful fright. They attempt a Will save, becoming {@condition frightened 1} on a failure or {@condition frightened 2} on a critical failure." ], [ "14", @@ -8694,7 +8259,7 @@ ], [ "15", - "{@b Life Sap} ({@trait necromancy}) The surge drains your life force and strength. You become {@condition drained} 1 and {@condition doomed} 1, and you are {@condition enfeebled} 2 for 1 minute." + "{@b Life Sap} ({@trait necromancy}) The surge drains your life force and strength. You become {@condition drained 1} and {@condition doomed 1}, and you are {@condition enfeebled 2} for 1 minute." ], [ "16", diff --git a/js/abilities.js b/js/abilities.js index bc4a5188e3..8ca8d03943 100644 --- a/js/abilities.js +++ b/js/abilities.js @@ -41,7 +41,7 @@ class AbilitiesPage extends ListPage { eleLi.innerHTML = ` ${it.name} ${time} - ${source} + ${source} `; const listItem = new ListItem( diff --git a/js/actions.js b/js/actions.js index 2acf7c2c50..3419f2c844 100644 --- a/js/actions.js +++ b/js/actions.js @@ -46,7 +46,7 @@ class ActionsPage extends ListPage { eleLi.innerHTML = ` ${it.name}${it.add_hash ? ` (${it.add_hash})` : ""} ${time} - ${source} + ${source} `; const listItem = new ListItem( diff --git a/js/afflictions.js b/js/afflictions.js index aaea69e4f4..b6282eeec9 100644 --- a/js/afflictions.js +++ b/js/afflictions.js @@ -29,7 +29,7 @@ class AfflictionsPage extends ListPage { eleLi.innerHTML = ` ${it.name} ${it.type ? it.type : "—"} - ${source} + ${source} `; const listItem = new ListItem( diff --git a/js/ancestries.js b/js/ancestries.js index 5cfd4a824a..382b18377b 100644 --- a/js/ancestries.js +++ b/js/ancestries.js @@ -552,7 +552,7 @@ class AncestriesPage extends BaseComponent { const $lnk = $(` ${anc.name} - ${source} + ${source} `); const $ele = $$`

  • ${$lnk}
  • `; @@ -582,7 +582,7 @@ class AncestriesPage extends BaseComponent { ${feat.name} ${Parser.getOrdinalForm(feat.level)} ${feat._slPrereq} - ${source} + ${source} `); const $ele = $$`
  • ${$lnk}
  • `; diff --git a/js/archetypes.js b/js/archetypes.js index bddc07e0cb..7a8c05e657 100644 --- a/js/archetypes.js +++ b/js/archetypes.js @@ -144,12 +144,17 @@ class ArchetypesPage extends BaseComponent { return (evt) => { const toRender = toList[archetypesPage._featId._]; if (evt.shiftKey) { - const $content = Renderer.hover.$getHoverContent_statsCode(toRender); + let $content = "" + if (evt.ctrlKey) { + $content = Renderer.hover.$getHoverContent_statsCode(toRender, true) + } else { + $content = Renderer.hover.$getHoverContent_statsCode(toRender) + } Renderer.hover.getShowWindow( $content, Renderer.hover.getWindowPositionFromEvent(evt), { - title: `${toRender.name} \u2014 Source Data`, + title: `${toRender.name} \u2014 Source Data${evt.ctrlKey ? " (Dev)" : ""}`, isPermanent: true, isBookContent: true, }, @@ -161,12 +166,17 @@ class ArchetypesPage extends BaseComponent { return (evt) => { const toRender = toList[archetypesPage._archetypeId._]; if (evt.shiftKey) { - const $content = Renderer.hover.$getHoverContent_statsCode(toRender); + let $content = "" + if (evt.ctrlKey) { + $content = Renderer.hover.$getHoverContent_statsCode(toRender, true) + } else { + $content = Renderer.hover.$getHoverContent_statsCode(toRender) + } Renderer.hover.getShowWindow( $content, Renderer.hover.getWindowPositionFromEvent(evt), { - title: `${toRender.name} \u2014 Source Data`, + title: `${toRender.name} \u2014 Source Data${evt.ctrlKey ? " (Dev)" : ""}`, isPermanent: true, isBookContent: true, }, @@ -521,7 +531,7 @@ class ArchetypesPage extends BaseComponent { ${arc.name} ${arc.dedicationLevel} ${rarity} - ${source} + ${source} `); const $ele = $$`
  • ${$lnk}
  • `; @@ -553,7 +563,7 @@ class ArchetypesPage extends BaseComponent { ${feat.name}${feat.add_hash ? ` (${feat.add_hash})` : ""} ${Parser.getOrdinalForm(feat.level)} ${feat._slPrereq} - ${source} + ${source} `); const $ele = $$`
  • ${$lnk}
  • `; diff --git a/js/backgrounds.js b/js/backgrounds.js index 8871ac15c9..04c5aeb2ff 100644 --- a/js/backgrounds.js +++ b/js/backgrounds.js @@ -31,7 +31,7 @@ class BackgroundPage extends ListPage { eleLi.innerHTML = ` ${bg.name} ${boosts} - ${source} + ${source} `; const listItem = new ListItem( diff --git a/js/bestiary.js b/js/bestiary.js index 4aaed4a1fc..2c53fd2389 100644 --- a/js/bestiary.js +++ b/js/bestiary.js @@ -44,7 +44,7 @@ class BestiaryPage extends ListPage { ${cr.name} ${type} ${level} - ${source} + ${source} `; eleLi.firstElementChild.addEventListener("click", evt => this._handleBestiaryLinkClick(evt)); @@ -259,7 +259,7 @@ class BestiaryPage extends ListPage { const toRender = this._lastRendered.creature != null && this._lastRendered.isScaled ? this._lastRendered.creature : cr; if (evt.shiftKey) { - let $content = ""; + let $content = "" if (evt.ctrlKey) { $content = Renderer.hover.$getHoverContent_statsCode(toRender, true) } else { @@ -269,7 +269,7 @@ class BestiaryPage extends ListPage { $content, Renderer.hover.getWindowPositionFromEvent(evt), { - title: `${toRender._displayName || toRender.name} \u2014 Source Data`, + title: `${toRender.name} \u2014 Source Data${evt.ctrlKey ? " (Dev)" : ""}`, isPermanent: true, isBookContent: true, }, diff --git a/js/blacklist.js b/js/blacklist.js index dec02572bf..7cdaf3b878 100644 --- a/js/blacklist.js +++ b/js/blacklist.js @@ -50,6 +50,7 @@ class Blacklist { "deities.json", "languages.json", "places.json", + "relicgifts.json", "vehicles.json", "traits.json", ]; diff --git a/js/classes.js b/js/classes.js index 5ccc752030..3151cc1d84 100644 --- a/js/classes.js +++ b/js/classes.js @@ -556,7 +556,7 @@ class ClassesPage extends BaseComponent { const $lnk = $(` ${cls.name} - ${source} + ${source} `); const $ele = $$`
  • ${$lnk}
  • `; @@ -586,7 +586,7 @@ class ClassesPage extends BaseComponent { ${feat.name} ${Parser.getOrdinalForm(feat.level)} ${feat._slPrereq} - ${source} + ${source} `); const $ele = $$`
  • ${$lnk}
  • `; diff --git a/js/companionsfamiliars.js b/js/companionsfamiliars.js index 23106e34fd..5808c53b2b 100644 --- a/js/companionsfamiliars.js +++ b/js/companionsfamiliars.js @@ -28,7 +28,7 @@ class CompanionsFamiliarsPage extends ListPage { eleLi.innerHTML = ` ${it.name} ${it.type} - ${source} + ${source} `; const listItem = new ListItem( diff --git a/js/conditions.js b/js/conditions.js index f079eb6731..1cd0ab76b7 100644 --- a/js/conditions.js +++ b/js/conditions.js @@ -28,7 +28,7 @@ class ConditionsPage extends ListPage { eleLi.innerHTML = ` ${it.name} - ${source} + ${source} `; const listItem = new ListItem( diff --git a/js/converter.js b/js/converter.js index cf22d050ae..7b3654c706 100644 --- a/js/converter.js +++ b/js/converter.js @@ -3,7 +3,7 @@ if (typeof module !== "undefined") { require("../js/utils.js"); require("../js/parser.js"); - Object.assign(global, require("./Tokenizer")); + Object.assign(global, require("./tokenizer.js")); Object.assign(global, require("../js/converterutils.js")); global.PropOrder = require("../js/utils-proporder.js"); } diff --git a/js/deities.js b/js/deities.js index 6041995070..0d5924ceac 100644 --- a/js/deities.js +++ b/js/deities.js @@ -32,7 +32,7 @@ class DeitiesPage extends ListPage { ${g.category} ${alignment} ${domains} - ${source} + ${source} `; const listItem = new ListItem( @@ -127,18 +127,21 @@ function renderStatblock (deity) { $content.append(Renderer.getRenderedLore({lore: await pGetFluff()})) } const buildInfoTab = async () => { - let quickRulesType; - if (deity.intercession) { - quickRulesType = "deityWithIntercession" - } else if (deity.category === "Pantheon") { - quickRulesType = "deityPantheon" - } else if (deity.category === "Philosophy") { - quickRulesType = "deityPhilosophy" + if (deity.category === "Philosophy") { + const quickRules = await Renderer.utils.pGetQuickRules("deityPhilosophy"); + $content.append(quickRules); } else { - quickRulesType = "deity" + const quickRules = await Renderer.utils.pGetQuickRules("deity"); + $content.append(quickRules); + if (deity.category === "Pantheon") { + const quickRulesExtra = await Renderer.utils.pGetQuickRules("deityPantheon"); + $content.append(quickRulesExtra); + } + if (deity.intercession) { + const quickRulesExtra = await Renderer.utils.pGetQuickRules("deityIntercession"); + $content.append(quickRulesExtra); + } } - const quickRules = await Renderer.utils.pGetQuickRules(quickRulesType); - $content.append(quickRules); } const buildImageTab = async () => { $content.append(Renderer.getImage(deity)) diff --git a/js/events.js b/js/events.js index 3b1a7883be..db73baabc9 100644 --- a/js/events.js +++ b/js/events.js @@ -24,7 +24,7 @@ class EventsPage extends ListPage { eleLi.innerHTML = ` ${it.name} ${it.level} - ${source} + ${source} `; const listItem = new ListItem( diff --git a/js/feats.js b/js/feats.js index 1770b54200..5e86de2a3b 100644 --- a/js/feats.js +++ b/js/feats.js @@ -30,7 +30,7 @@ class FeatsPage extends ListPage { ${feat._slType} ${Parser.getOrdinalForm(feat.level)} ${feat._slPrereq} - ${source} + ${source} `; const listItem = new ListItem( @@ -72,7 +72,7 @@ class FeatsPage extends ListPage { ${feat._slType} ${Parser.getOrdinalForm(feat.level)} ${feat._slPrereq} - ${source} + ${source} `) .contextmenu(evt => ListUtil.openSubContextMenu(evt, listItem)); diff --git a/js/filter-bestiary.js b/js/filter-bestiary.js index 574c938a0a..fabd7ddf10 100644 --- a/js/filter-bestiary.js +++ b/js/filter-bestiary.js @@ -148,6 +148,11 @@ class PageFilterBestiary extends PageFilter { filters: [this._spelltypeFilter, this._spellDCFilter, this._highestSpellFilter, this._ritualTraditionFilter], }); + this._foundInFilter = new Filter({ + header: "Found In", + itemSortFn: SortUtil.ascSort, + }); + this._miscellaneousFilter = new Filter({ header: "Miscellaneous", itemSortFn: SortUtil.ascSort, @@ -220,6 +225,8 @@ class PageFilterBestiary extends PageFilter { cr._fTraits = cr._fTraits.map(t => Parser.getTraitName(t)); if (!cr._fTraits.map(t => Renderer.trait.isTraitInCategory(t, "Rarity")).some(Boolean)) cr._fTraits.push("Common"); cr._fCreatureType = cr._fTraits.map(t => Renderer.trait.isTraitInCategory(t, "Creature Type") ? t : null).filter(Boolean); + + cr._fFoundIn = cr.foundIn || []; } addToFilters (cr, isExcluded) { @@ -261,6 +268,7 @@ class PageFilterBestiary extends PageFilter { if (cr._fHighestSpell > 0) this._highestSpellFilter.addItem(cr._fHighestSpell); this._ritualTraditionFilter.addItem(cr._fRitualTraditions); + this._foundInFilter.addItem(cr._fFoundIn); this._miscellaneousFilter.addItem(cr._fMisc); } @@ -276,6 +284,7 @@ class PageFilterBestiary extends PageFilter { this._defenseFilter, this._speedMultiFilter, this._spellcastingFilter, + this._foundInFilter, this._miscellaneousFilter, ]; } @@ -323,6 +332,7 @@ class PageFilterBestiary extends PageFilter { c._fHighestSpell, c._fRitualTraditions, ], + c._fFoundIn, c._fMisc, ); } diff --git a/js/filter-feats.js b/js/filter-feats.js index 52c4676636..22cc67dc85 100644 --- a/js/filter-feats.js +++ b/js/filter-feats.js @@ -61,6 +61,7 @@ class PageFilterFeats extends PageFilter { feat._fType = []; if (Renderer.trait.filterTraitsByCats(feat._fTraits, ["Ancestry & Heritage"]).length) feat._fType.push("Ancestry"); + if (feat.featType?.ancestry?.length) feat._fType.push("Ancestry"); if (feat._fTraits.includes("Archetype")) feat._fType.push("Archetype"); if (Renderer.trait.filterTraitsByCats(feat._fTraits, ["Class"]).length) feat._fType.push("Class"); if (feat._fTraits.includes("General")) feat._fType.push("General"); diff --git a/js/filter-items.js b/js/filter-items.js index 823e1ac8fb..3c66b6d60b 100644 --- a/js/filter-items.js +++ b/js/filter-items.js @@ -278,7 +278,7 @@ class ModalFilterBaseItems extends ModalFilter {
    ${Array.isArray(item.category) ? item.category.join(", ") : item.category}
    ${Parser.priceToFull(item.price)}
    ${item.bulk ? item.bulk : "\u2014"}
    -
    ${source}
    `; +
    ${source}
    `; return new ListItem( itI, diff --git a/js/filter-relicgifts.js b/js/filter-relicgifts.js new file mode 100644 index 0000000000..eb4521a5a8 --- /dev/null +++ b/js/filter-relicgifts.js @@ -0,0 +1,75 @@ +"use strict"; + +class PageFilterRelicGifts extends PageFilter { + constructor () { + super(); + + this._sourceFilter = new SourceFilter(); + this._aspectFilter = new Filter({header: "Aspects", displayFn: StrUtil.toTitleCase}); + this._tierFilter = new Filter({header: "Tier", displayFn: StrUtil.toTitleCase}); + this._itemTypeFilter = new Filter({header: "Item Type"}); + this._traitFilter = new Filter({header: "Traits"}); + this._miscFilter = new Filter({ + header: "Miscellaneous", + items: [ + "Soul Seed Gift", + "Alters Relic", + "Grants Ability", + "Grants Passive Attribute", + "Has Prerequisites", + "Is Rune", + ], + }); + } + + mutateForFilters (it) { + it._fSources = SourceFilter.getCompleteFilterSources(it); + it._fTraits = (it.traits || []).map(trait => Parser.getTraitName(trait)); + it._fAspects = it.aspects.map(aspect => typeof aspect === "string" ? aspect : aspect.name); + it._fItemTypes = (it.itemTypes || "Any"); + it._fMisc = (it.miscTags || []).map(tag => { + switch (tag) { + case "altersRelic": return "Alters Relic"; + case "grantsAbility": return "Grants Ability"; + case "grantsPassive": return "Grants Passive Attribute"; + case "isRune": return "Is Rune"; + case "soulSeed": return "Soul Seed Gift"; + } + }); + if (it.prerequisites) it._fMisc.push("Has Prerequisites"); + } + + addToFilters (it, isExcluded) { + if (isExcluded) return; + + this._sourceFilter.addItem(it._fSources); + this._aspectFilter.addItem(it._fAspects); + this._tierFilter.addItem(it.tier); + this._itemTypeFilter.addItem(it._fItemTypes); + this._traitFilter.addItem(it._fTraits); + this._miscFilter.addItem(it._fMisc); + } + + async _pPopulateBoxOptions (opts) { + opts.filters = [ + this._sourceFilter, + this._aspectFilter, + this._tierFilter, + this._itemTypeFilter, + this._traitFilter, + this._miscFilter, + ]; + } + + toDisplay (values, it) { + return this._filterBox.toDisplay( + values, + it._fSources, + it._fAspects, + it.tier, + it._fItemTypes, + it._fTraits, + it._fMisc, + ) + } +} diff --git a/js/hazards.js b/js/hazards.js index 2fb573e189..44800fb2f9 100644 --- a/js/hazards.js +++ b/js/hazards.js @@ -30,7 +30,7 @@ class HazardsPage extends ListPage { ${it.name} ${type} ${it.level} - ${source} + ${source} `; const listItem = new ListItem( diff --git a/js/items.js b/js/items.js index baaa5ae9e6..75161a87e3 100644 --- a/js/items.js +++ b/js/items.js @@ -45,7 +45,7 @@ class ItemsPage extends ListPage { ${level} ${Parser.priceToFull(item.price)} ${item.bulk ? item.bulk : "\u2014"} - ${source} + ${source} `; eleLi.firstElementChild.addEventListener("click", evt => this._handleItemsLinkClick(evt)); @@ -446,7 +446,7 @@ class ItemsPage extends ListPage { $content, Renderer.hover.getWindowPositionFromEvent(evt), { - title: `${toRender.name} \u2014 Source Data`, + title: `${toRender.name} \u2014 Source Data${evt.ctrlKey ? " (Dev)" : ""}`, isPermanent: true, isBookContent: true, }, diff --git a/js/languages.js b/js/languages.js index 1a09463a55..9a9f029ff1 100644 --- a/js/languages.js +++ b/js/languages.js @@ -28,7 +28,7 @@ class LanguagesPage extends ListPage { eleLi.innerHTML = ` ${it.name} ${(it.type || "\u2014").uppercaseFirst()} - ${source} + ${source} `; const listItem = new ListItem( diff --git a/js/navigation.js b/js/navigation.js index 66906fd382..c5ee812289 100644 --- a/js/navigation.js +++ b/js/navigation.js @@ -68,8 +68,9 @@ class NavBar { this._addElement_divider(NavBar._CAT_GAME_MASTER); this._addElement_dropdown(NavBar._CAT_GAME_MASTER, NavBar._CAT_ADVENTURES, {isSide: true, page: "adventures.html"}); this._addElement_li(NavBar._CAT_ADVENTURES, "adventures.html", "View All/Homebrew"); - this._addElement_li(NavBar._CAT_GAME_MASTER, "hazards.html", "Hazards"); this._addElement_li(NavBar._CAT_GAME_MASTER, "events.html", "Events"); + this._addElement_li(NavBar._CAT_GAME_MASTER, "hazards.html", "Hazards"); + this._addElement_li(NavBar._CAT_GAME_MASTER, "relicgifts.html", "Relic Gifts"); this._addElement_dropdown(null, NavBar._CAT_REFERENCES); this._addElement_li(NavBar._CAT_REFERENCES, "actions.html", "Actions"); diff --git a/js/omnidexer.js b/js/omnidexer.js index 0b060e4381..f5849ad6be 100644 --- a/js/omnidexer.js +++ b/js/omnidexer.js @@ -13,7 +13,7 @@ class Omnidexer { * { * n: "Display Name", * b: "Base Name" // Optional; name is used if not specified - * s: "PHB", // source + * s: 5, // source ID * u: "spell name_phb, // hash * uh: "spell name_phb, // Optional; hash for href if the link should be different from the hover lookup hash. * p: 110, // page @@ -36,7 +36,7 @@ class Omnidexer { } static decompressIndex (indexGroup) { - const {x, m} = indexGroup; + const { x, m } = indexGroup; const props = new Set(); // de-invert the metadata @@ -70,6 +70,7 @@ class Omnidexer { const getToAdd = (it, toMerge, i) => { const src = Omnidexer.getProperty(it, arbiter.source || "source"); + const hash = arbiter.hashBuilder ? arbiter.hashBuilder(it, i) : UrlUtil.URL_TO_HASH_BUILDER[arbiter.baseUrl](it); @@ -91,12 +92,11 @@ class Omnidexer { const pHandleItem = async (it, i, name) => { if (it.noDisplay) return; - - const toAdd = getToAdd(it, {n: name}, i); + const toAdd = getToAdd(it, { n: name }, i); if ((options.isNoFilter || (!arbiter.include && !(arbiter.filter && arbiter.filter(it))) || (!arbiter.filter && (!arbiter.include || arbiter.include(it)))) && !arbiter.isOnlyDeep) index.push(toAdd); - const primary = {it: it, ix: i, parentName: name}; + const primary = { it: it, ix: i, parentName: name }; const deepItems = await arbiter.pGetDeepIndex(this, primary, it, json); deepItems.forEach(item => { const toAdd = getToAdd(it, item); @@ -113,7 +113,7 @@ class Omnidexer { if (it.id) await pHandleItem(it, i, `${it.id}: ${name}`); else await pHandleItem(it, i, name); - if (it.alias) it.alias.forEach(a => pHandleItem(it, i, a)); + if (it.alias) it.alias.forEach(a => pHandleItem(it, i, `${a} (${it.name})`)); } } @@ -134,6 +134,8 @@ class Omnidexer { } getMetaId (k, v) { + // FIXME: Enable this and figure out what's going on with the "undefined" sources. Thankfully, nothing is currently linking to them. But they keep being generated at quickref. + // if (v === undefined) throw new Error("An undefined source has been generated."); this._metaMap[k] = this._metaMap[k] || {}; // store the index in "inverted" format to prevent extra quote characters around numbers if (this._metaMap[k][v] != null) return this._metaMap[k][v]; @@ -195,7 +197,7 @@ class TraitIndexer extends Omnidexer { } static decompressIndex (indexGroup) { - const {x, m} = indexGroup; + const { x, m } = indexGroup; const props = new Set(); // de-invert the metadata @@ -283,7 +285,7 @@ class IndexableDirectoryHeritages extends IndexableDirectory { b: h.name, n: `${h.name} (${primary.parentName})`, s: indexer.getMetaId("s", h.source), - u: `${UrlUtil.URL_TO_HASH_BUILDER[UrlUtil.PG_ANCESTRIES](it)}${HASH_PART_SEP}${UrlUtil.getAncestriesPageStatePart({heritage: h})}`, + u: `${UrlUtil.URL_TO_HASH_BUILDER[UrlUtil.PG_ANCESTRIES](it)}${HASH_PART_SEP}${UrlUtil.getAncestriesPageStatePart({ heritage: h })}`, p: h.page, })); } @@ -299,7 +301,7 @@ class IndexableDirectoryVeHeritages extends IndexableDirectory { listProp: "versatileHeritage", baseUrl: "ancestries.html", isHover: false, - hashBuilder: (it) => `${HASH_BLANK}${HASH_PART_SEP}${UrlUtil.getAncestriesPageStatePart({heritage: it})}`, + hashBuilder: (it) => `${HASH_BLANK}${HASH_PART_SEP}${UrlUtil.getAncestriesPageStatePart({ heritage: it })}`, }); } } @@ -425,7 +427,7 @@ class IndexableDirectorySubclass extends IndexableDirectory { b: sc.name, n: `${sc.name} (${primary.parentName})`, s: indexer.getMetaId("s", sc.source), - u: `${UrlUtil.URL_TO_HASH_BUILDER[UrlUtil.PG_CLASSES](it)}${HASH_PART_SEP}${UrlUtil.getClassesPageStatePart({subclass: sc})}`, + u: `${UrlUtil.URL_TO_HASH_BUILDER[UrlUtil.PG_CLASSES](it)}${HASH_PART_SEP}${UrlUtil.getClassesPageStatePart({ subclass: sc })}`, p: sc.page, })); } @@ -460,7 +462,7 @@ class IndexableDirectorySubclass extends IndexableDirectory { } }); }); - return {[this.listProp]: out}; + return { [this.listProp]: out }; } } @@ -490,11 +492,11 @@ class IndexableDirectoryClassFeature extends IndexableDirectory { } ixFeature = ixFeature === -1 ? 0 : ixFeature; - const classPageHash = `${UrlUtil.URL_TO_HASH_BUILDER[UrlUtil.PG_CLASSES]({name: it.className, source: it.classSource})}${HASH_PART_SEP}${UrlUtil.getClassesPageStatePart({feature: {ixLevel: it.level - 1, ixFeature}})}`; + const classPageHash = `${UrlUtil.URL_TO_HASH_BUILDER[UrlUtil.PG_CLASSES]({ name: it.className, source: it.classSource })}${HASH_PART_SEP}${UrlUtil.getClassesPageStatePart({ feature: { ixLevel: it.level - 1, ixFeature } })}`; return [ { n: `${it.className} ${it.level}; ${it.name}`, - s: it.source, + s: indexer.getMetaId("s", it.source), u: UrlUtil.URL_TO_HASH_BUILDER["classFeature"](it), uh: classPageHash, p: it.page, @@ -530,14 +532,14 @@ class IndexableDirectorySubclassFeature extends IndexableDirectory { ixFeature = ixFeature === -1 ? 0 : ixFeature; const pageStateOpts = { - subclass: {shortName: it.subclassShortName, source: it.source}, - feature: {ixLevel: it.level - 1, ixFeature}, + subclass: { shortName: it.subclassShortName, source: it.source }, + feature: { ixLevel: it.level - 1, ixFeature }, }; - const classPageHash = `${UrlUtil.URL_TO_HASH_BUILDER[UrlUtil.PG_CLASSES]({name: it.className, source: it.classSource})}${HASH_PART_SEP}${UrlUtil.getClassesPageStatePart(pageStateOpts)}`; + const classPageHash = `${UrlUtil.URL_TO_HASH_BUILDER[UrlUtil.PG_CLASSES]({ name: it.className, source: it.classSource })}${HASH_PART_SEP}${UrlUtil.getClassesPageStatePart(pageStateOpts)}`; return [ { n: `${it.subclassShortName} ${it.className} ${it.level}; ${it.name}`, - s: it.source, + s: indexer.getMetaId("s", it.source), u: UrlUtil.URL_TO_HASH_BUILDER["subclassFeature"](it), uh: classPageHash, p: it.page, @@ -734,7 +736,7 @@ class IndexableFileQuickReference extends IndexableFile { static getChapterNameMetas (it) { const nameMetas = []; const nameCounts = {}; - const walker = MiscUtil.getWalker({isDepthFirst: true}); + const walker = MiscUtil.getWalker({ isDepthFirst: true }); walker.walk(it, { object: (obj) => { if (!obj.data || (obj.data.quickref == null && !obj.data.quickrefIndex)) return obj; @@ -777,7 +779,6 @@ class IndexableFileQuickReference extends IndexableFile { ]; if (nameMeta.ixBook) hashParts.push(nameMeta.ixBook); else hashParts.push(0); - return { n: alias || nameMeta.name, u: hashParts.join(HASH_PART_SEP), @@ -811,6 +812,30 @@ class IndexableFileOrganizations extends IndexableFile { } } +class IndexableFileEvents extends IndexableFile { + constructor () { + super({ + category: Parser.CAT_ID_EVENT, + file: "events.json", + listProp: "event", + baseUrl: "events.html", + isHover: true, + }); + } +} + +class IndexableFileRelicGifts extends IndexableFile { + constructor () { + super({ + category: Parser.CAT_ID_RELICGIFT, + file: "relicgifts.json", + listProp: "relicGift", + baseUrl: "relicgifts.html", + isHover: true, + }); + } +} + class IndexableFilePlaces extends IndexableFile { constructor () { super({ @@ -1000,6 +1025,8 @@ Omnidexer.TO_INDEX = [ new IndexableFileBooks(), new IndexableFileDeities(), new IndexableFileOrganizations(), + new IndexableFileEvents(), + new IndexableFileRelicGifts(), new IndexableFilePlaces(), new IndexableFileHazards(), new IndexableFileTables(), diff --git a/js/optionalfeatures.js b/js/optionalfeatures.js index ec49772d00..a088453a22 100644 --- a/js/optionalfeatures.js +++ b/js/optionalfeatures.js @@ -22,9 +22,9 @@ class OptionalFeaturesPage extends ListPage { const hash = UrlUtil.autoEncodeHash(it); eleLi.innerHTML = ` - ${it.name} + ${it.name}${it.add_hash ? ` (${it.add_hash})` : ""} ${it.type} - ${source} + ${source} `; const listItem = new ListItem( @@ -59,7 +59,7 @@ class OptionalFeaturesPage extends ListPage { const $ele = $(`
  • - ${it.name} + ${it.name}${it.add_hash ? ` (${it.add_hash})` : ""} ${it.type}
  • `) diff --git a/js/parser.js b/js/parser.js index 347d227d48..3330922a99 100644 --- a/js/parser.js +++ b/js/parser.js @@ -739,8 +739,10 @@ Parser.CAT_ID_NATION = 68; Parser.CAT_ID_SETTLEMENT = 69; Parser.CAT_ID_RITUAL = 70; Parser.CAT_ID_VEHICLE = 71; +Parser.CAT_ID_RELICGIFT = 73; Parser.CAT_ID_TRAIT = 4; Parser.CAT_ID_ORGANIZATION = 72; +Parser.CAT_ID_EVENT = 74; Parser.CAT_ID_PAGE = 99; @@ -786,10 +788,12 @@ Parser.CAT_ID_TO_FULL[Parser.CAT_ID_LANGUAGE] = "Language"; Parser.CAT_ID_TO_FULL[Parser.CAT_ID_PLACE] = "Place"; Parser.CAT_ID_TO_FULL[Parser.CAT_ID_PLANE] = "Plane"; Parser.CAT_ID_TO_FULL[Parser.CAT_ID_ORGANIZATION] = "Organization"; +Parser.CAT_ID_TO_FULL[Parser.CAT_ID_EVENT] = "Event"; Parser.CAT_ID_TO_FULL[Parser.CAT_ID_NATION] = "Nation"; Parser.CAT_ID_TO_FULL[Parser.CAT_ID_SETTLEMENT] = "Settlement"; Parser.CAT_ID_TO_FULL[Parser.CAT_ID_RITUAL] = "Ritual"; Parser.CAT_ID_TO_FULL[Parser.CAT_ID_VEHICLE] = "Vehicle"; +Parser.CAT_ID_TO_FULL[Parser.CAT_ID_RELICGIFT] = "Relic Gift"; Parser.CAT_ID_TO_FULL[Parser.CAT_ID_TRAIT] = "Trait"; Parser.CAT_ID_TO_FULL[Parser.CAT_ID_PAGE] = "Page"; @@ -839,10 +843,12 @@ Parser.CAT_ID_TO_PROP[Parser.CAT_ID_LANGUAGE] = "language"; Parser.CAT_ID_TO_PROP[Parser.CAT_ID_PLACE] = "place"; Parser.CAT_ID_TO_PROP[Parser.CAT_ID_PLANE] = "place"; Parser.CAT_ID_TO_PROP[Parser.CAT_ID_ORGANIZATION] = "organization"; +Parser.CAT_ID_TO_PROP[Parser.CAT_ID_EVENT] = "event"; Parser.CAT_ID_TO_PROP[Parser.CAT_ID_NATION] = "place"; Parser.CAT_ID_TO_PROP[Parser.CAT_ID_SETTLEMENT] = "place"; Parser.CAT_ID_TO_PROP[Parser.CAT_ID_RITUAL] = "ritual"; Parser.CAT_ID_TO_PROP[Parser.CAT_ID_VEHICLE] = "vehicle"; +Parser.CAT_ID_TO_PROP[Parser.CAT_ID_RELICGIFT] = "relicGift"; Parser.CAT_ID_TO_PROP[Parser.CAT_ID_TRAIT] = "trait"; Parser.CAT_ID_TO_PROP[Parser.CAT_ID_PAGE] = null; @@ -1236,12 +1242,7 @@ Parser.SOURCES_AVAILABLE_DOCS_ADVENTURE = {}; // Listing of all the sources /* PF2ETOOLS_SOURCE__OPEN */ SRC_AAWS = "AAWS" -SRC_APG = "APG" -SRC_AV0 = "AV0" -SRC_AV1 = "AV1" -SRC_AV2 = "AV2" -SRC_AV3 = "AV3" -SRC_AVH = "AVH" +SRC_AFoF = "AFoF" SRC_AoA0 = "AoA0" SRC_AoA1 = "AoA1" SRC_AoA2 = "AoA2" @@ -1256,6 +1257,12 @@ SRC_AoE3 = "AoE3" SRC_AoE4 = "AoE4" SRC_AoE5 = "AoE5" SRC_AoE6 = "AoE6" +SRC_APG = "APG" +SRC_AV0 = "AV0" +SRC_AV1 = "AV1" +SRC_AV2 = "AV2" +SRC_AV3 = "AV3" +SRC_AVH = "AVH" SRC_B1 = "B1" SRC_B2 = "B2" SRC_B3 = "B3" @@ -1267,6 +1274,8 @@ SRC_BL4 = "BL4" SRC_BL5 = "BL5" SRC_BL6 = "BL6" SRC_BotD = "BotD" +SRC_CFD = "CFD" +SRC_CHD = "CHD" SRC_CRB = "CRB" SRC_DA = "DA" SRC_EC0 = "EC0" @@ -1276,16 +1285,17 @@ SRC_EC3 = "EC3" SRC_EC4 = "EC4" SRC_EC5 = "EC5" SRC_EC6 = "EC6" +SRC_FoP = "FoP" SRC_FRP0 = "FRP0" SRC_FRP1 = "FRP1" SRC_FRP2 = "FRP2" SRC_FRP3 = "FRP3" -SRC_FoP = "FoP" SRC_GnG = "G&G" SRC_GMG = "GMG" SRC_GW0 = "GW0" SRC_GW1 = "GW1" SRC_GW2 = "GW2" +SRC_HPD = "HPD" SRC_LOACLO = "LOACLO" SRC_LOAG = "LOAG" SRC_LOCG = "LOCG" @@ -1313,7 +1323,6 @@ SRC_QFF1 = "QFF1" SRC_QFF2 = "QFF2" SRC_QFF3 = "QFF3" SRC_SaS = "SaS" -SRC_AFoF = "AFoF" SRC_Sli = "Sli" SRC_SoM = "SoM" SRC_SoT0 = "SoT0" @@ -1325,15 +1334,8 @@ SRC_SoT5 = "SoT5" SRC_SoT6 = "SoT6" SRC_TiO = "TiO" SRC_ToK = "ToK" -SRC_CHD = "CHD" -SRC_CFD = "CFD" Parser.SOURCE_JSON_TO_FULL[SRC_AAWS] = "Azarketi Ancestry Web Supplement" -Parser.SOURCE_JSON_TO_FULL[SRC_APG] = "Advanced Player's Guide" -Parser.SOURCE_JSON_TO_FULL[SRC_AV0] = "Abomination Vaults Player's Guide" -Parser.SOURCE_JSON_TO_FULL[SRC_AV1] = "Abomination Vaults #1: Ruins of Gauntlight" -Parser.SOURCE_JSON_TO_FULL[SRC_AV2] = "Abomination Vaults #2: Hands of the Devil" -Parser.SOURCE_JSON_TO_FULL[SRC_AV3] = "Abomination Vaults #3: Eyes of Empty Death" -Parser.SOURCE_JSON_TO_FULL[SRC_AVH] = "Abomination Vaults Hardcover" +Parser.SOURCE_JSON_TO_FULL[SRC_AFoF] = "A Fistful of Flowers" Parser.SOURCE_JSON_TO_FULL[SRC_AoA0] = "Age of Ashes Player's Guide" Parser.SOURCE_JSON_TO_FULL[SRC_AoA1] = "Age of Ashes #1: Hellknight Hill" Parser.SOURCE_JSON_TO_FULL[SRC_AoA2] = "Age of Ashes #2: Cult of Cinders" @@ -1348,6 +1350,12 @@ Parser.SOURCE_JSON_TO_FULL[SRC_AoE3] = "Agents of Edgewatch #3: All or Nothing" Parser.SOURCE_JSON_TO_FULL[SRC_AoE4] = "Agents of Edgewatch #4: Assault on Hunting Lodge Seven" Parser.SOURCE_JSON_TO_FULL[SRC_AoE5] = "Agents of Edgewatch #5: Belly of the Black Whale" Parser.SOURCE_JSON_TO_FULL[SRC_AoE6] = "Agents of Edgewatch #6: Ruins of the Radiant Siege" +Parser.SOURCE_JSON_TO_FULL[SRC_APG] = "Advanced Player's Guide" +Parser.SOURCE_JSON_TO_FULL[SRC_AV0] = "Abomination Vaults Player's Guide" +Parser.SOURCE_JSON_TO_FULL[SRC_AV1] = "Abomination Vaults #1: Ruins of Gauntlight" +Parser.SOURCE_JSON_TO_FULL[SRC_AV2] = "Abomination Vaults #2: Hands of the Devil" +Parser.SOURCE_JSON_TO_FULL[SRC_AV3] = "Abomination Vaults #3: Eyes of Empty Death" +Parser.SOURCE_JSON_TO_FULL[SRC_AVH] = "Abomination Vaults Hardcover" Parser.SOURCE_JSON_TO_FULL[SRC_B1] = "Bestiary" Parser.SOURCE_JSON_TO_FULL[SRC_B2] = "Bestiary 2" Parser.SOURCE_JSON_TO_FULL[SRC_B3] = "Bestiary 3" @@ -1359,6 +1367,8 @@ Parser.SOURCE_JSON_TO_FULL[SRC_BL4] = "Blood Lords #4: The Ghouls Hunger" Parser.SOURCE_JSON_TO_FULL[SRC_BL5] = "Blood Lords #5: A Taste of Ashes" Parser.SOURCE_JSON_TO_FULL[SRC_BL6] = "Blood Lords #6: Ghost King's Rage" Parser.SOURCE_JSON_TO_FULL[SRC_BotD] = "Book of the Dead" +Parser.SOURCE_JSON_TO_FULL[SRC_CFD] = "Critical Fumble Deck" +Parser.SOURCE_JSON_TO_FULL[SRC_CHD] = "Critical Hit Deck" Parser.SOURCE_JSON_TO_FULL[SRC_CRB] = "Core Rulebook" Parser.SOURCE_JSON_TO_FULL[SRC_DA] = "Dark Archive" Parser.SOURCE_JSON_TO_FULL[SRC_EC0] = "Extinction Curse Player's Guide" @@ -1368,16 +1378,17 @@ Parser.SOURCE_JSON_TO_FULL[SRC_EC3] = "Extinction Curse #3: Life's Long Shadows" Parser.SOURCE_JSON_TO_FULL[SRC_EC4] = "Extinction Curse #4: Siege of the Dinosaurs" Parser.SOURCE_JSON_TO_FULL[SRC_EC5] = "Extinction Curse #5: Lord of the Black Sands" Parser.SOURCE_JSON_TO_FULL[SRC_EC6] = "Extinction Curse #6: The Apocalypse Prophet" +Parser.SOURCE_JSON_TO_FULL[SRC_FoP] = "The Fall of Plaguestone" Parser.SOURCE_JSON_TO_FULL[SRC_FRP0] = "Fists of the Ruby Phoenix Player's Guide" Parser.SOURCE_JSON_TO_FULL[SRC_FRP1] = "Fists of the Ruby Phoenix #1: Despair on Danger Island" Parser.SOURCE_JSON_TO_FULL[SRC_FRP2] = "Fists of the Ruby Phoenix #2: Ready? Fight!" Parser.SOURCE_JSON_TO_FULL[SRC_FRP3] = "Fists of the Ruby Phoenix #3: King of the Mountain" -Parser.SOURCE_JSON_TO_FULL[SRC_FoP] = "The Fall of Plaguestone" Parser.SOURCE_JSON_TO_FULL[SRC_GnG] = "Guns & Gears" Parser.SOURCE_JSON_TO_FULL[SRC_GMG] = "Gamemastery Guide" Parser.SOURCE_JSON_TO_FULL[SRC_GW0] = "Gatewalkers Player's Guide" Parser.SOURCE_JSON_TO_FULL[SRC_GW1] = "Gatewalkers #1: The Seventh Arch" Parser.SOURCE_JSON_TO_FULL[SRC_GW2] = "Gatewalkers #2: They Watched the Stars" +Parser.SOURCE_JSON_TO_FULL[SRC_HPD] = "Hero Point Deck" Parser.SOURCE_JSON_TO_FULL[SRC_LOACLO] = "Lost Omens: Absalom, City of Lost Omens" Parser.SOURCE_JSON_TO_FULL[SRC_LOAG] = "Lost Omens: Ancestry Guide" Parser.SOURCE_JSON_TO_FULL[SRC_LOCG] = "Lost Omens: Character Guide" @@ -1405,7 +1416,6 @@ Parser.SOURCE_JSON_TO_FULL[SRC_QFF1] = "Quest for the Frozen Flame #1: Broken Tu Parser.SOURCE_JSON_TO_FULL[SRC_QFF2] = "Quest for the Frozen Flame #2: Lost Mammoth Valley" Parser.SOURCE_JSON_TO_FULL[SRC_QFF3] = "Quest for the Frozen Flame #3: Burning Tundra" Parser.SOURCE_JSON_TO_FULL[SRC_SaS] = "Shadows at Sundown" -Parser.SOURCE_JSON_TO_FULL[SRC_AFoF] = "A Fistful of Flowers" Parser.SOURCE_JSON_TO_FULL[SRC_Sli] = "The Slithering" Parser.SOURCE_JSON_TO_FULL[SRC_SoM] = "Secrets of Magic" Parser.SOURCE_JSON_TO_FULL[SRC_SoT0] = "Strength of Thousands Player's Guide" @@ -1417,15 +1427,8 @@ Parser.SOURCE_JSON_TO_FULL[SRC_SoT5] = "Strength of Thousands #5: Doorway to the Parser.SOURCE_JSON_TO_FULL[SRC_SoT6] = "Strength of Thousands #6: Shadows of the Ancients" Parser.SOURCE_JSON_TO_FULL[SRC_TiO] = "Troubles in Otari" Parser.SOURCE_JSON_TO_FULL[SRC_ToK] = "Threshold of Knowledge" -Parser.SOURCE_JSON_TO_FULL[SRC_CHD] = "Critical Hit Deck" -Parser.SOURCE_JSON_TO_FULL[SRC_CFD] = "Critical Fumble Deck" Parser.SOURCE_JSON_TO_ABV[SRC_AAWS] = "AAWS" -Parser.SOURCE_JSON_TO_ABV[SRC_APG] = "APG" -Parser.SOURCE_JSON_TO_ABV[SRC_AV0] = "AV0" -Parser.SOURCE_JSON_TO_ABV[SRC_AV1] = "AV1" -Parser.SOURCE_JSON_TO_ABV[SRC_AV2] = "AV2" -Parser.SOURCE_JSON_TO_ABV[SRC_AV3] = "AV3" -Parser.SOURCE_JSON_TO_ABV[SRC_AVH] = "AVH" +Parser.SOURCE_JSON_TO_ABV[SRC_AFoF] = "AFoF" Parser.SOURCE_JSON_TO_ABV[SRC_AoA0] = "AoA0" Parser.SOURCE_JSON_TO_ABV[SRC_AoA1] = "AoA1" Parser.SOURCE_JSON_TO_ABV[SRC_AoA2] = "AoA2" @@ -1440,6 +1443,12 @@ Parser.SOURCE_JSON_TO_ABV[SRC_AoE3] = "AoE3" Parser.SOURCE_JSON_TO_ABV[SRC_AoE4] = "AoE4" Parser.SOURCE_JSON_TO_ABV[SRC_AoE5] = "AoE5" Parser.SOURCE_JSON_TO_ABV[SRC_AoE6] = "AoE6" +Parser.SOURCE_JSON_TO_ABV[SRC_APG] = "APG" +Parser.SOURCE_JSON_TO_ABV[SRC_AV0] = "AV0" +Parser.SOURCE_JSON_TO_ABV[SRC_AV1] = "AV1" +Parser.SOURCE_JSON_TO_ABV[SRC_AV2] = "AV2" +Parser.SOURCE_JSON_TO_ABV[SRC_AV3] = "AV3" +Parser.SOURCE_JSON_TO_ABV[SRC_AVH] = "AVH" Parser.SOURCE_JSON_TO_ABV[SRC_B1] = "B1" Parser.SOURCE_JSON_TO_ABV[SRC_B2] = "B2" Parser.SOURCE_JSON_TO_ABV[SRC_B3] = "B3" @@ -1451,6 +1460,8 @@ Parser.SOURCE_JSON_TO_ABV[SRC_BL4] = "BL4" Parser.SOURCE_JSON_TO_ABV[SRC_BL5] = "BL5" Parser.SOURCE_JSON_TO_ABV[SRC_BL6] = "BL6" Parser.SOURCE_JSON_TO_ABV[SRC_BotD] = "BotD" +Parser.SOURCE_JSON_TO_ABV[SRC_CFD] = "CFD" +Parser.SOURCE_JSON_TO_ABV[SRC_CHD] = "CHD" Parser.SOURCE_JSON_TO_ABV[SRC_CRB] = "CRB" Parser.SOURCE_JSON_TO_ABV[SRC_DA] = "DA" Parser.SOURCE_JSON_TO_ABV[SRC_EC0] = "EC0" @@ -1460,16 +1471,17 @@ Parser.SOURCE_JSON_TO_ABV[SRC_EC3] = "EC3" Parser.SOURCE_JSON_TO_ABV[SRC_EC4] = "EC4" Parser.SOURCE_JSON_TO_ABV[SRC_EC5] = "EC5" Parser.SOURCE_JSON_TO_ABV[SRC_EC6] = "EC6" +Parser.SOURCE_JSON_TO_ABV[SRC_FoP] = "FoP" Parser.SOURCE_JSON_TO_ABV[SRC_FRP0] = "FRP0" Parser.SOURCE_JSON_TO_ABV[SRC_FRP1] = "FRP1" Parser.SOURCE_JSON_TO_ABV[SRC_FRP2] = "FRP2" Parser.SOURCE_JSON_TO_ABV[SRC_FRP3] = "FRP3" -Parser.SOURCE_JSON_TO_ABV[SRC_FoP] = "FoP" Parser.SOURCE_JSON_TO_ABV[SRC_GnG] = "G&G" Parser.SOURCE_JSON_TO_ABV[SRC_GMG] = "GMG" Parser.SOURCE_JSON_TO_ABV[SRC_GW0] = "GW0" Parser.SOURCE_JSON_TO_ABV[SRC_GW1] = "GW1" Parser.SOURCE_JSON_TO_ABV[SRC_GW2] = "GW2" +Parser.SOURCE_JSON_TO_ABV[SRC_HPD] = "HPD" Parser.SOURCE_JSON_TO_ABV[SRC_LOACLO] = "LOACLO" Parser.SOURCE_JSON_TO_ABV[SRC_LOAG] = "LOAG" Parser.SOURCE_JSON_TO_ABV[SRC_LOCG] = "LOCG" @@ -1497,7 +1509,6 @@ Parser.SOURCE_JSON_TO_ABV[SRC_QFF1] = "QFF1" Parser.SOURCE_JSON_TO_ABV[SRC_QFF2] = "QFF2" Parser.SOURCE_JSON_TO_ABV[SRC_QFF3] = "QFF3" Parser.SOURCE_JSON_TO_ABV[SRC_SaS] = "SaS" -Parser.SOURCE_JSON_TO_ABV[SRC_AFoF] = "AFoF" Parser.SOURCE_JSON_TO_ABV[SRC_Sli] = "Sli" Parser.SOURCE_JSON_TO_ABV[SRC_SoM] = "SoM" Parser.SOURCE_JSON_TO_ABV[SRC_SoT0] = "SoT0" @@ -1509,15 +1520,8 @@ Parser.SOURCE_JSON_TO_ABV[SRC_SoT5] = "SoT5" Parser.SOURCE_JSON_TO_ABV[SRC_SoT6] = "SoT6" Parser.SOURCE_JSON_TO_ABV[SRC_TiO] = "TiO" Parser.SOURCE_JSON_TO_ABV[SRC_ToK] = "ToK" -Parser.SOURCE_JSON_TO_ABV[SRC_CHD] = "CHD" -Parser.SOURCE_JSON_TO_ABV[SRC_CFD] = "CFD" Parser.SOURCE_JSON_TO_DATE[SRC_AAWS] = "2021-02-24" -Parser.SOURCE_JSON_TO_DATE[SRC_APG] = "2020-07-30" -Parser.SOURCE_JSON_TO_DATE[SRC_AV0] = "2021-01-15" -Parser.SOURCE_JSON_TO_DATE[SRC_AV1] = "2021-01-15" -Parser.SOURCE_JSON_TO_DATE[SRC_AV2] = "2021-02-24" -Parser.SOURCE_JSON_TO_DATE[SRC_AV3] = "2021-04-07" -Parser.SOURCE_JSON_TO_DATE[SRC_AVH] = "2022-05-25" +Parser.SOURCE_JSON_TO_DATE[SRC_AFoF] = "2022-07-25" Parser.SOURCE_JSON_TO_DATE[SRC_AoA0] = "2019-08-01" Parser.SOURCE_JSON_TO_DATE[SRC_AoA1] = "2019-08-01" Parser.SOURCE_JSON_TO_DATE[SRC_AoA2] = "2019-09-01" @@ -1532,6 +1536,12 @@ Parser.SOURCE_JSON_TO_DATE[SRC_AoE3] = "2020-09-15" Parser.SOURCE_JSON_TO_DATE[SRC_AoE4] = "2020-10-14" Parser.SOURCE_JSON_TO_DATE[SRC_AoE5] = "2020-11-15" Parser.SOURCE_JSON_TO_DATE[SRC_AoE6] = "2020-12-15" +Parser.SOURCE_JSON_TO_DATE[SRC_APG] = "2020-07-30" +Parser.SOURCE_JSON_TO_DATE[SRC_AV0] = "2021-01-15" +Parser.SOURCE_JSON_TO_DATE[SRC_AV1] = "2021-01-15" +Parser.SOURCE_JSON_TO_DATE[SRC_AV2] = "2021-02-24" +Parser.SOURCE_JSON_TO_DATE[SRC_AV3] = "2021-04-07" +Parser.SOURCE_JSON_TO_DATE[SRC_AVH] = "2022-05-25" Parser.SOURCE_JSON_TO_DATE[SRC_B1] = "2019-08-01" Parser.SOURCE_JSON_TO_DATE[SRC_B2] = "2020-05-27" Parser.SOURCE_JSON_TO_DATE[SRC_B3] = "2021-04-07" @@ -1543,6 +1553,8 @@ Parser.SOURCE_JSON_TO_DATE[SRC_BL4] = undefined Parser.SOURCE_JSON_TO_DATE[SRC_BL5] = undefined Parser.SOURCE_JSON_TO_DATE[SRC_BL6] = undefined Parser.SOURCE_JSON_TO_DATE[SRC_BotD] = "2022-04-27" +Parser.SOURCE_JSON_TO_DATE[SRC_CFD] = "2019-10-16" +Parser.SOURCE_JSON_TO_DATE[SRC_CHD] = "2019-10-16" Parser.SOURCE_JSON_TO_DATE[SRC_CRB] = "2019-08-01" Parser.SOURCE_JSON_TO_DATE[SRC_DA] = "2022-07-27" Parser.SOURCE_JSON_TO_DATE[SRC_EC0] = "2020-01-13" @@ -1552,22 +1564,23 @@ Parser.SOURCE_JSON_TO_DATE[SRC_EC3] = "2020-03-26" Parser.SOURCE_JSON_TO_DATE[SRC_EC4] = "2020-04-29" Parser.SOURCE_JSON_TO_DATE[SRC_EC5] = "2020-05-27" Parser.SOURCE_JSON_TO_DATE[SRC_EC6] = "2020-06-24" +Parser.SOURCE_JSON_TO_DATE[SRC_FoP] = "2019-08-01" Parser.SOURCE_JSON_TO_DATE[SRC_FRP0] = "2021-04-12" Parser.SOURCE_JSON_TO_DATE[SRC_FRP1] = "2021-07-07" Parser.SOURCE_JSON_TO_DATE[SRC_FRP2] = "2021-07-07" Parser.SOURCE_JSON_TO_DATE[SRC_FRP3] = "2021-07-07" -Parser.SOURCE_JSON_TO_DATE[SRC_FoP] = "2019-08-01" Parser.SOURCE_JSON_TO_DATE[SRC_GnG] = "2021-10-13" Parser.SOURCE_JSON_TO_DATE[SRC_GMG] = "2020-02-26" Parser.SOURCE_JSON_TO_DATE[SRC_GW0] = undefined Parser.SOURCE_JSON_TO_DATE[SRC_GW1] = undefined Parser.SOURCE_JSON_TO_DATE[SRC_GW2] = undefined +Parser.SOURCE_JSON_TO_DATE[SRC_HPD] = "2021-11-10" Parser.SOURCE_JSON_TO_DATE[SRC_LOACLO] = "2021-12-22" Parser.SOURCE_JSON_TO_DATE[SRC_LOAG] = "2021-02-24" Parser.SOURCE_JSON_TO_DATE[SRC_LOCG] = "2019-10-16" Parser.SOURCE_JSON_TO_DATE[SRC_LOGM] = "2020-01-29" Parser.SOURCE_JSON_TO_DATE[SRC_LOGMWS] = "2020-01-29" -Parser.SOURCE_JSON_TO_DATE[SRC_LOIL] = undefined +Parser.SOURCE_JSON_TO_DATE[SRC_LOIL] = "2021-11-06" Parser.SOURCE_JSON_TO_DATE[SRC_LOKL] = "2022-05-25" Parser.SOURCE_JSON_TO_DATE[SRC_LOL] = "2020-07-30" Parser.SOURCE_JSON_TO_DATE[SRC_LOME] = "2021-07-07" @@ -1589,7 +1602,6 @@ Parser.SOURCE_JSON_TO_DATE[SRC_QFF1] = "2021-01-26" Parser.SOURCE_JSON_TO_DATE[SRC_QFF2] = "2021-02-23" Parser.SOURCE_JSON_TO_DATE[SRC_QFF3] = "2021-03-30" Parser.SOURCE_JSON_TO_DATE[SRC_SaS] = "2022-05-25" -Parser.SOURCE_JSON_TO_DATE[SRC_AFoF] = "2022-07-25" Parser.SOURCE_JSON_TO_DATE[SRC_Sli] = "2020-07-30" Parser.SOURCE_JSON_TO_DATE[SRC_SoM] = "2021-09-01" Parser.SOURCE_JSON_TO_DATE[SRC_SoT0] = "2021-07-26" @@ -1601,15 +1613,8 @@ Parser.SOURCE_JSON_TO_DATE[SRC_SoT5] = "2021-11-10" Parser.SOURCE_JSON_TO_DATE[SRC_SoT6] = "2021-07-26" Parser.SOURCE_JSON_TO_DATE[SRC_TiO] = "2020-12-09" Parser.SOURCE_JSON_TO_DATE[SRC_ToK] = "2021-11-19" -Parser.SOURCE_JSON_TO_DATE[SRC_CHD] = "2019-10-16" -Parser.SOURCE_JSON_TO_DATE[SRC_CFD] = "2019-10-16" Parser.SOURCE_JSON_TO_STORE[SRC_AAWS] = "https://paizo-images.s3-us-west-2.amazonaws.com/image/download/Azarketi+Ancestry.pdf" -Parser.SOURCE_JSON_TO_STORE[SRC_APG] = "https://paizo.com/products/btq023ih" -Parser.SOURCE_JSON_TO_STORE[SRC_AV0] = "https://paizo.com/community/blog/v5748dyo6shjm" -Parser.SOURCE_JSON_TO_STORE[SRC_AV1] = "https://paizo.com/products/btq026kj" -Parser.SOURCE_JSON_TO_STORE[SRC_AV2] = "https://paizo.com/products/btq027jm" -Parser.SOURCE_JSON_TO_STORE[SRC_AV3] = "https://paizo.com/products/btq024xm" -Parser.SOURCE_JSON_TO_STORE[SRC_AVH] = "https://paizo.com/products/btq02ajj" +Parser.SOURCE_JSON_TO_STORE[SRC_AFoF] = "https://paizo.com/products/btq02d8f" Parser.SOURCE_JSON_TO_STORE[SRC_AoA0] = "https://paizo.com/products/btq024wj" Parser.SOURCE_JSON_TO_STORE[SRC_AoA1] = "https://paizo.com/products/btq024tw" Parser.SOURCE_JSON_TO_STORE[SRC_AoA2] = "https://paizo.com/products/btq022ci" @@ -1624,6 +1629,12 @@ Parser.SOURCE_JSON_TO_STORE[SRC_AoE3] = "https://paizo.com/products/btq01zrs" Parser.SOURCE_JSON_TO_STORE[SRC_AoE4] = "https://paizo.com/products/btq0204d" Parser.SOURCE_JSON_TO_STORE[SRC_AoE5] = "https://paizo.com/products/btq02065" Parser.SOURCE_JSON_TO_STORE[SRC_AoE6] = "https://paizo.com/products/btq021cb" +Parser.SOURCE_JSON_TO_STORE[SRC_APG] = "https://paizo.com/products/btq023ih" +Parser.SOURCE_JSON_TO_STORE[SRC_AV0] = "https://paizo.com/community/blog/v5748dyo6shjm" +Parser.SOURCE_JSON_TO_STORE[SRC_AV1] = "https://paizo.com/products/btq026kj" +Parser.SOURCE_JSON_TO_STORE[SRC_AV2] = "https://paizo.com/products/btq027jm" +Parser.SOURCE_JSON_TO_STORE[SRC_AV3] = "https://paizo.com/products/btq024xm" +Parser.SOURCE_JSON_TO_STORE[SRC_AVH] = "https://paizo.com/products/btq02ajj" Parser.SOURCE_JSON_TO_STORE[SRC_B1] = "https://paizo.com/products/btq01zp4" Parser.SOURCE_JSON_TO_STORE[SRC_B2] = "https://paizo.com/products/btq022yq" Parser.SOURCE_JSON_TO_STORE[SRC_B3] = "https://paizo.com/products/btq027mn" @@ -1635,6 +1646,8 @@ Parser.SOURCE_JSON_TO_STORE[SRC_BL4] = "https://paizo.com/products/btq02c4e" Parser.SOURCE_JSON_TO_STORE[SRC_BL5] = "https://paizo.com/products/btq02d51" Parser.SOURCE_JSON_TO_STORE[SRC_BL6] = "https://paizo.com/products/btq02d71" Parser.SOURCE_JSON_TO_STORE[SRC_BotD] = "https://paizo.com/products/btq02c0j" +Parser.SOURCE_JSON_TO_STORE[SRC_CFD] = "https://paizo.com/products/btq024ud" +Parser.SOURCE_JSON_TO_STORE[SRC_CHD] = "https://paizo.com/products/btq024tn" Parser.SOURCE_JSON_TO_STORE[SRC_CRB] = "https://paizo.com/products/btq01zp3" Parser.SOURCE_JSON_TO_STORE[SRC_DA] = "https://paizo.com/products/btq02arq" Parser.SOURCE_JSON_TO_STORE[SRC_EC0] = "https://paizo.com/products/btq022ks" @@ -1644,16 +1657,17 @@ Parser.SOURCE_JSON_TO_STORE[SRC_EC3] = "https://paizo.com/products/btq01zuh" Parser.SOURCE_JSON_TO_STORE[SRC_EC4] = "https://paizo.com/products/btq0216l" Parser.SOURCE_JSON_TO_STORE[SRC_EC5] = "https://paizo.com/products/btq021by" Parser.SOURCE_JSON_TO_STORE[SRC_EC6] = "https://paizo.com/products/btq021f4" +Parser.SOURCE_JSON_TO_STORE[SRC_FoP] = "https://paizo.com/products/btq01zoh" Parser.SOURCE_JSON_TO_STORE[SRC_FRP0] = "https://paizo.com/community/blog/v5748dyo6shmo" Parser.SOURCE_JSON_TO_STORE[SRC_FRP1] = "https://paizo.com/products/btq027qd" Parser.SOURCE_JSON_TO_STORE[SRC_FRP2] = "https://paizo.com/products/btq027sp" Parser.SOURCE_JSON_TO_STORE[SRC_FRP3] = "https://paizo.com/products/btq027sq" -Parser.SOURCE_JSON_TO_STORE[SRC_FoP] = "https://paizo.com/products/btq01zoh" Parser.SOURCE_JSON_TO_STORE[SRC_GnG] = "https://paizo.com/products/btq026mw" Parser.SOURCE_JSON_TO_STORE[SRC_GMG] = "https://paizo.com/products/btq022c1" Parser.SOURCE_JSON_TO_STORE[SRC_GW0] = undefined Parser.SOURCE_JSON_TO_STORE[SRC_GW1] = "https://paizo.com/products/btq02dsq" Parser.SOURCE_JSON_TO_STORE[SRC_GW2] = "https://paizo.com/products/btq02dw1" +Parser.SOURCE_JSON_TO_STORE[SRC_HPD] = "https://paizo.com/products/btq024ut" Parser.SOURCE_JSON_TO_STORE[SRC_LOACLO] = "https://paizo.com/products/btq02ap2" Parser.SOURCE_JSON_TO_STORE[SRC_LOAG] = "https://paizo.com/products/btq026k5" Parser.SOURCE_JSON_TO_STORE[SRC_LOCG] = "https://paizo.com/products/btq01zt4" @@ -1681,7 +1695,6 @@ Parser.SOURCE_JSON_TO_STORE[SRC_QFF1] = "https://paizo.com/products/btq02asv" Parser.SOURCE_JSON_TO_STORE[SRC_QFF2] = "https://paizo.com/products/btq029ud" Parser.SOURCE_JSON_TO_STORE[SRC_QFF3] = "https://paizo.com/products/btq029wg" Parser.SOURCE_JSON_TO_STORE[SRC_SaS] = "https://paizo.com/products/btq02d7e" -Parser.SOURCE_JSON_TO_STORE[SRC_AFoF] = "https://paizo.com/products/btq02d8f" Parser.SOURCE_JSON_TO_STORE[SRC_Sli] = "https://paizo.com/products/btq023hg" Parser.SOURCE_JSON_TO_STORE[SRC_SoM] = "https://paizo.com/products/btq027uy" Parser.SOURCE_JSON_TO_STORE[SRC_SoT0] = "https://paizo.com/community/blog/v5748dyo6shr4" @@ -1693,14 +1706,12 @@ Parser.SOURCE_JSON_TO_STORE[SRC_SoT5] = "https://paizo.com/products/btq027s2" Parser.SOURCE_JSON_TO_STORE[SRC_SoT6] = "https://paizo.com/products/btq027u1" Parser.SOURCE_JSON_TO_STORE[SRC_TiO] = "https://paizo.com/products/btq026k1" Parser.SOURCE_JSON_TO_STORE[SRC_ToK] = "https://paizo.com/products/btq027qf" -Parser.SOURCE_JSON_TO_STORE[SRC_CHD] = "https://paizo.com/products/btq01zpt" -Parser.SOURCE_JSON_TO_STORE[SRC_CFD] = "https://paizo.com/products/btq01zpu" -Parser.SOURCES_ADVENTURES = new Set([SRC_AV0, SRC_AV1, SRC_AV2, SRC_AV3, SRC_AVH, SRC_AoA0, SRC_AoA1, SRC_AoA2, SRC_AoA3, SRC_AoA4, SRC_AoA5, SRC_AoA6, SRC_AoE0, SRC_AoE1, SRC_AoE2, SRC_AoE3, SRC_AoE4, SRC_AoE5, SRC_AoE6, SRC_BL0, SRC_BL1, SRC_BL2, SRC_BL3, SRC_BL4, SRC_BL5, SRC_BL6, SRC_EC0, SRC_EC1, SRC_EC2, SRC_EC3, SRC_EC4, SRC_EC5, SRC_EC6, SRC_FRP0, SRC_FRP1, SRC_FRP2, SRC_FRP3, SRC_FoP, SRC_GW0, SRC_GW1, SRC_GW2, SRC_LTiBA, SRC_Mal, SRC_NGD, SRC_OoA0, SRC_OoA1, SRC_OoA2, SRC_OoA3, SRC_QFF0, SRC_QFF1, SRC_QFF2, SRC_QFF3, SRC_SaS, SRC_AFoF, SRC_Sli, SRC_SoT0, SRC_SoT1, SRC_SoT2, SRC_SoT3, SRC_SoT4, SRC_SoT5, SRC_SoT6, SRC_TiO, SRC_ToK ]); -Parser.SOURCES_VANILLA = new Set([SRC_APG, SRC_B1, SRC_B2, SRC_B3, SRC_BotD, SRC_CRB, SRC_DA, SRC_GnG, SRC_GMG, SRC_SoM ]); -Parser.SOURCES_ACCESSORIES = new Set([SRC_CHD, SRC_CFD]); -Parser.TAG_TO_DEFAULT_SOURCE = {"versatileHeritage": SRC_APG, "familiar": SRC_APG, "optfeature": SRC_APG, "creatureTemplate": SRC_B1, "ability": SRC_B1, "creature": SRC_B1, "spell": SRC_CRB, "item": SRC_CRB, "class": SRC_CRB, "condition": SRC_CRB, "background": SRC_CRB, "ancestry": SRC_CRB, "archetype": SRC_CRB, "feat": SRC_CRB, "trap": SRC_CRB, "hazard": SRC_CRB, "deity": SRC_CRB, "action": SRC_CRB, "classFeature": SRC_CRB, "subclassFeature": SRC_CRB, "table": SRC_CRB, "language": SRC_CRB, "ritual": SRC_CRB, "trait": SRC_CRB, "group": SRC_CRB, "domain": SRC_CRB, "skill": SRC_CRB, "familiarAbility": SRC_CRB, "companion": SRC_CRB, "companionAbility": SRC_CRB, "disease": SRC_GMG, "curse": SRC_GMG, "variantrule": SRC_GMG, "vehicle": SRC_GMG, "place": SRC_GMG, "plane": SRC_GMG, "settlement": SRC_GMG, "nation": SRC_GMG, "organization": SRC_LOCG, "eidolon": SRC_SoM }; -[SRC_AAWS, SRC_APG, SRC_B1, SRC_B2, SRC_B3, SRC_BotD, SRC_CRB, SRC_DA, SRC_GnG, SRC_GMG, SRC_LOACLO, SRC_LOAG, SRC_LOCG, SRC_LOGM, SRC_LOGMWS, SRC_LOIL, SRC_LOKL, SRC_LOL, SRC_LOME, SRC_LOMM, SRC_LOPSG, SRC_LOTG, SRC_LOTGB, SRC_LOWG, SRC_PFUM, SRC_SoM ].forEach(src => { Parser.SOURCES_AVAILABLE_DOCS_BOOK[src] = src; Parser.SOURCES_AVAILABLE_DOCS_BOOK[src.toLowerCase()] = src; }); -[SRC_AV0, SRC_AV1, SRC_AV2, SRC_AV3, SRC_AVH, SRC_AoA0, SRC_AoA1, SRC_AoA2, SRC_AoA3, SRC_AoA4, SRC_AoA5, SRC_AoA6, SRC_AoE0, SRC_AoE1, SRC_AoE2, SRC_AoE3, SRC_AoE4, SRC_AoE5, SRC_AoE6, SRC_BL0, SRC_BL1, SRC_BL2, SRC_BL3, SRC_BL4, SRC_BL5, SRC_BL6, SRC_EC0, SRC_EC1, SRC_EC2, SRC_EC3, SRC_EC4, SRC_EC5, SRC_EC6, SRC_FRP0, SRC_FRP1, SRC_FRP2, SRC_FRP3, SRC_FoP, SRC_GW0, SRC_GW1, SRC_GW2, SRC_LTiBA, SRC_Mal, SRC_NGD, SRC_OoA0, SRC_OoA1, SRC_OoA2, SRC_OoA3, SRC_QFF0, SRC_QFF1, SRC_QFF2, SRC_QFF3, SRC_SaS, SRC_AFoF, SRC_Sli, SRC_SoT0, SRC_SoT1, SRC_SoT2, SRC_SoT3, SRC_SoT4, SRC_SoT5, SRC_SoT6, SRC_TiO, SRC_ToK ].forEach(src => { Parser.SOURCES_AVAILABLE_DOCS_ADVENTURE[src] = src; Parser.SOURCES_AVAILABLE_DOCS_ADVENTURE[src.toLowerCase()] = src; }); +Parser.SOURCES_ADVENTURES = new Set([SRC_AFoF, SRC_AoA0, SRC_AoA1, SRC_AoA2, SRC_AoA3, SRC_AoA4, SRC_AoA5, SRC_AoA6, SRC_AoE0, SRC_AoE1, SRC_AoE2, SRC_AoE3, SRC_AoE4, SRC_AoE5, SRC_AoE6, SRC_AV0, SRC_AV1, SRC_AV2, SRC_AV3, SRC_AVH, SRC_BL0, SRC_BL1, SRC_BL2, SRC_BL3, SRC_BL4, SRC_BL5, SRC_BL6, SRC_EC0, SRC_EC1, SRC_EC2, SRC_EC3, SRC_EC4, SRC_EC5, SRC_EC6, SRC_FoP, SRC_FRP0, SRC_FRP1, SRC_FRP2, SRC_FRP3, SRC_GW0, SRC_GW1, SRC_GW2, SRC_LTiBA, SRC_Mal, SRC_NGD, SRC_OoA0, SRC_OoA1, SRC_OoA2, SRC_OoA3, SRC_QFF0, SRC_QFF1, SRC_QFF2, SRC_QFF3, SRC_SaS, SRC_Sli, SRC_SoT0, SRC_SoT1, SRC_SoT2, SRC_SoT3, SRC_SoT4, SRC_SoT5, SRC_SoT6, SRC_TiO, SRC_ToK ]) +Parser.SOURCES_VANILLA = new Set([SRC_APG, SRC_B1, SRC_B2, SRC_B3, SRC_BotD, SRC_CRB, SRC_DA, SRC_GnG, SRC_GMG, SRC_SoM ]) +Parser.TAG_TO_DEFAULT_SOURCE = {"versatileHeritage": SRC_APG, "familiar": SRC_APG, "optfeature": SRC_APG, "creatureTemplate": SRC_B1, "ability": SRC_B1, "creature": SRC_B1, "spell": SRC_CRB, "item": SRC_CRB, "class": SRC_CRB, "condition": SRC_CRB, "background": SRC_CRB, "ancestry": SRC_CRB, "archetype": SRC_CRB, "feat": SRC_CRB, "trap": SRC_CRB, "hazard": SRC_CRB, "deity": SRC_CRB, "action": SRC_CRB, "classFeature": SRC_CRB, "subclassFeature": SRC_CRB, "table": SRC_CRB, "language": SRC_CRB, "ritual": SRC_CRB, "trait": SRC_CRB, "group": SRC_CRB, "domain": SRC_CRB, "skill": SRC_CRB, "familiarAbility": SRC_CRB, "companion": SRC_CRB, "companionAbility": SRC_CRB, "disease": SRC_GMG, "curse": SRC_GMG, "variantrule": SRC_GMG, "vehicle": SRC_GMG, "place": SRC_GMG, "plane": SRC_GMG, "relicGift": SRC_GMG, "settlement": SRC_GMG, "nation": SRC_GMG, "organization": SRC_LOCG, "event": SRC_LOTG, "eidolon": SRC_SoM }; +[SRC_AAWS, SRC_APG, SRC_B1, SRC_B2, SRC_B3, SRC_BotD, SRC_CFD, SRC_CHD, SRC_CRB, SRC_DA, SRC_GnG, SRC_GMG, SRC_HPD, SRC_LOACLO, SRC_LOAG, SRC_LOCG, SRC_LOGM, SRC_LOGMWS, SRC_LOIL, SRC_LOKL, SRC_LOL, SRC_LOME, SRC_LOMM, SRC_LOPSG, SRC_LOTG, SRC_LOTGB, SRC_LOWG, SRC_PFUM, SRC_SoM ].forEach(src => { Parser.SOURCES_AVAILABLE_DOCS_BOOK[src] = src; Parser.SOURCES_AVAILABLE_DOCS_BOOK[src.toLowerCase()] = src; }); +[SRC_AFoF, SRC_AoA0, SRC_AoA1, SRC_AoA2, SRC_AoA3, SRC_AoA4, SRC_AoA5, SRC_AoA6, SRC_AoE0, SRC_AoE1, SRC_AoE2, SRC_AoE3, SRC_AoE4, SRC_AoE5, SRC_AoE6, SRC_AV0, SRC_AV1, SRC_AV2, SRC_AV3, SRC_AVH, SRC_BL0, SRC_BL1, SRC_BL2, SRC_BL3, SRC_BL4, SRC_BL5, SRC_BL6, SRC_EC0, SRC_EC1, SRC_EC2, SRC_EC3, SRC_EC4, SRC_EC5, SRC_EC6, SRC_FoP, SRC_FRP0, SRC_FRP1, SRC_FRP2, SRC_FRP3, SRC_GW0, SRC_GW1, SRC_GW2, SRC_LTiBA, SRC_Mal, SRC_NGD, SRC_OoA0, SRC_OoA1, SRC_OoA2, SRC_OoA3, SRC_QFF0, SRC_QFF1, SRC_QFF2, SRC_QFF3, SRC_SaS, SRC_Sli, SRC_SoT0, SRC_SoT1, SRC_SoT2, SRC_SoT3, SRC_SoT4, SRC_SoT5, SRC_SoT6, SRC_TiO, SRC_ToK ].forEach(src => { Parser.SOURCES_AVAILABLE_DOCS_ADVENTURE[src] = src; Parser.SOURCES_AVAILABLE_DOCS_ADVENTURE[src.toLowerCase()] = src; }); +Parser.SOURCES_ACCESSORIES = new Set(SRC_CFD, SRC_CHD, SRC_HPD) /* PF2ETOOLS_SOURCE__CLOSE */ Parser.SOURCES_CORE_SUPPLEMENTS = new Set(Object.keys(Parser.SOURCE_JSON_TO_FULL).filter(it => !Parser.SOURCES_ADVENTURES.has(it) && !Parser.SOURCES_ACCESSORIES.has(it))); diff --git a/js/places.js b/js/places.js index 933f608413..f97624534d 100644 --- a/js/places.js +++ b/js/places.js @@ -29,7 +29,7 @@ class PlacesPage extends ListPage { eleLi.innerHTML = ` ${it.name} ${it.category} - ${source} + ${source} `; const listItem = new ListItem( diff --git a/js/relicgifts.js b/js/relicgifts.js new file mode 100644 index 0000000000..ca766927f6 --- /dev/null +++ b/js/relicgifts.js @@ -0,0 +1,121 @@ +"use strict"; + +class RelicGiftsPage extends ListPage { + constructor () { + const pageFilter = new PageFilterRelicGifts(); + + super({ + dataSource: "data/relicgifts.json", + pageFilter, + listClass: "relicgifts", + sublistClass: "subrelicgifts", + dataProps: ["relicGift"], + }); + } + + getListItem (it, cdI, isExcluded) { + this._pageFilter.mutateAndAddToFilters(it, isExcluded); + + const eleLi = document.createElement("li"); + eleLi.className = `row ${isExcluded ? "row--blacklisted" : ""}`; + + const source = Parser.sourceJsonToAbv(it.source); + const hash = UrlUtil.autoEncodeHash(it); + const aspects = it.aspects.map(aspect => typeof aspect === "string" ? aspect : aspect.name).join(", "); + + eleLi.innerHTML = ` + ${it.name}${it.add_hash ? ` (${it.add_hash})` : ""} + ${aspects} + ${it.tier} + ${source} + `; + + const listItem = new ListItem( + cdI, + eleLi, + it.name, + { + hash, + source, + aspects, + tier: it.tier, + }, + ); + + eleLi.addEventListener("click", (evt) => this._list.doSelect(listItem, evt)); + eleLi.addEventListener("contextmenu", (evt) => ListUtil.openContextMenu(evt, this._list, listItem)); + + return listItem; + } + + handleFilterChange () { + const f = this._filterBox.getValues(); + this._list.filter(item => this._pageFilter.toDisplay(f, this._dataList[item.ix])); + FilterBox.selectFirstVisible(this._dataList); + } + + getSublistItem (it, pinId) { + const hash = UrlUtil.autoEncodeHash(it); + const aspects = it.aspects.join(", "); + + const $ele = $(`
  • + + ${it.name}${it.add_hash ? ` (${it.add_hash})` : ""} + ${it.aspects.map(aspect => typeof aspect === "string" ? aspect : aspect.name).join(", ")} + ${it.tier} + +
  • `) + .contextmenu(evt => ListUtil.openSubContextMenu(evt, listItem)); + + const listItem = new ListItem( + pinId, + $ele, + it.name, + { + hash, + aspects, + tier: it.tier, + }, + ); + return listItem; + } + + doLoadHash (id) { + const $content = $("#pagecontent").empty(); + const it = this._dataList[id]; + + function buildStatsTab () { + $content.append(Renderer.relicGift.getRenderedString(it)); + } + const buildInfoTab = async () => { + const quickRules = await Renderer.utils.pGetQuickRules("relicGift"); + $content.append(quickRules); + if (it.miscTags.includes("soulSeed")) { + const quickRulesExtra = await Renderer.utils.pGetQuickRules("soulSeed"); + $content.append(quickRulesExtra); + } + } + + const statTab = Renderer.utils.tabButton( + "Relic Gift", + () => {}, + buildStatsTab, + ); + const infoTab = Renderer.utils.tabButton( + "Quick Rules", + () => {}, + buildInfoTab, + ); + Renderer.utils.bindTabButtons(statTab, infoTab); + + ListUtil.updateSelected(); + } + + async pDoLoadSubHash (sub) { + sub = this._filterBox.setFromSubHashes(sub); + await ListUtil.pSetFromSubHashes(sub); + } +} + +const relicGiftsPage = new RelicGiftsPage(); +window.addEventListener("load", () => relicGiftsPage.pOnLoad()); diff --git a/js/render.js b/js/render.js index 40249338b0..9793b2b8f4 100644 --- a/js/render.js +++ b/js/render.js @@ -862,6 +862,7 @@ function Renderer () { entry.components != null || entry.traits != null ? textStack[0] += "; " : textStack[0] += " "; if (entry.cost != null) textStack[0] += `Cost ${entry.cost}; `; if (entry.frequency != null) textStack[0] += `Frequency ${this.render_addTerm(Parser.freqToFullEntry(entry.frequency))} `; + if (entry.range != null) textStack[0] += `Range ${entry.range.number} ${entry.range.unit} `; if (entry.note != null) textStack[0] += `${this.render(entry.note)}; `; if (entry.trigger != null) textStack[0] += `Trigger ${this.render_addTerm(entry.trigger)}; `; if (entry.requirements != null) textStack[0] += `Requirements ${this.render_addTerm(entry.requirements)}; `; @@ -1284,7 +1285,7 @@ function Renderer () { entry.items.forEach(it => { const entries = MiscUtil.copy(it.entries); const style = entry.style ? entry.style : "pf2-book__option"; - textStack[0] += `

    ${it.name ? `${renderer.render(it.name)}${entry.noColon ? "" : ":"} ` : ""}${renderer.render(entries.shift())}

    `; + textStack[0] += `

    ${it.name ? `${renderer.render(it.name)}${it.traits ? renderer.render(` (${it.traits.map(t => `{@trait ${t}}`).join(", ")})`) : ""}${entry.noColon ? "" : ":"} ` : ""}${renderer.render(entries.shift())}

    `; entries.forEach(e => this._recursiveRender(e, textStack, meta, { prefix: `

    `, suffix: `

    ` })); }); }; @@ -1499,6 +1500,8 @@ function Renderer () { this._renderCode = function (entry, textStack, meta, options) { const isWrapped = !!StorageUtil.syncGet("rendererCodeWrap"); + // Consider this a FIXME: (?) - Lazy solution + entry.preformatted = entry.preformatted.replaceAll("<", "<").replace(">", ">") textStack[0] += `
    @@ -2172,6 +2175,14 @@ function Renderer () { }; this._recursiveRender(fauxEntry, textStack, meta); break; + case "@relicGift": + fauxEntry.href.path = UrlUtil.PG_RELICGIFTS; + fauxEntry.href.hover = { + page: UrlUtil.PG_RELICGIFTS, + source, + }; + this._recursiveRender(fauxEntry, textStack, meta); + break; case "@item": fauxEntry.href.path = UrlUtil.PG_ITEMS; fauxEntry.href.hover = { @@ -2393,6 +2404,8 @@ function Renderer () { page: UrlUtil.PG_OPTIONAL_FEATURES, source, }; + // FIXME: everything that has to do with add_hash is horrible and its making me do stuff like this + fauxEntry.text = displayText || name.replace(/ \(.+\)/, ""); this._recursiveRender(fauxEntry, textStack, meta); break; case "@variantrule": @@ -3297,6 +3310,7 @@ Renderer.utils = { getExcludedDiv (it, dataProp, page) { if (!ExcludeUtil.isInitialised) return ""; + // if (page === undefined) console.warn("No page provided to getExcludedDiv! Check if your UrlUtil.PG_* constant is correct."); const hash = page ? UrlUtil.URL_TO_HASH_BUILDER[page](it) : UrlUtil.autoEncodeHash(it); const isExcluded = ExcludeUtil.isExcluded(hash, dataProp, it.source); return isExcluded ? `
    Warning: This content has been blacklisted.
    ` : ""; @@ -4069,7 +4083,7 @@ Renderer.familiar = { ${familiar.access ? `

    Access ${renderer.render(familiar.access)}

    ` : ""} ${familiar.alignment ? `

    Alignment ${familiar.alignment}

    ` : ""} ${familiar.requires ? `

    Required Number of Abilities ${familiar.requires}

    ` : ""} - ${familiar.granted && !familiar.granted.length === 0 ? `

    Granted Abilities ${renderer.render(familiar.granted.join(", "))}

    ` : ""} + ${familiar.granted && !(familiar.granted.length === 0) ? `

    Granted Abilities ${renderer.render(familiar.granted.join(", "))}

    ` : ""} ${Renderer.utils.getDividerDiv()} ${familiar.abilities.map(a => Renderer.creature.getRenderedAbility(a))} ${opts.noPage ? "" : Renderer.utils.getPageP(familiar)}`; @@ -4422,7 +4436,7 @@ Renderer.creature = {
    `; } const isRenderButton = (generic || opts.isRenderingGeneric) && !opts.noButton && !opts.asHTML; - const abilityName = generic ? renderer.render(`{@${generic.tag} ${ability.name}${generic.add_hash ? ` (${generic.add_hash})` : ""}|${ability.source ? ability.source : generic.source ? generic.source : ""}${ability.title ? `|${ability.title}` : ""}}`) : ability.name; + const abilityName = generic ? renderer.render(`{@${generic.tag} ${generic.name || ability.name}${generic.add_hash ? ` (${generic.add_hash})` : ""}|${ability.source ? ability.source : generic.source ? generic.source : ""}${`|${ability.title || ability.name}`}}`) : ability.name; // Button doesn't work with asHTML const $ele = $$`

    ${abilityName} @@ -4435,7 +4449,7 @@ Renderer.creature = { ${ability.frequency || ability.requirements || ability.trigger ? "Effect" : ""} ${(ability.entries || []).map(it => renderer.render(it)).join(" ")}

    - ${renderedGenericAbility || ""}`; + ${/* renderedGenericAbility || null */ ""}`; if (!opts.asHTML) return $ele; else return $ele[0].outerHTML; }, @@ -4642,7 +4656,7 @@ Renderer.deity = { // Cleric stuff if ((deity.edicts || deity.anathema) && deity.font) renderStack.push(Renderer.utils.getDividerDiv()); if (deity.font) renderStack.push(`

    Divine Font ${renderer.render(deity.font.map(f => `{@spell ${f}}`).join(" or "))}

    `); - if (deity.divineAbility) renderStack.push(`

    Divine Ability ${renderer.render(deity.divineAbility.entry ? deity.divineAbility.entry : deity.divineAbility.abilities.join(", "))}

    `); + if (deity.divineAbility) renderStack.push(`

    Divine Ability ${renderer.render(deity.divineAbility.entry ? deity.divineAbility.entry : deity.divineAbility.abilities.map(x => x.toTitleCase()).joinConjunct(", ", " or "))}

    `); if (deity.divineSkill) renderStack.push(`

    Divine Skill ${renderer.render(deity.divineSkill.entry ? deity.divineSkill.entry : deity.divineSkill.skills.map(s => `{@skill ${s.toTitleCase()}}`).join(", "))}

    `); if (deity.domains) renderStack.push(`

    Domains ${renderer.render(deity.domains.map(it => `{@filter ${it}|spells||domains=${it}}`).join(", "))}

    `); if (deity.alternateDomains) renderStack.push(`

    Alternate Domains ${renderer.render(deity.alternateDomains.map(it => `{@filter ${it}|spells||domains=${it}}`).join(", "))}

    `); @@ -4666,7 +4680,7 @@ Renderer.deity = { if (notes.length > 0) renderStack.push(`, ${renderer.render(notes.join(", "))}`); if (deity.avatar.shield) renderStack.push(`; shield (${deity.avatar.shield} Hardness, can't be damaged)`); - if (deity.avatar.melee || deity.avatar.ranged) { + if (deity.avatar.melee || deity.avatar.ranged || deity.avatar.ability) { renderStack.push(`; `); if (deity.avatar.melee) { deity.avatar.melee.forEach((element, index, array) => { @@ -4681,7 +4695,15 @@ Renderer.deity = { renderStack.push(array.length - 1 === index ? "" : "; "); }); } - renderStack.push(`.`); + if (deity.avatar.ability) { + if ((deity.avatar.ranged && Object.keys(deity.avatar.ranged).length) || (deity.avatar.melee && Object.keys(deity.avatar.melee).length)) renderStack.push(`; `); + deity.avatar.ability.forEach((element, index, array) => { + // FIXME: KILLME + renderStack.push(`${element.name} ${element.entries.map(a => renderer.render(a))}`); + renderStack.push(array.length - 1 === index ? "" : "; "); + }); + } + if (renderStack.at(-1)?.at(-1) !== ".") renderStack.push(`.`); } renderStack.push(`

    `); } @@ -4748,7 +4770,7 @@ Renderer.deity = { out.push(renderer.render(attack.name)) if (meleeTraits.length) { out.push(renderer.render(` (${meleeTraits.join(", ")}), `)) } else out.push(" ") out.push(renderer.render(`Damage {@damage ${attack.damage}} ${attack.damageType}${attack.damageType2 && attack.damage ? ` and {@damage ${attack.damage2}} ${attack.damageType2}` : ``}`)) - if (attack.note) out.push(renderer.render(` ${attack.note}.`)) + if (attack.note) out.push(renderer.render(` ${attack.note}`)) return out.join("") }, @@ -4999,8 +5021,8 @@ Renderer.item = { ${renderStack.join("")} ${Renderer.item.getVariantsHtml(item)} ${item.craftReq || item.special || item.destruction ? Renderer.utils.getDividerDiv() : ""} - ${Renderer.generic.getSpecial(item, { type: "craftReq", title: "Craft Requirements"})} - ${Renderer.generic.getSpecial(item, { type: "Destruction"})} + ${Renderer.generic.getSpecial(item, { type: "craftReq", title: "Craft Requirements" })} + ${Renderer.generic.getSpecial(item, { title: "Destruction" })} ${Renderer.generic.getSpecial(item)} ${Renderer.item.getGenericItem(item)} ${Renderer.utils.getPageP(item)}`; @@ -5367,8 +5389,8 @@ Renderer.nation = { opts = opts || {} const renderer = Renderer.get() const renderStack = [] - renderStack.push(Renderer.utils.getExcludedDiv(it, "nation", UrlUtil.PLACES)) - renderStack.push(Renderer.utils.getNameDiv(it, { page: UrlUtil.PLACES, type: "NATION", ...opts })) + renderStack.push(Renderer.utils.getExcludedDiv(it, "nation", UrlUtil.PG_PLACES)) + renderStack.push(Renderer.utils.getNameDiv(it, { page: UrlUtil.PG_PLACES, type: "NATION", ...opts })) renderStack.push(Renderer.utils.getDividerDiv()) renderStack.push(Renderer.utils.getTraitsDiv(it.traits || [])) renderStack.push(Renderer.nation.getSubHeadTop(it)) @@ -5603,7 +5625,7 @@ Renderer.event = { getRenderedString (it, opts) { opts = opts || {}; return $$` - ${Renderer.utils.getExcludedDiv(it, "place", UrlUtil.PG_PLACE)} + ${Renderer.utils.getExcludedDiv(it, "event", UrlUtil.PG_EVENTS)} ${Renderer.utils.getNameDiv(it, { type: "EVENT" })} ${Renderer.utils.getDividerDiv()} ${Renderer.utils.getTraitsDiv(it.traits || [])} @@ -5626,8 +5648,8 @@ Renderer.plane = { opts = opts || {} const renderer = Renderer.get() const renderStack = [] - renderStack.push(Renderer.utils.getExcludedDiv(it, it.category.toLowerCase() ?? "plane", UrlUtil.PLACES)) - renderStack.push(Renderer.utils.getNameDiv(it, { page: UrlUtil.PLACES, type: it.category.toUpperCase() ?? "PLANE", ...opts })) + renderStack.push(Renderer.utils.getExcludedDiv(it, it.category.toLowerCase() ?? "plane", UrlUtil.PG_PLACES)) + renderStack.push(Renderer.utils.getNameDiv(it, { page: UrlUtil.PG_PLACES, type: it.category.toUpperCase() ?? "PLANE", ...opts })) renderStack.push(Renderer.utils.getDividerDiv()) renderStack.push(Renderer.utils.getTraitsDiv(it.traits || [])) renderStack.push(Renderer.plane.getSubHead(it)) @@ -5647,6 +5669,34 @@ Renderer.plane = { }, }; +Renderer.relicGift = { + getRenderedString (it, opts) { + opts = opts || {}; + const renderer = Renderer.get(); + const renderStack = []; + renderer.recursiveRender(it.entries, renderStack, { pf2StatFix: true }); + return renderer.render(` + ${Renderer.utils.getExcludedDiv(it, "relicGift", UrlUtil.PG_RELICGIFTS)} + ${Renderer.utils.getNameDiv(it, { type: `${it.tier.toUpperCase()} GIFT` })} + ${Renderer.utils.getDividerDiv()} + ${Renderer.utils.getTraitsDiv(it.traits || [])} + ${Renderer.relicGift.getBody(it)} + ${Renderer.utils.getDividerDiv()} + ${renderStack.join("")} + ${opts.noPage ? "" : Renderer.utils.getPageP(it)} + `); + }, + + getBody (it) { + const renderStack = ["

    Aspect"]; + if (it.aspects.length > 1) renderStack.push("s"); + renderStack.push(` ${it.aspects.map(aspect => typeof aspect === "string" ? aspect : `${aspect.name} (${aspect.note})`).join(", ")}`); + if (it.prerequisites) renderStack.push(`; Prerequisites ${it.prerequisites}`); + renderStack.push("

    "); + return renderStack.join(""); + }, +} + Renderer.ritual = { getRenderedString (ritual, opts) { opts = opts || {}; @@ -5734,8 +5784,8 @@ Renderer.settlement = { const renderStack = []; renderer.recursiveRender(it.entries, renderStack, { pf2StatFix: true }); - renderStack.push(Renderer.utils.getExcludedDiv(it, "settlement", UrlUtil.PG_SETTLEMENTS)) - renderStack.push(Renderer.utils.getNameDiv(it, { page: UrlUtil.PG_SETTLEMENTS, type: "SETTLEMENT", ...opts })) + renderStack.push(Renderer.utils.getExcludedDiv(it, "settlement", UrlUtil.PG_PLACES)) + renderStack.push(Renderer.utils.getNameDiv(it, { page: UrlUtil.PG_PLACES, type: "SETTLEMENT", ...opts })) renderStack.push(Renderer.utils.getDividerDiv()) renderStack.push(Renderer.utils.getTraitsDiv(it.traits || [])) renderStack.push(Renderer.settlement.getSubHeadTop(it)) @@ -7169,6 +7219,8 @@ Renderer.hover = { return Renderer.hover._pCacheAndGet_pLoadSimple(page, source, hash, opts, "places.json", "place"); case UrlUtil.PG_EVENTS: return Renderer.hover._pCacheAndGet_pLoadSimple(page, source, hash, opts, "events.json", "event"); + case UrlUtil.PG_RELICGIFTS: + return Renderer.hover._pCacheAndGet_pLoadSimple(page, source, hash, opts, "relicgifts.json", "relicGift"); // region adventure/books/references case UrlUtil.PG_QUICKREF: { @@ -7786,6 +7838,8 @@ Renderer.hover = { }); case UrlUtil.PG_VEHICLES: return Renderer.vehicle.getRenderedString; + case UrlUtil.PG_RELICGIFTS: + return Renderer.relicGift.getRenderedString; case UrlUtil.PG_ARCHETYPES: return Renderer.archetype.getRenderedString; case UrlUtil.PG_CONDITIONS: @@ -7885,12 +7939,17 @@ Renderer.hover = { const toRender = toList[Hist.lastLoadedId]; if (evt.shiftKey) { - const $content = Renderer.hover.$getHoverContent_statsCode(toRender); + let $content = "" + if (evt.ctrlKey) { + $content = Renderer.hover.$getHoverContent_statsCode(toRender, true) + } else { + $content = Renderer.hover.$getHoverContent_statsCode(toRender) + } Renderer.hover.getShowWindow( $content, Renderer.hover.getWindowPositionFromEvent(evt), { - title: `${toRender.name} \u2014 Source Data`, + title: `${toRender.name} \u2014 Source Data${evt.ctrlKey ? " (Dev)" : ""}`, isPermanent: true, isBookContent: true, }, @@ -7930,7 +7989,7 @@ Renderer.hover = { $getHoverContent_statsCode (toRender, dirty) { const cleanCopy = dirty ? MiscUtil.copy(toRender) : DataUtil.cleanJson(MiscUtil.copy(toRender)); return Renderer.hover.$getHoverContent_miscCode( - `${cleanCopy.name} \u2014 Source Data${dirty ? " (Dev Mode)" : ""}`, + `${cleanCopy.name} \u2014 Source Data${dirty ? " (Dev)" : ""}`, JSON.stringify(cleanCopy, null, "\t"), ); }, @@ -8145,6 +8204,7 @@ Renderer._stripTagLayer = function (str) { case "@feat": case "@hazard": case "@vehicle": + case "@relicGift": case "@item": case "@language": case "@object": @@ -8159,6 +8219,7 @@ Renderer._stripTagLayer = function (str) { case "@place": case "@plane": case "@mindscape": + case "@event": case "@nation": case "@ritual": case "@settlement": diff --git a/js/rituals.js b/js/rituals.js index c4ae5fa1ed..5405aa8620 100644 --- a/js/rituals.js +++ b/js/rituals.js @@ -26,7 +26,7 @@ class RitualsPage extends ListPage { ${it.name} ${Parser.getOrdinalForm(it.level)} ${time} - ${source} + ${source} `; const listItem = new ListItem( diff --git a/js/spells.js b/js/spells.js index 9e4b8ba880..99d853db1d 100644 --- a/js/spells.js +++ b/js/spells.js @@ -39,7 +39,7 @@ class SpellsPage extends ListPage { ${Parser.spLevelToFull(spell.level)} ${time} ${school} - ${source} + ${source} `; const listItem = new ListItem( @@ -172,7 +172,7 @@ class SpellsPage extends ListPage { $content, Renderer.hover.getWindowPositionFromEvent(evt), { - title: `${toRender.name} \u2014 Source Data`, + title: `${toRender.name} \u2014 Source Data${evt.ctrlKey ? " (Dev)" : ""}`, isPermanent: true, isBookContent: true, }, diff --git a/js/tables.js b/js/tables.js index 533d36b62e..c9e92915ba 100644 --- a/js/tables.js +++ b/js/tables.js @@ -33,7 +33,7 @@ class TablesPage extends ListPage { eleLi.innerHTML = ` ${it.name} - ${source} + ${source} `; const listItem = new ListItem( @@ -90,12 +90,18 @@ class TablesPage extends ListPage { }; const buildInfoTab = async () => { let quickRulesType; - if (it.source === "CHD") { - quickRulesType = "criticalHitDeck"; - } else if (it.source === "CFD") { - quickRulesType = "criticalFumbleDeck"; - } else { - return; + switch (it.source) { + case "CHD": + quickRulesType = "criticalHitDeck"; + break; + case "CFD": + quickRulesType = "criticalFumbleDeck"; + break; + case "HPD": + quickRulesType = "heroPointDeck"; + break; + default: + return; } const quickRules = await Renderer.utils.pGetQuickRules(quickRulesType); $pgContent.append(quickRules); @@ -106,7 +112,7 @@ class TablesPage extends ListPage { buildStatsTab, ); const tabs = [statsTab]; - if (it.source === "CFD" || it.source === "CHD") { + if (it.source === "CFD" || it.source === "CHD" || it.source === "HPD") { const infoTab = Renderer.utils.tabButton( "Quick Rules", () => {}, diff --git a/js/traits.js b/js/traits.js index 037056458d..d92d6d812c 100644 --- a/js/traits.js +++ b/js/traits.js @@ -28,7 +28,7 @@ class TraitsPage extends ListPage { eleLi.innerHTML = ` ${it.name} - ${source} + ${source} `; const listItem = new ListItem( diff --git a/js/utils.js b/js/utils.js index 498d4d023b..be34875235 100644 --- a/js/utils.js +++ b/js/utils.js @@ -5,7 +5,7 @@ if (typeof module !== "undefined") require("./parser.js"); // in deployment, `IS_DEPLOYED = "";` should be set below. IS_DEPLOYED = undefined; -VERSION_NUMBER = /* PF2ETOOLS_VERSION__OPEN */"0.7.4"/* PF2ETOOLS_VERSION__CLOSE */; +VERSION_NUMBER = /* PF2ETOOLS_VERSION__OPEN */"0.7.5"/* PF2ETOOLS_VERSION__CLOSE */; DEPLOYED_STATIC_ROOT = ""; // ""; // FIXME re-enable this when we have a CDN again IS_VTT = false; @@ -2012,6 +2012,7 @@ UrlUtil.PG_GM_SCREEN = "gmscreen.html"; UrlUtil.PG_CHANGELOG = "changelog.html"; UrlUtil.PG_PLACES = "places.html"; UrlUtil.PG_EVENTS = "events.html"; +UrlUtil.PG_RELICGIFTS = "relicgifts.html"; UrlUtil.PG_OPTIONAL_FEATURES = "optionalfeatures.html"; UrlUtil.PG_SEARCH = "search.html"; UrlUtil.PG_GENERIC_DATA = "genericData"; @@ -2044,7 +2045,8 @@ UrlUtil.URL_TO_HASH_BUILDER[UrlUtil.PG_TRAITS] = (it) => UrlUtil.encodeForHash(B UrlUtil.URL_TO_HASH_BUILDER[UrlUtil.PG_VEHICLES] = (it) => UrlUtil.encodeForHash([it.name, it.source]); UrlUtil.URL_TO_HASH_BUILDER[UrlUtil.PG_PLACES] = (it) => UrlUtil.encodeForHash([it.name, it.source]); UrlUtil.URL_TO_HASH_BUILDER[UrlUtil.PG_EVENTS] = (it) => UrlUtil.encodeForHash([it.name, it.source]); -UrlUtil.URL_TO_HASH_BUILDER[UrlUtil.PG_OPTIONAL_FEATURES] = (it) => UrlUtil.encodeForHash([it.name, it.source]); +UrlUtil.URL_TO_HASH_BUILDER[UrlUtil.PG_RELICGIFTS] = (it) => UrlUtil.encodeForHash([it.add_hash ? `${it.name} (${it.add_hash})` : it.name, it.source]); +UrlUtil.URL_TO_HASH_BUILDER[UrlUtil.PG_OPTIONAL_FEATURES] = (it) => UrlUtil.encodeForHash([it.add_hash ? `${it.name} (${it.add_hash})` : it.name, it.source]); // region Fake pages (props) UrlUtil.URL_TO_HASH_BUILDER["subclass"] = it => { const hashParts = [ @@ -2141,6 +2143,7 @@ UrlUtil.CAT_TO_PAGE[Parser.CAT_ID_NATION] = UrlUtil.PG_PLACES; UrlUtil.CAT_TO_PAGE[Parser.CAT_ID_SETTLEMENT] = UrlUtil.PG_PLACES; UrlUtil.CAT_TO_PAGE[Parser.CAT_ID_RITUAL] = UrlUtil.PG_RITUALS; UrlUtil.CAT_TO_PAGE[Parser.CAT_ID_VEHICLE] = UrlUtil.PG_VEHICLES; +UrlUtil.CAT_TO_PAGE[Parser.CAT_ID_RELICGIFT] = UrlUtil.PG_RELICGIFTS; UrlUtil.CAT_TO_PAGE[Parser.CAT_ID_TRAIT] = UrlUtil.PG_TRAITS; UrlUtil.CAT_TO_PAGE[Parser.CAT_ID_PAGE] = null; @@ -4637,6 +4640,8 @@ BrewUtil = { return ["optionalfeature"]; case UrlUtil.PG_VEHICLES: return ["vehicle"]; + case UrlUtil.PG_RELICGIFTS: + return ["relicGift", "relic", "gift"]; case UrlUtil.PG_TRAITS: return ["trait"]; case UrlUtil.PG_MAKE_BREW: @@ -4747,6 +4752,7 @@ BrewUtil = { case "place": case "ritual": case "vehicle": + case "relicgift": case "trait": case "group": case "domain": @@ -4846,7 +4852,7 @@ BrewUtil = { obj.uniqueId = CryptUtil.md5(JSON.stringify(obj)); }, - _STORABLE: ["variantrule", "table", "tableGroup", "book", "bookData", "ancestry", "heritage", "versatileHeritage", "background", "class", "subclass", "classFeature", "subclassFeature", "archetype", "feat", "companion", "familiar", "eidolon", "adventure", "adventureData", "hazard", "action", "creature", "condition", "item", "baseitem", "spell", "disease", "curse", "ability", "deity", "language", "place", "ritual", "vehicle", "trait", "group", "domain", "skill", "optionalfeature", "organization", "creatureTemplate"], + _STORABLE: ["variantrule", "table", "tableGroup", "book", "bookData", "ancestry", "heritage", "versatileHeritage", "background", "class", "subclass", "classFeature", "subclassFeature", "archetype", "feat", "companion", "familiar", "eidolon", "adventure", "adventureData", "hazard", "action", "creature", "condition", "item", "baseitem", "spell", "disease", "curse", "ability", "deity", "language", "place", "ritual", "vehicle", "relicGift", "trait", "group", "domain", "skill", "optionalfeature", "organization", "creatureTemplate"], async pDoHandleBrewJson (json, page, pFuncRefresh) { page = BrewUtil._PAGE || page; await BrewUtil._lockHandleBrewJson.pLock(); @@ -4993,6 +4999,7 @@ BrewUtil = { case UrlUtil.PG_CREATURETEMPLATE: case UrlUtil.PG_RITUALS: case UrlUtil.PG_VEHICLES: + case UrlUtil.PG_RELICGIFTS: case UrlUtil.PG_OPTIONAL_FEATURES: case UrlUtil.PG_TRAITS: await (BrewUtil._pHandleBrew || handleBrew)(MiscUtil.copy(toAdd)); @@ -5596,6 +5603,16 @@ Array.prototype.unique = Array.prototype.unique || function (fnGetProp) { }); }; +/** + * Returns duplicates in an array, if none are found return false + * @param {Array} - array to check for duplicates + * @returns {(Array|boolean)} - array of duplicates or false if none are found + */ +Array.prototype.findDuplicates = Array.prototype.findDuplicates || function () { + const array = this.filter((e, i, a) => a.indexOf(e) !== i) + return array.length ? array : false; +}; + Array.prototype.zip = Array.prototype.zip || function (otherArray) { const out = []; const len = Math.max(this.length, otherArray.length); diff --git a/js/variantrules.js b/js/variantrules.js index b9f734da6f..7251afe23e 100644 --- a/js/variantrules.js +++ b/js/variantrules.js @@ -41,7 +41,7 @@ class VariantRulesPage extends ListPage { eleLi.innerHTML = ` ${rule.name} ${rule.subCategory ? rule.subCategory : rule.category ? rule.category : "\u2014"} - ${source} + ${source} `; const listItem = new ListItem( diff --git a/js/vehicles.js b/js/vehicles.js index 60841812ea..fdd9f40021 100644 --- a/js/vehicles.js +++ b/js/vehicles.js @@ -24,7 +24,7 @@ class VehiclesPage extends ListPage { eleLi.innerHTML = ` ${it.name} - ${source} + ${source} `; const listItem = new ListItem( diff --git a/node/update-jsons.js b/node/update-jsons.js index d382377aba..77b748e931 100644 --- a/node/update-jsons.js +++ b/node/update-jsons.js @@ -58,6 +58,19 @@ function updateFolder (folder) { }) return x } + if (x.type === "Equipment" && !(x.equipment === true)) { + console.log(`\tUpdating ${x.name} types from Equipment to Item in ${file}...`) + x.type = "Item" + } + return x + }) + } + if (json.baseitem) { + json.baseitem = json.baseitem.map(x => { + if (x.type === "Equipment" && !(x.equipment === true)) { + console.log(`\tUpdating ${x.name} types from Equipment to Item in ${file}...`) + x.type = "Item" + } return x }) } @@ -99,7 +112,7 @@ function updateFolder (folder) { if (sp && sp.duration) { let duration = sp.duration; if (duration.duration) { - duration = {...duration, ...duration.duration}; + duration = { ...duration, ...duration.duration }; } delete duration.type; if (duration.sustain) { @@ -188,10 +201,18 @@ function updateFolder (folder) { console.log(`\tUpdating ${cr.name} languages to lowercase in ${file}...`) cr.languages.languages = cr.languages.languages.map(k => k.toLowerCase()) } - if (cr.attacks && cr.attacks.length && cr.attacks.find(k => k.activity && k.activity.unit && k.activity.unit === "action" && k.activity.number && k.activity.number === 1)) { - console.log(`\tUpdating ${cr.name} attacks to remove vestigial activity data in ${file}...`) + if (cr.attacks && cr.attacks.length) { + if (cr.attacks.find(k => k.activity && k.activity.unit && k.activity.unit === "action" && k.activity.number && k.activity.number === 1)) { + console.log(`\tUpdating ${cr.name} attacks to remove vestigial data in ${file}...`) + cr.attacks = cr.attacks.map(k => { + delete k.activity + return k + }) + } cr.attacks = cr.attacks.map(k => { - delete k.activity + if (k.effects && k.effects.length === 0) { + delete k.effects + } return k }) } @@ -218,7 +239,7 @@ function updateFolder (folder) { if (h.defenses.savingThrows) { for (let k of ["fort", "ref", "will"]) { if (typeof h.defenses.savingThrows[k] === "number") { - h.defenses.savingThrows[k] = {std: h.defenses.savingThrows[k]} + h.defenses.savingThrows[k] = { std: h.defenses.savingThrows[k] } } else if (h.defenses.savingThrows[k] && h.defenses.savingThrows[k].default) { h.defenses.savingThrows[k].std = h.defenses.savingThrows[k].default; delete h.defenses.savingThrows[k].default; @@ -247,7 +268,7 @@ function updateFolder (folder) { if (r && r.duration) { let duration = r.duration; if (duration.duration) { - duration = {...duration, ...duration.duration}; + duration = { ...duration, ...duration.duration }; } delete duration.type; if (duration.sustain) { diff --git a/node/update-sources.js b/node/update-sources.js index b8567c99ca..aeb6dc0b50 100644 --- a/node/update-sources.js +++ b/node/update-sources.js @@ -7,7 +7,9 @@ const VERSION_MARKER_END = "/* PF2ETOOLS_SOURCE__CLOSE */"; const VERSION_REPLACE_REGEXP = new RegExp(`${VERSION_MARKER_START.escapeRegexp()}((.|\n|\r)*)${VERSION_MARKER_END.escapeRegexp()}`, "g"); async function main () { - const sources = JSON.parse(fs.readFileSync("data/sources.json", "utf-8")).source; + const sourceFile = JSON.parse(fs.readFileSync("data/sources.json", "utf-8")); + const sources = sourceFile.source + if (sources.map(x => x.source).findDuplicates()) throw new Error(`Duplicate source: ${sources.map(x => x.source).findDuplicates()}!`); const SRC = sources.map(it => `SRC_${it.source} = "${it.source}"`); const SOURCE_JSON_TO_FULL = sources.map(it => `Parser.SOURCE_JSON_TO_FULL[SRC_${it.source}] = "${it.name}"`); const SOURCE_JSON_TO_ABV = sources.map(it => `Parser.SOURCE_JSON_TO_ABV[SRC_${it.source}] = "${it.source}"`); @@ -37,7 +39,9 @@ async function main () { `${JSON.stringify(sources.filter(it => it.adventure).map(it => `SRC_${it.source}`))}.forEach(src => { Parser.SOURCES_AVAILABLE_DOCS_ADVENTURE[src] = src; Parser.SOURCES_AVAILABLE_DOCS_ADVENTURE[src.toLowerCase()] = src; });`.replace(/"(SRC.+?)"(,|)/g, "$1$2 "), ] - const combined = [...SRC, ...SOURCE_JSON_TO_FULL, ...SOURCE_JSON_TO_ABV, ...SOURCE_JSON_TO_DATE, ...SOURCE_JSON_TO_STORE, ...SOURCES_ADVENTURES, ...SOURCES_VANILLA, ...TAG_TO_DEFAULT_SOURCE, ...SOURCES_AVAILABLE_DOCS_BOOK, ...SOURCES_AVAILABLE_DOCS_ADVENTURE].map(x => x.replace("&", "n").replace("\"undefined\"", "undefined")).join("\n") + const SOURCES_ACCESSORIES = [`Parser.SOURCES_ACCESSORIES = new Set(${sources.filter(it => it.accessory).map(it => `SRC_${it.source}`).join(", ")})`] + + const combined = [...SRC, ...SOURCE_JSON_TO_FULL, ...SOURCE_JSON_TO_ABV, ...SOURCE_JSON_TO_DATE, ...SOURCE_JSON_TO_STORE, ...SOURCES_ADVENTURES, ...SOURCES_VANILLA, ...TAG_TO_DEFAULT_SOURCE, ...SOURCES_AVAILABLE_DOCS_BOOK, ...SOURCES_AVAILABLE_DOCS_ADVENTURE, ...SOURCES_ACCESSORIES].map(x => x.replace("G&G", "GnG").replace("\"undefined\"", "undefined")).join("\n") const combinedWithMarkers = `${VERSION_MARKER_START}\n${combined}\n${VERSION_MARKER_END}` diff --git a/package-lock.json b/package-lock.json index 5989e763d2..c8ca073143 100644 --- a/package-lock.json +++ b/package-lock.json @@ -1,15 +1,16 @@ { "name": "pf2etools", - "version": "0.6.4", + "version": "0.7.4", "lockfileVersion": 2, "requires": true, "packages": { "": { "name": "pf2etools", - "version": "0.6.4", + "version": "0.7.4", "license": "MIT", "devDependencies": { "ajv": "^8.6.0", + "del-cli": "^5.0.0", "esbuild": "^0.14.38", "eslint": "^8.20.0", "http-server": "^14.1.0", @@ -3437,6 +3438,404 @@ "url": "https://github.com/sponsors/ljharb" } }, + "node_modules/del": { + "version": "7.0.0", + "resolved": "https://registry.npmjs.org/del/-/del-7.0.0.tgz", + "integrity": "sha512-tQbV/4u5WVB8HMJr08pgw0b6nG4RGt/tj+7Numvq+zqcvUFeMaIWWOUFltiU+6go8BSO2/ogsB4EasDaj0y68Q==", + "dev": true, + "dependencies": { + "globby": "^13.1.2", + "graceful-fs": "^4.2.10", + "is-glob": "^4.0.3", + "is-path-cwd": "^3.0.0", + "is-path-inside": "^4.0.0", + "p-map": "^5.5.0", + "rimraf": "^3.0.2", + "slash": "^4.0.0" + }, + "engines": { + "node": ">=14.16" + }, + "funding": { + "url": "https://github.com/sponsors/sindresorhus" + } + }, + "node_modules/del-cli": { + "version": "5.0.0", + "resolved": "https://registry.npmjs.org/del-cli/-/del-cli-5.0.0.tgz", + "integrity": "sha512-rENFhUaYcjoMODwFhhlON+ogN7DoG+4+GFN+bsA1XeDt4w2OKQnQadFP1thHSAlK9FAtl88qgP66wOV+eFZZiQ==", + "dev": true, + "dependencies": { + "del": "^7.0.0", + "meow": "^10.1.3" + }, + "bin": { + "del": "cli.js", + "del-cli": "cli.js" + }, + "engines": { + "node": ">=14.16" + }, + "funding": { + "url": "https://github.com/sponsors/sindresorhus" + } + }, + "node_modules/del-cli/node_modules/camelcase": { + "version": 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+ } + } + }, "delayed-stream": { "version": "1.0.0", "resolved": "https://registry.npmjs.org/delayed-stream/-/delayed-stream-1.0.0.tgz", @@ -13510,9 +14175,9 @@ "dev": true }, "fast-glob": { - "version": "3.2.10", - "resolved": "https://registry.npmjs.org/fast-glob/-/fast-glob-3.2.10.tgz", - "integrity": "sha512-s9nFhFnvR63wls6/kM88kQqDhMu0AfdjqouE2l5GVQPbqLgyFjjU5ry/r2yKsJxpb9Py1EYNqieFrmMaX4v++A==", + "version": "3.2.12", + "resolved": "https://registry.npmjs.org/fast-glob/-/fast-glob-3.2.12.tgz", + "integrity": "sha512-DVj4CQIYYow0BlaelwK1pHl5n5cRSJfM60UA0zK891sVInoPri2Ekj7+e1CT3/3qxXenpI+nBBmQAcJPJgaj4w==", "dev": true, "requires": { "@nodelib/fs.stat": "^2.0.2", @@ -13971,9 +14636,9 @@ } }, "graceful-fs": { - "version": "4.2.9", - "resolved": "https://registry.npmjs.org/graceful-fs/-/graceful-fs-4.2.9.tgz", - "integrity": "sha512-NtNxqUcXgpW2iMrfqSfR73Glt39K+BLwWsPs94yR63v45T0Wbej7eRmL5cWfwEgqXnmjQp3zaJTshdRW/qC2ZQ==", + "version": "4.2.10", + "resolved": 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"https://registry.npmjs.org/yocto-queue/-/yocto-queue-0.1.0.tgz", + "integrity": "sha512-rVksvsnNCdJ/ohGc6xgPwyN8eheCxsiLM8mxuE/t/mOVqJewPuO1miLpTHQiRgTKCLexL4MeAFVagts7HmNZ2Q==", + "dev": true + }, "zwitch": { "version": "1.0.5", "resolved": "https://registry.npmjs.org/zwitch/-/zwitch-1.0.5.tgz", diff --git a/package.json b/package.json index df446a8b3a..e776f6a3b4 100644 --- a/package.json +++ b/package.json @@ -1,7 +1,7 @@ { "name": "pf2etools", "author": "Pf2eTools", - "version": "0.7.4", + "version": "0.7.5", "license": "MIT", "description": "A site dedicated to making playing games with your friends as easy as possible.", "scripts": { @@ -16,7 +16,8 @@ "test": "npm run test:js && npm run test:styles && npm run test:data", "test:styles": "stylelint scss/*.scss scss/includes/*.scss", "test:data": "node test/test-all.js", - "build": "npm run clean-jsons && npm run gen-all && npm run build:css && npm run build:sw:prod && npm run build:schema", + "build": "npm run clean-jsons && npm run gen-all && npm run build:css && npm run build:schema && npm run build:sw:prod", + "build-no-sw": "npm run clean-jsons && npm run gen-all && npm run build:css && npm run build:schema && del-cli sw.js", "build:css": "npm run build:css:main && npm run build:css:classes && npm run build:css:misc && npm run build:css:search", "build:css:main": "node-sass --source-map=true --output-style=compressed scss/main.scss css/style.css && postcss ./css/style.css --use autoprefixer -r", "build:css:classes": "node-sass --source-map=true --output-style=compressed scss/classes.scss css/classes.css && postcss ./css/classes.css --use autoprefixer -r", @@ -29,7 +30,7 @@ "build:seo": "node node/generate-seo.js", "build:sw": "node node/build-sw.mjs", "build:sw:prod": "node node/build-sw.mjs prod", - "build:sources": "node node/update-sources.js", + "build:sources": "npm run build:schema:sources && node node/update-sources.js", "build:schema": "npm run build:schema:traits && npm run build:schema:languages && npm run build:schema:sources", "build:schema:traits": "node test/scripts/compile-traits-schema.js", "build:schema:languages": "node test/scripts/compile-languages-schema.js", @@ -43,6 +44,7 @@ }, "devDependencies": { "ajv": "^8.6.0", + "del-cli": "^5.0.0", "esbuild": "^0.14.38", "eslint": "^8.20.0", "http-server": "^14.1.0", diff --git a/relicgifts.html b/relicgifts.html new file mode 100644 index 0000000000..bb263b08ca --- /dev/null +++ b/relicgifts.html @@ -0,0 +1,156 @@ + + + + + + + + + + + Relic Gifts - Pf2eTools + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
    + + + + + +
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      Select a gift from the list on the left to view it here
      +
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      + + + + + + + + + + + + + + + + + + + + + + + + diff --git a/scss/source.scss b/scss/source.scss index 9d6fc13ab6..1a56059467 100644 --- a/scss/source.scss +++ b/scss/source.scss @@ -6,7 +6,7 @@ $rgb-source-B1: rgb(0, 137, 0); $rgb-source-B2: rgb(0, 107, 0); $rgb-source-B3: rgb(0, 77, 0); - $rgb-source-LOGM: #69af9a; + $rgb-source-LOGM: #1b8fac; $rgb-source-Homebrew: $rgb-class-brew; $rgb-source-CRB: #a2201f; $rgb-source-SoM: #a24d08; @@ -15,9 +15,10 @@ $rgb-source-LOME: #9b7c27; $rgb-source-LOTGB: #ac408b; $rgb-source-BotD: #2b4625; - $rgb-source-LOTG: #4a95c1; + $rgb-source-LOTG: #4ac15e; $rgb-source-DA: #5c8ba9; $rgb-source-LOKL: #556168; + $rgb-source-LOIL: #47a08d; &AAWS { color: $rgb-source-AAWS !important; @@ -131,4 +132,10 @@ border-color: $rgb-source-LOKL !important; text-decoration-color: $rgb-source-LOKL !important; } + + &LOIL { + color: $rgb-source-LOIL !important; + border-color: $rgb-source-LOIL !important; + text-decoration-color: $rgb-source-LOIL !important; + } 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tradition]":{"64":[{"n":"Change Shape","s":12,"u":"change%20shape_b1"}]}},"m":{"s":{"LOME":0,"LOAG":1,"G&G":2,"AAWS":3,"APG":4,"CRB":5,"LOIL":6,"LOCG":7,"LOTGB":8,"EC3":9,"BotD":10,"DA":11,"B1":12,"B2":13,"B3":14,"GMG":15,"AoA1":16,"AoA2":17,"AoA3":18,"AoA4":19,"AoA5":20,"AoA6":21,"AoE1":22,"AoE2":23,"AoE3":24,"AoE4":25,"AoE5":26,"AoE6":27,"AV1":28,"AV2":29,"AV3":30,"EC1":31,"EC2":32,"EC4":33,"EC5":34,"EC6":35,"FoP":36,"FRP1":37,"FRP2":38,"FRP3":39,"LTiBA":40,"NGD":41,"OoA1":42,"OoA2":43,"OoA3":44,"Sli":45,"SoT1":46,"SoT2":47,"SoT3":48,"SoT4":49,"SoT5":50,"SoT6":51,"TiO":52,"AoA0":53,"AoE0":54,"AV0":55,"EC0":56,"FRP0":57,"LOGM":58,"LOKL":59,"LOPSG":60,"LOTG":61,"LOWG":62,"OoA0":63,"SoM":64,"SoT0":65,"LOL":66,"PFUM":67,"Aoa1":68,"Aoa3":69,"undefined":70,"CFD":71,"CHD":72,"HPD":73,"QFF3":74,"ID":75}}} diff --git a/test/schema-template/_generated/sources.json b/test/schema-template/_generated/sources.json index 5c42e2ab61..b0e2b30b33 100644 --- a/test/schema-template/_generated/sources.json +++ b/test/schema-template/_generated/sources.json @@ -55,11 +55,13 @@ "FoP", "G&G", "GMG", + "HPD", "LOACLO", "LOAG", "LOCG", "LOGM", "LOGMWS", + "LOIL", "LOKL", "LOL", "LOME", diff --git a/test/schema-template/_generated/traits.json b/test/schema-template/_generated/traits.json index bd978f203e..e02431f350 100644 --- a/test/schema-template/_generated/traits.json +++ b/test/schema-template/_generated/traits.json @@ -37,15 +37,15 @@ { "$ref": "#/definitions/rarityTrait" }, - { - "$ref": "#/definitions/settlementTrait" - }, { "$ref": "#/definitions/armorTrait" }, { "$ref": "#/definitions/effectTrait" }, + { + "$ref": "#/definitions/variableTraits" + }, { "$ref": "#/definitions/alignabvTrait" }, @@ -79,18 +79,12 @@ { "$ref": "#/definitions/creatureTrait" }, - { - "$ref": "#/definitions/ancestryHeritageTrait" - }, { "$ref": "#/definitions/traditionTrait" }, { "$ref": "#/definitions/combatTrait" }, - { - "$ref": "#/definitions/classTrait" - }, { "$ref": "#/definitions/actionAbilityTrait" }, @@ -99,71 +93,32 @@ }, { "$ref": "#/definitions/featTrait" + }, + { + "$ref": "#/definitions/ancestryHeritageTrait" + }, + { + "$ref": "#/definitions/settlementTrait" + }, + { + "$ref": "#/definitions/classTrait" } ], "uniqueItems": true }, - "featTrait": { - "type": "string", - "description": "A list of all Feat traits.", - "enum": [ - "additive", - "aftermath", - "amp", - "archetype", - "dedication", - "deviant", - "esoterica", - "evolution", - "general", - "modification", - "multiclass", - "oath", - "skill", - "vigilante" - ] - }, - "spellTrait": { - "type": "string", - "description": "A list of all Spell traits.", - "enum": [ - "amp", - "cantrip", - "composition", - "consecration", - "contingency", - "cursebound", - "incarnate", - "litany" - ] - }, - "actionAbilityTrait": { - "type": "string", - "description": "A list of all Action & Ability traits.", - "enum": [ - "concentrate", - "deviant", - "downtime", - "esoterica", - "exploration", - "instinct", - "mindshift", - "psyche", - "reckless", - "tandem" - ] - }, "classTrait": { "type": "string", "description": "A list of all Class traits.", "enum": [ "[class]", + "aftermath", "alchemist", "barbarian", "bard", "champion", "class", "cleric", + "deviant", "druid", "fighter", "gunslinger", @@ -176,6 +131,7 @@ "ranger", "rogue", "sorcerer", + "spellshot", "summoner", "swashbuckler", "thaumaturge", @@ -183,34 +139,15 @@ "wizard" ] }, - "combatTrait": { - "type": "string", - "description": "A list of all Combat traits.", - "enum": [ - "attack", - "aura", - "concentrate", - "finisher", - "flourish", - "hex", - "mindshift", - "move", - "open", - "press", - "psyche", - "rage", - "stance" - ] - }, - "traditionTrait": { + "settlementTrait": { "type": "string", - "description": "A list of all Tradition traits.", + "description": "A list of all Settlement traits.", "enum": [ - "[magical tradition]", - "arcane", - "divine", - "occult", - "primal" + "city", + "city-state", + "metropolis", + "town", + "village" ] }, "ancestryHeritageTrait": { @@ -235,6 +172,7 @@ "fleshwarp", "ganzi", "geniekin", + "ghoran", "gnoll", "gnome", "goblin", @@ -246,10 +184,12 @@ "hobgoblin", "human", "ifrit", + "kashrishi", "kitsune", "kobold", "leshy", "lizardfolk", + "nagaji", "orc", "oread", "poppet", @@ -264,7 +204,89 @@ "sylph", "tengu", "tiefling", - "undine" + "undine", + "vanara", + "vishkanya" + ] + }, + "featTrait": { + "type": "string", + "description": "A list of all Feat traits.", + "enum": [ + "additive", + "aftermath", + "amp", + "archetype", + "dedication", + "deviant", + "esoterica", + "evolution", + "general", + "modification", + "multiclass", + "oath", + "skill", + "vigilante" + ] + }, + "spellTrait": { + "type": "string", + "description": "A list of all Spell traits.", + "enum": [ + "amp", + "cantrip", + "composition", + "consecration", + "contingency", + "cursebound", + "incarnate", + "litany" + ] + }, + "actionAbilityTrait": { + "type": "string", + "description": "A list of all Action & Ability traits.", + "enum": [ + "concentrate", + "deviant", + "downtime", + "esoterica", + "exploration", + "instinct", + "mindshift", + "psyche", + "reckless", + "tandem" + ] + }, + "combatTrait": { + "type": "string", + "description": "A list of all Combat traits.", + "enum": [ + "attack", + "aura", + "concentrate", + "finisher", + "flourish", + "hex", + "mindshift", + "move", + "open", + "press", + "psyche", + "rage", + "stance" + ] + }, + "traditionTrait": { + "type": "string", + "description": "A list of all Tradition traits.", + "enum": [ + "[magical tradition]", + "arcane", + "divine", + "occult", + "primal" ] }, "creatureTrait": { @@ -462,7 +484,6 @@ "lineage", "saggorak", "steam", - "tattoo", "unstable" ] }, @@ -515,6 +536,7 @@ "trip", "twin", "two-hand", + "two-handed", "unarmed", "versatile", "volley" @@ -624,6 +646,68 @@ "ng" ] }, + "variableTraits": { + "type": "string", + "description": "A list of all traits with variable values, enclosed in .", + "anyOf": [ + { + "type": "string", + "pattern": "^attached <.*>$" + }, + { + "type": "string", + "pattern": "^capacity <.*>$" + }, + { + "type": "string", + "pattern": "^deadly <.*>$" + }, + { + "type": "string", + "pattern": "^fatal <.*>$" + }, + { + "type": "string", + "pattern": "^fatal aim <.*>$" + }, + { + "type": "string", + "pattern": "^jousting <.*>$" + }, + { + "type": "string", + "pattern": "^modular <.*>$" + }, + { + "type": "string", + "pattern": "^reach <.*>$" + }, + { + "type": "string", + "pattern": "^scatter <.*>$" + }, + { + "type": "string", + "pattern": "^thrown <.*>$" + }, + { + "type": "string", + "pattern": "^two-hand <.*>$" + }, + { + "type": "string", + "pattern": "^two-handed <.*>$" + }, + { + "type": "string", + "pattern": "^versatile <.*>$" + }, + { + "type": "string", + "pattern": "^volley <.*>$" + } + ] + }, "effectTrait": { "type": "string", "description": "A list of all Effect traits.", @@ -668,16 +752,6 @@ "noisy" ] }, - "settlementTrait": { - "type": "string", - "description": "A list of all Settlement traits.", - "enum": [ - "city", - "metropolis", - "town", - "village" - ] - }, "rarityTrait": { "type": "string", "description": "A list of all Rarity traits.", diff --git a/test/schema-template/actions.json b/test/schema-template/actions.json index e67a1a8fe3..8436a04e2b 100644 --- a/test/schema-template/actions.json +++ b/test/schema-template/actions.json @@ -11,6 +11,12 @@ "items": { "type": "object", "properties": { + "alias": { + "type": "array", + "items": { + "type": "string" + } + }, "source": { "type": "string", "$ref": "utils.json#/definitions/sourceList" diff --git a/test/schema-template/bestiary.json b/test/schema-template/bestiary.json index 3fbd7b4bcf..30156ede76 100644 --- a/test/schema-template/bestiary.json +++ b/test/schema-template/bestiary.json @@ -15,6 +15,15 @@ "type": "string", "$ref": "utils.json#/definitions/sourceList" }, + "otherSources": { + "$ref": "utils.json#/definitions/otherSources" + }, + "foundIn": { + "type": "array", + "items": { + "type": "string" + } + }, "name": { "type": "string" }, @@ -238,9 +247,13 @@ "type": "string", "enum": [ "Innate", - "Prepared" + "Prepared", + "Focus" ] }, + "fp": { + "type": "integer" + }, "tradition": { "$ref": "utils.json#/definitions/tradition" }, diff --git a/test/schema-template/deities.json b/test/schema-template/deities.json index 8bb30a417a..67714ae073 100644 --- a/test/schema-template/deities.json +++ b/test/schema-template/deities.json @@ -235,6 +235,11 @@ "items": { "$ref": "utils.json#/definitions/conditions" }, + "examples": [ + [ + "immobilized" + ] + ], "minItems": 1 }, "shield": { @@ -255,6 +260,12 @@ true ] }, + "ability": { + "type": "array", + "items": { + "$ref": "utils.json#/definitions/abilityBlock" + } + }, "melee": { "type": "array", "items": { @@ -298,42 +309,18 @@ "additionalProperties": false, "minProperties": 1 }, - "properties": { - "name": { - "type": "string" - }, - "traits": { - "type": "array", - "items": { - "$ref": "utils.json#/definitions/anyTrait" - }, - "minItems": 1 - }, - "damage": { - "type": "string" - }, - "damageType": { - "type": "string", - "$ref": "utils.json#/definitions/damageType" - }, - "damage2": { - "type": "string" - }, - "preciousMetal": { - "type": "array", - "minItems": 1 - }, - "traitNote": { - "type": "string" - }, - "note": { - "type": "string" - }, - "damageType2": { - "type": "string", - "$ref": "utils.json#/definitions/damageType" - } - }, + "examples": [ + [ + { + "name": "", + "traits": [ + "" + ], + "damage": "", + "damageType": "" + } + ] + ], "additionalProperties": false, "minProperties": 1 }, @@ -397,6 +384,19 @@ } } }, + "examples": [ + [ + { + "name": "", + "range": 120, + "traits": [ + "" + ], + "damage": "", + "damageType": "" + } + ] + ], "additionalProperties": false, "minProperties": 1 } @@ -420,15 +420,15 @@ "$ref": "entry.json" }, "minItems": 1 - }, - "patternProperties": { - "^(Minor|Moderate|Major) (Boon|Curse)$": { - "type": "array", - "items": { - "$ref": "entry.json" - }, - "minItems": 1 - } + } + }, + "patternProperties": { + "^(Minor|Moderate|Major) (Boon|Curse)$": { + "type": "array", + "items": { + "$ref": "entry.json" + }, + "minItems": 1 } }, "additionalProperties": false diff --git a/test/schema-template/entry.json b/test/schema-template/entry.json index cedf081aed..9dcb32b2bb 100644 --- a/test/schema-template/entry.json +++ b/test/schema-template/entry.json @@ -5,6 +5,46 @@ "description": "A recursively renderable object.", "version": "1.5.3", "definitions": { + "reference": { + "$comment": "Add the source requirement to the schema if reference is true.", + "description": "Adds a reference string to the entry. Requires a source.", + "type": "object", + "examples": [ + { + "auto": true + } + ], + "properties": { + "auto": { + "description": "The hopefully working automatic setting.", + "type": "boolean", + "const": true + }, + "note": { + "description": "Custom note to insert.", + "type": "array", + "items": { + "$ref": "#" + } + }, + "index": { + "description": "Index at which it should insert the reference, starts from 0.", + "type": "integer" + } + }, + "oneOf": [ + { + "required": [ + "auto" + ] + }, + { + "required": [ + "index" + ] + } + ] + }, "_arrayOfSpell": { "type": "array", "uniqueItems": true, @@ -120,29 +160,6 @@ }, "minItems": 1 }, - "reference": { - "$comment": "Add the source requirement to the schema if reference is true.", - "description": "Adds a reference string to the entry. Requires a source.", - "type": "object", - "properties": { - "auto": { - "description": "The hopefully working automatic setting.", - "type": "boolean", - "const": true - }, - "note": { - "description": "Custom note to insert.", - "type": "array", - "items": { - "$ref": "#" - } - }, - "index": { - "description": "Index at which it should insert the reference, starts from 0.", - "type": "integer" - } - } - }, "data": { "type": "object" }, @@ -150,7 +167,8 @@ "type": "integer" }, "source": { - "type": "string" + "type": "string", + "$ref": "utils.json#/definitions/sourceList" }, "id": { "type": "string" @@ -197,7 +215,8 @@ "type": "integer" }, "source": { - "type": "string" + "type": "string", + "$ref": "utils.json#/definitions/sourceList" }, "id": { "type": "string" @@ -265,6 +284,9 @@ }, "minItems": 1 }, + "reference": { + "$ref": "#/definitions/reference" + }, "level": { "type": "integer" }, @@ -275,7 +297,8 @@ "type": "integer" }, "source": { - "type": "string" + "type": "string", + "$ref": "utils.json#/definitions/sourceList" }, "id": { "type": "string" @@ -284,8 +307,29 @@ "type": "boolean" } }, - "required": [ - "entries" + "oneOf": [ + { + "required": [ + "reference", + "source", + "entries" + ] + }, + { + "oneOf": [ + { + "required": [ + "reference", + "source" + ] + }, + { + "required": [ + "entries" + ] + } + ] + } ], "additionalProperties": false } @@ -328,7 +372,8 @@ "type": "integer" }, "source": { - "type": "string" + "type": "string", + "$ref": "utils.json#/definitions/sourceList" }, "id": { "type": "string" @@ -363,8 +408,12 @@ }, "minItems": 1 }, + "reference": { + "$ref": "#/definitions/reference" + }, "source": { - "type": "string" + "type": "string", + "$ref": "utils.json#/definitions/sourceList" }, "page": { "type": "integer" @@ -1020,6 +1069,15 @@ "name": { "type": "string" }, + "traits": { + "type": "array", + "items": { + "type": "string", + "$ref": "utils.json#/definitions/anyTrait" + }, + "minItems": 1, + "uniqueItems": true + }, "entries": { "type": "array", "items": { @@ -1482,7 +1540,8 @@ "type": "integer" }, "source": { - "type": "string" + "type": "string", + "$ref": "utils.json#/definitions/sourceList" }, "id": { "type": "string" @@ -2445,9 +2504,6 @@ { "$ref": "#/definitions/entryQuote" }, - { - "$ref": "#/definitions/entryPF2-hx" - }, { "$ref": "#/definitions/entryPF2-title" }, @@ -2601,6 +2657,9 @@ { "$ref": "#/definitions/entryWrapped" }, + { + "$ref": "#/definitions/entryPF2-hx" + }, { "type": "string" }, diff --git a/test/schema-template/feats.json b/test/schema-template/feats.json index 057aead000..f63074f64d 100644 --- a/test/schema-template/feats.json +++ b/test/schema-template/feats.json @@ -70,11 +70,21 @@ "const": true }, "ancestry": { - "type": [ - "string", - "array" - ], - "$ref": "utils.json#/definitions/ancestryName" + "type": "array", + "oneOf": [ + { + "items": { + "type": "string", + "$ref": "utils.json#/definitions/ancestryName" + } + }, + { + "items": { + "type": "string", + "const": "any" + } + } + ] }, "skill": { "not": { diff --git a/test/schema-template/index.json b/test/schema-template/index.json new file mode 100644 index 0000000000..6317e9fd45 --- /dev/null +++ b/test/schema-template/index.json @@ -0,0 +1,72 @@ +{ + "$schema": "http://json-schema.org/draft-07/schema", + "$id": "index.json", + "title": "Indexes", + "description": "Schema for the auto-generated index for PF2eTools. Mostly for reference's sake.", + "type": "object", + "version": "0.0.1", + "properties": { + "x": { + "type": "array", + "items": { + "type": "object", + "properties": { + "n": { + "type": "string", + "description": "Display Name" + }, + "b": { + "type": "string", + "description": "Optional; name is used if not specified" + }, + "s": { + "type": "integer", + "description": "Source ID, see `m.s`" + }, + "u": { + "type": "string", + "description": "hash" + }, + "uh": { + "type": "string", + "description": "Optional; hash for href if the link should be different from the hover lookup hash." + }, + "p": { + "type": "integer", + "description": "page" + }, + "h": { + "type": "integer", + "description": "if isHover enabled, otherwise undefined" + }, + "c": { + "type": "integer", + "description": "category ID" + }, + "id": { + "type": "integer", + "description": "index ID" + } + } + } + }, + "m": { + "type": "object", + "properties": { + "s": { + "type": "object", + "patternProperties": { + ".*": { + "type": "integer" + } + } + } + } + } + }, + "additionalProperties": false, + "required": [ + "x", + "m" + ] +} \ No newline at end of file diff --git a/test/schema-template/items.json b/test/schema-template/items.json index e32ce52e43..9868c38817 100644 --- a/test/schema-template/items.json +++ b/test/schema-template/items.json @@ -93,6 +93,11 @@ "description": "Causes the item to not be generated in generic variants under the assumption it already exists (like in \"baseitems\").", "type": "boolean" }, + "genericItem": { + "title": "Generic Item", + "description": "Often generated, soemtimes manually added. Refers to the \"original\" item that this item is a variant of.", + "type": "string" + }, "type": { "type": "string", "title": "Item Type", @@ -174,6 +179,7 @@ "Contract", "Customization", "Curse", + "Grimoire", "Elixir", "Adventuring Gear", "Grimore", @@ -363,6 +369,12 @@ "damageType": { "$ref": "utils.json#/definitions/damageTypeTags" }, + "damage2": { + "type": "string" + }, + "damageType2": { + "$ref": "utils.json#/definitions/damageTypeTags" + }, "reload": { "anyOf": [ { @@ -411,9 +423,7 @@ "group", "ac", "dexCap", - "str", - "checkPen", - "speedPen" + "checkPen" ], "properties": { "group": { diff --git a/test/schema-template/optionalFeatures.json b/test/schema-template/optionalFeatures.json index c665a347c5..b9eeb7a5cc 100644 --- a/test/schema-template/optionalFeatures.json +++ b/test/schema-template/optionalFeatures.json @@ -15,6 +15,9 @@ "type": "string", "$ref": "utils.json#/definitions/sourceList" }, + "add_hash": { + "type": "string" + }, "name": { "type": "string" }, diff --git a/test/schema-template/places.json b/test/schema-template/places.json index 5109ee18ac..76b458c55e 100644 --- a/test/schema-template/places.json +++ b/test/schema-template/places.json @@ -385,38 +385,42 @@ } }, "additionalProperties": false, - "if": { - "properties": { - "category": { - "const": "Plane" - } + "oneOf": [ + { + "properties": { + "category": { + "const": "Mindscape" + } + }, + "required": [ + "source", + "name", + "category", + "page", + "entries" + ] }, - "required": [ - "category" - ] - }, - "then": { - "required": [ - "source", - "name", - "category", - "page", - "planeData", - "entries" - ] - }, - "else": { - "if": { + { "properties": { "category": { - "const": "Settlement" + "const": "Plane" } }, "required": [ - "category" + "source", + "name", + "category", + "page", + "planeData", + "entries" ] }, - "then": { + { + "properties": { + "category": { + "const": "Settlement" + } + }, "required": [ "source", "name", @@ -426,7 +430,12 @@ "residents" ] }, - "else": { + { + "properties": { + "category": { + "const": "Nation" + } + }, "required": [ "source", "name", @@ -436,7 +445,10 @@ "residents" ] } - } + ], + "required": [ + "category" + ] }, "uniqueItems": true } diff --git a/test/schema-template/relicGifts.json b/test/schema-template/relicGifts.json new file mode 100644 index 0000000000..cdba974f47 --- /dev/null +++ b/test/schema-template/relicGifts.json @@ -0,0 +1,124 @@ +{ + "$schema": "http://json-schema.org/draft-07/schema", + "$id": "relicGifts.json", + "title": "Relic Gifts", + "description": "The relic gift data type for Pf2eTools.", + "type": "object", + "version": "0.0.1", + "properties": { + "relicGift": { + "type": "array", + "items": { + "type": "object", + "properties": { + "source": { + "type": "string", + "$ref": "utils.json#/definitions/sourceList" + }, + "name": { + "type": "string" + }, + "add_hash": { + "type": "string" + }, + "page": { + "type": "integer" + }, + "tier": { + "type": "string", + "examples": [ + "minor", + "major", + "grand" + ] + }, + "traits": { + "type": "array", + "items": { + "type": "string", + "$ref": "utils.json#/definitions/anyTrait" + }, + "minItems": 1, + "uniqueItems": true + }, + "aspects": { + "type": "array", + "items": { + "oneOf": [ + { + "type": "string" + }, + { + "description": "This format is rendered as \"aspect (note)\" on the stat block but treated as just \"aspect\" for the purpose of filters", + "type": "object", + "properties": { + "name": { + "type": "string" + }, + "note": { + "type": "string" + } + } + } + ] + }, + "minItems": 1, + "uniqueItems": true + }, + "prerequisites": { + "type": "string" + }, + "entries": { + "type": "array", + "items": { + "$ref": "entry.json" + } + }, + "itemTypes": { + "description": "The type of item the relic must be to have this gift. Filters are displayed exactly as entered. Leave undefined if there are no restrictions.", + "type": "array", + "items": { + "type": "string", + "examples": [ + "Armor", + "Worn Item", + "Weapon" + ] + }, + "minItems": 1, + "uniqueItems": true + }, + "miscTags": { + "description": "altersRelic = The gift permanently changes the relic's nature in some way\n isRune = The gift mimics the effect of a rune\n grantsAbility = The gift grants the character a new, activatable ability (including spells)\n grantsPassive = The gift grants the character a new Speed, a damage resistance, an automatic bonus, or another always-active quality\n soulSeed = The gift is \"particularly appropriate\" for soul seeds (SoM p230)", + "type": "array", + "items": { + "type": "string", + "enum": [ + "altersRelic", + "grantsAbility", + "grantsPassive", + "isRune", + "soulSeed" + ] + }, + "minItems": 1, + "uniqueItems": true + } + }, + "additionalProperties": false, + "required": [ + "source", + "name", + "tier", + "aspects", + "entries" + ] + }, + "uniqueItems": true + } + }, + "required": [ + "relicGift" + ], + "additionalProperties": false +} diff --git a/test/schema-template/schema.json b/test/schema-template/schema.json index 41d804f745..024f220aea 100644 --- a/test/schema-template/schema.json +++ b/test/schema-template/schema.json @@ -178,6 +178,9 @@ }, "event": { "$ref": "events.json#/properties/event" + }, + "relicGift": { + "$ref": "relicGifts.json#/properties/relicGift" } }, "additionalProperties": false, diff --git a/test/schema-template/source.json b/test/schema-template/source.json index b59ed5c9b3..0bcfa3a4ec 100644 --- a/test/schema-template/source.json +++ b/test/schema-template/source.json @@ -36,6 +36,13 @@ true ] }, + "accessory": { + "description": "Whether or not something is an accessory, like a deck of cards.", + "type": "boolean", + "enum": [ + true + ] + }, "vanilla": { "description": "Whether it is considered a \"Core\" source, and is filterable through the \"Select Vanilla Sources\" option.", "type": "boolean", diff --git a/test/schema-template/spells.json b/test/schema-template/spells.json index 4163cc94fe..43bea03a84 100644 --- a/test/schema-template/spells.json +++ b/test/schema-template/spells.json @@ -183,32 +183,7 @@ "type": "string" }, "range": { - "type": "object", - "properties": { - "entry": { - "type": "string" - }, - "unit": { - "type": "string", - "enum": [ - "touch", - "feet", - "mile", - "planetary", - "interplanar", - "unlimited", - "unknown" - ] - }, - "number": { - "type": "integer", - "inclusiveMinimum": 0 - } - }, - "required": [ - "unit" - ], - "additionalProperties": false + "$ref": "utils.json#/definitions/range" }, "targets": { "type": "string" diff --git a/test/schema-template/traits.json b/test/schema-template/traits.json index fc000df529..d0f194be99 100644 --- a/test/schema-template/traits.json +++ b/test/schema-template/traits.json @@ -21,6 +21,12 @@ "page": { "type": "integer" }, + "alias": { + "type": "array", + "items": { + "type": "string" + } + }, "categories": { "type": "array", "items": { @@ -67,6 +73,7 @@ }, "variable": { "type": "boolean", + "const": true, "description": "Whether the trait has a variable value, which is enclosed in .\nMainly for schema generation." }, "otherSources": { diff --git a/test/schema-template/utils.json b/test/schema-template/utils.json index 9c7df182de..a7af86121e 100644 --- a/test/schema-template/utils.json +++ b/test/schema-template/utils.json @@ -6,6 +6,34 @@ "type": "object", "version": "0.0.1", "definitions": { + "range": { + "type": "object", + "properties": { + "entry": { + "type": "string" + }, + "unit": { + "type": "string", + "enum": [ + "touch", + "feet", + "mile", + "planetary", + "interplanar", + "unlimited", + "unknown" + ] + }, + "number": { + "type": "integer", + "inclusiveMinimum": 0 + } + }, + "required": [ + "unit" + ], + "additionalProperties": false + }, "sourceList": { "$ref": "_generated/sources.json#/definitions/sourceList" }, @@ -226,6 +254,11 @@ "type": "string", "pattern": "^[\\w\\d&]+\\|\\d+$" }, + "examples": [ + [ + "" + ] + ], "uniqueItems": true } }, @@ -1125,6 +1158,7 @@ } }, "damageType": { + "$comment": "FIXME: This should be replaced by something accounting for splash and persistent damage, as well as trait-induced damage like versatile and modular", "type": "string", "enum": [ "electricity", @@ -1149,8 +1183,8 @@ "persistent", "persistent fire", "persistent bleed damage", - "versatile p", - "versatile s", + "versatile

      ", + "versatile ", "versatile fire", "versatile p or s", "persistent bleed", @@ -1511,6 +1545,9 @@ "type": "integer", "minimum": 0 }, + "range": { + "$ref": "#/definitions/range" + }, "components": { "$ref": "#/definitions/components" }, @@ -1559,7 +1596,8 @@ "$ref": "#/definitions/tags" }, "source": { - "type": "string" + "type": "string", + "$ref": "utils.json#/definitions/sourceList" }, "name": { "type": "string" @@ -1887,22 +1925,47 @@ "minProperties": 1 }, "hp": { - "description": "Hit Points", - "type": "object", - "properties": { - "std": { - "type": "integer", - "exclusiveMinimum": 0 - } - }, - "patternProperties": { - "^.+$": { - "type": "integer", - "exclusiveMinimum": 0 + "oneOf": [ + { + "description": "Hit Points", + "type": "object", + "properties": { + "std": { + "type": "integer", + "exclusiveMinimum": 0 + } + }, + "patternProperties": { + "^.+$": { + "type": "integer", + "exclusiveMinimum": 0 + } + }, + "additionalProperties": false, + "minProperties": 1 + }, + { + "type": "array", + "items": { + "description": "Hit Points", + "type": "object", + "properties": { + "std": { + "type": "integer", + "exclusiveMinimum": 0 + } + }, + "patternProperties": { + "^.+$": { + "type": "integer", + "exclusiveMinimum": 0 + } + }, + "additionalProperties": false, + "minProperties": 1 + } } - }, - "additionalProperties": false, - "minProperties": 1 + ] }, "bt": { "description": "Broken Threshold", diff --git a/test/scripts/compile-sources-schema.js b/test/scripts/compile-sources-schema.js index c8b117b4ed..e30a70ffe7 100644 --- a/test/scripts/compile-sources-schema.js +++ b/test/scripts/compile-sources-schema.js @@ -24,6 +24,7 @@ function generatesourceschema (file) { const sources = sourcesFile.source; const sourceList = sources.filter(s => !s.unreleased).map(s => s.source); + if (sourceList.findDuplicates()) throw new Error(`Duplicate source: ${sourceList.findDuplicates()}!`); schema.definitions.sourceList.enum = sourceList.sort(); // Write it all. diff --git a/test/scripts/compile-traits-schema.js b/test/scripts/compile-traits-schema.js index 4dddb37cb2..3a89ccd537 100644 --- a/test/scripts/compile-traits-schema.js +++ b/test/scripts/compile-traits-schema.js @@ -24,6 +24,7 @@ const schemaTemplate = { function generateTraitSchema (file) { const traitsFile = ut.readJson("./data/traits.json"); const traits = traitsFile.trait; + if (traits.map(it => it.name).findDuplicates()) throw new Error(`Duplicate trait: ${traits.map(it => it.name).findDuplicates()}!`); let schema = schemaTemplate; // For each trait, add it to the schema. @@ -46,6 +47,7 @@ function generateTraitSchema (file) { }; } schema.definitions[categoryName].enum.push(trait.name.toLowerCase()); + (trait.alias || []).forEach(x => schema.definitions[categoryName].enum.push(x.toLowerCase())); schema.definitions[categoryName].enum.sort(SortUtil.ascSort); }); @@ -63,6 +65,12 @@ function generateTraitSchema (file) { type: "string", pattern: `^${trait.name.toLowerCase()} <.*>$`, }); + (trait.alias || []).forEach(x => { + schema.definitions["variableTraits"].anyOf.push({ + type: "string", + pattern: `^${x.toLowerCase()} <.*>$`, + }); + }); } }); let allCategories = Object.keys(schema.definitions).filter(e => e !== "anyTrait");